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Hilper
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Deep story with a sentimental background for the charismatic main character. I really hoped there was more to this game, really short but cohesive experience, but not adecuated to the spinning theme. I think there should also be some fixes for english localization, I'm waiting for the spanish versison though!
Interesting platformer, but theres a LOT of room for improvement. Music, SFX, coyote time, graphics, junk wall phisics and deathzones or barriers in the out of bounds. The only saving factor for me where the 3 serious puns, but got repetitive as I died doing blind jumps and serious wasn't the theme of the jam. Some explanation about the controls anywhere would be nice. I once got stuck out ob bounds (in the second level) and I had to restart. Give it some more time in the oven. Also, I can't find the exit in the second blind room, is there any mechanic or path I missed?
Very cool game and impressive to be carried out during a week, i certainly needs some polish but I felt very encouraged to try again. Very nice puzzle in the beggining and the world felt really big. There was some exploids and junk phisics typical of unity but it lead to some interesting exploits and speedrunning strats (rythmically tapping umbrella to surpass height limit and sticking to walls to recharg stamina). I would definetely want to see more about this game. Just, please, make that the only way I have to dodge enemies doesn't use up the only way I have to attack enemies.
I felt really encouraged to try again when I played, the "before its too late" felt like a joke unti it wasn't. I couldn't really find the "end" and searching it with the camera upside down and not resoponding was impossible for me. That doesn't make the game bad, it lives up to its name. I really liked it, specially the music which adapts perfect to the unpleasant context. Maybe try an irregluar time signature the next time to make it even more unpleasant.
Not bad not bad. Definetely some clues to know where to continue would make the game more readable, but it was easy enough. This is the beggining of a very good rage game. Make all surfaces (like cielings) break the egg, not only the floor.
Keep it up and expand it, the idea is cool, a diferent interpretation of spinning. Very good ploish as well.
Is it just me or the game felt unfinished. Is there any music I'm missing? Am I not smart enough to open the chests in the map?
The game loop was just letting enemies hit me since the range is short. There is no clear goal. Maybe a venomous cloud in the out of bounds would encourage not to run away infinetely. Some variety in the attack and options for the player would be nice. Visual or sound feedback for enemy live and hits would be helpful.
Keep adding things! I would love seing the game in the future!
Maybe it was the info bump at the beggining but I didn't quite catch the game loop to learn how to play. It was very annoying seing the background move when trying to interact with the UI. I felt almost no control over the win as I am just spinnning and praying for luck.
Anyways, awesome quality, I was suprised for the defined style which really deserves a mention for the limited time.
Maybe I'm too used to PvZ, probably a good game and its just skill issue.
Good game, I started a bit baffled by the colourful NES style pallet (which felt familiar) and the unintuitive controls, but I ended up even wishing there was another level.
I would have liked tighter curves for some trickshots and changing the aim of the center of the curve, not only the inclination of the shot. I also wish there was a cancel button for the shot, most of my time playing was checking if i liked the trajectory and wating until the cursor returned to correct the angle.
I'm not a golf enjoyer but boomerangs are cool.
Good game, I started a bit baffled by the colourful NES style pallet (which felt familiar) and the unintuitive controls, but I ended up even wishing there was another level.
I would have liked tighter curves for some trickshots and changing the aim of the center of the curve, not only the inclination of the shot. I also wish there was a cancel button for the shot, most of my time playing was checking if i liked the trajectory and wating until the cursor returned to correct the angle.
Thanks for the feedback! We tried so hard to make it a simple platformer, but we soon realised we were making a rage game. Despite the amount of checkpoints I'm not satisfied with the precise platforming. The next step to make it less frustrating was adding a shadow showcasing the point you would land. I think that could reduce randomness in the spinners.
I'm happy it gave you great impressions, and even happier you tried the game, don't worry you couldn't finish it, thanks for playing. <3
Thanks! <3 We put so much love into music and graphics vtl and I. We worked hard during the brainstorm to fit the main theme as much as we could. I'm sad we had a third friend who was going to help with SFX but couldn't in the end, so wet had to add it last minute.
Stay tuned to see when we continue working on it.
