fun little rhythm game
i don't know why but it feels like tehre's some slowdown when there's all the speedlines also how did you even make a tool to create beatmaps in 72hrs?
i didn't click with it, but it's probably because the screenshots made me think "oooh this is gonna be like nuclear throne type combat, that's sick!!!" while the gameplay is closer to vampire survivors (not really but the first comparison i can think of)
anyways the bullets are really undertuned compared to everything else, i only managed to see "oh it's firing." after like a minute and it didn't even do enough damage, also no sound effects really hurts this game
cool mechanic, i would love to see this get updated in the future
EDIT: I would like more clarity on how many turns you have/the enemy has before attacking, I don't know how they internally work but I would suggest having icons that show how many turns have (like press turn games), it also seems that healing spells cost more turns so you could also show how many "turns they cost"
I don't know if that's actually how it works but still
also if it's a player then enemy turn phase system it should show phase changes before the turn starst
as for the colors: they were literally just me putting the bisexual flag as a test pallete, then i ended up liking how it looked
i wanna keep the combo but i don't really know how to show the score it would give you,
yeah fadeout is right it looked *slightly too dark* at lower power levels on the laptop this was developed on + i was being dumb trying to change the *TIME* instead of the final color for the interpolation
also yeah there should be more difficulty probably starting with making the combo timer shorter (around 25-50% shorter)

update: it's fine (i ran it on my desktop), main issues are that how the firing mechanics work is not explained (more specifically the way on how to shoot the orbitals), and that the upgrade screen is a bit jarring when it appears, as the game freezes on wave clear then randomly shows the screen
when i got it for the first time i tought i died and it was some metaprogression thing and i was like huh??
for a sec i tought this was gonna be like a meme project where it was "hehe kick the guys off the building"
then i noticed the fact that you could hit them into the black square (i would personally have made a shitty quick blender model or stole a PNG from somewhere to put on there instead also i would have made this endless like basically everything with an ending here but that's just me
(anyways this game has the vibe of a weird vibingleaf video execpt it's a shitpost)
my fav part is when kicky said "it's kickin' time" and kicked all the bad guys
page broke on my laptop (game was weirdly off center and offscreen, but still fit if i scrolled)
idk if this would be better as an actual endless runner because 1 hour means no time to make level "modules"
also the slam is weird as in if you use it outside of like the slam parts it kills you despite not having touched the red (is probably intentional but let me spam slam after every jump)
only gameplay issue is that it seems that you enter the jumping state by pressing instead of holding (aka if you just land you can't jump) could be solved by making that state be triggered by holding or an input buffer
// decrease jump buffer every frame if (jumpPressed)jumpBuffer = jumpBufferTime; if (OnFloor() and jumpBuffer > 0) jump();
also the buildings look kinda bad compared to the player
the song was good, but you forgot to make it loop :(
the mechanics are fun as having to step on the windows puts you on your toes because you're gonna have to run towards them constantly and avoid the enemies before they get out of hand,
the enemies spawning out of thin air is kinda lame since they can spawn incredibly close to you (which is fine for 3 hours), putting a little spawn animation before they become active would be good if you don't wanna spawn them offscreen, overall this has potential
anyways the antivirus you play as in this game is kinda trash, malwarebytes would have cleared this virus 0 diff
i know it's 3 hours but
i'd like to have like a "hot-cold" way of checking if near for a star, because as what you said there is a .4% chance of finding the star, the combat is fine as it is and only real thing it could have improved is having the enemies flash when hit, overall it's fun but gets boring quick after you realize "oh god why is it so low, and why are there no indicators??"
also sound can't propagate in the vacumm of space so they didn't have to use a device to stop sound. which is kinda physically inaccurate 0/10
was a fun "wow this is fun puzzle to do when bored once"
only real issues i had is that for some reason my mouse the object randomly, also the fact you need to hit the black to make precise turns (which you really don't want most of the time unlees you touched it accidentally, but maybe that's because i fucked it up by playing M-1000 scout in deep rock galactic
we should do this in real life 10/10 GOTY
anyways the artstyle of the main sprites reminded me of antonblast
altough i feel like being able to click the meteors distracted a bit from the billionares but i was being the stupid:tm:
also billionares should cost less meter because i wanna send more of them into space at once
wdym "more" devtime?
anyways the player is too slow, to the point where getting from the shop to the tree is a chore, plus i found a bug where if the birds grab a turret you're using and take it away you're basically locked forever + this also happens if you fall off + ratio
anyways i respect the courage of making your main mechanic STACKING physics objects without a killplane or something