Timmy can't seem to dash when airborne after a non jump (falling from a ledge, spinner rotating, etc) which can get a bit annoying. The levels don't seem to fully reset on death so you can get caught with some pretty bad platform cycles on certain levels. Other than that though this is a really cool game. Some of the best presentation I've seen in the jam.
GrumblingGator
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Plane and UI look good. Flying feels good. Isn't as responsive as I prefer but I see what you're going for. Lack of any gunsight mode is rough but I assume that's just not implemented yet. You can flip your head upside down in the cockpit. It seems like you have to maintain lock for missiles to track. Combined with their anemic tracking even when locked, short lock range, and low response on the craft make it very hard for anyone to land a hit on anyone. I never felt under threat and found it inconsistent to hit targets even under optimal trajectories.
The timer seems to be missing a digit during single digit seconds (ie. 1:01 displays as 1:1), and some of the icons and transparent text look a bit low res and clash with the rest of the game's aesthetic. Hard dropping feels a bit slow but that can be a taste thing. Other than that it looks and plays great.
Took me a few tries to figure out how the slime worked. Some kind of indication that he's been hit even if he takes no damage would be nice. Another button so you can quick attack on the right or if the game just remembered the last direction you pressed and attacked that way would be helpful, no bosses really take advantage of the fact that your fastest attack only comes out on the left side. Movement feels a bit stiff, you start and stop instantly and its hard to tell where the hitboxes actually are. The core gameplay is actually pretty fun, just need to iron out the animations and gameplay a bit more.
Not a big RPG guy but it was fun enough. The fire wand seemed to adjust one of the stats but it along with a few others were unlabeled. Not sure what being exposed means or how it triggers but it happened a lot. Liked the rotating on the enemy health, but the sliding on the player health/mana didn't look good.
The visuals are great except for this gay mushroom and his hitbox blending into the floor.
I might be too stupid for this game. Would probably prefer if the power meter went up and down instead of firing automatically so you have more time to plan out the 2 shots. The hills worked as intended but was able to fire through walls in a few places. Being able to "lock in" a shot by holding one trigger would be nice, but it would also trivialize the point of the game so I get why you wouldn't want to add it. Any kind of pause menu to back out of or restart a course would be appreciated.
The game hides the cursor when you select a save so you have to tab out to interact with any menus.
Got some stutter when the little orbs detected me on the level demo, but only the first time loading it. Probably a material being loaded in for the first time.
Deaths are pretty abrupt. Could probably do with a short falling animation when you die but before the menu appears.
The aim assist feels slightly strong.
I know they're placeholders but the smoothness of the enemies really clashes with the low res aesthetic.
The orbs were pretty fun to fight. I enjoyed tracking them through their little spins as they got it. The way the turret falls over is good too and its nice that there's no hitbox to get stuck on.
I thought at first that the eggs everyone was sending were falling in everyone's world one at a time in a giant egg loop, but I think you only send eggs to the person right below you and then they vanish? Regardless its a fantastic concept and very fun. Would be cool if the chicken flapped a bit as you went up.
Very fun, there's a nice rhythm you can get into jumping from planetoid to planetoid. The only minor complaint I have is there seems to be a kind of "buffer zone" out side the sphere of influence of a planetoid. This isn't a problem when its doing its presumed duty of catching you during a near miss, but it occasionally caused some erratic movement most noticeable in the space where two of these zones meet when skipping a planet. I generally liked the audio design and especially the music, but the boost power up noise got a bit grating.
I like the eyeball drop reducing vision as a soft punishment for screwing up but there's no reason not to just kill yourself or restart once you lose both eyes since there doesn't seem to be a way to recover them. The controls are fantastic. Obviously it is very hard and the difficulty curve could do with some tweaking, but just bouncing and sliding feels great as does all the options to tune your controls. The wheel menu also feels intuitive with the rest of the game. Not sure if the environments are placeholder or not but right now they're the most bland part of the game.
Using the rocket booster in the pipe causes the cycle to become disjointed if the pipe gets too long. Also I'm still getting my points robbed when I cartoonishly faceplant after beating a level.
Otherwise the pipes and push zones play great. By their nature they're much more forgiving than any of the other mechanics which leads to the spaceship being significantly easier than all of the other stages. Not necessarily a bad thing, it just stands out from the others as forgiving.
Snow looks great and it still feels good to play. Few issues:
- Options menu can be highlighted but clicking it does nothing
- Sometimes going over a lip doesn't give you air and you instead stay magnetized to the ground. This is most noticeable at the Y-junction before the 2 4-way intersections.
- Snow frequently clips through the snowboard.
It'd also be nice to navigate menus and perform tricks with the sticks. Your right thumb isn't doing anything mid jump so it seems like the natural option for tricks. Overall it looks sounds and plays great though.