Thanks for playing Griefergang!
The menu music is definitely inspired by C418. I also drew inspiration from Hollow Knight by using a harp in harmonic-minor key of F#.
I think it really creates that somber-spooky feel of the post-apocalypse vibe!
I like the play on the theme of bugs. I like the parallax effect used in the background aswell!
It would be cool if the "bugged" bugs did more. Maybe make you bug/give you a powerup.
I also couldn't cross the game to the right. I don't know if I was missing a control, but if I was consider adding that to the tutorial bee.
Overall cute entry! Would love to see it expanded post jam.
I like the art and the mechanic is very interesting.
I almost wish there was less horizontal momentum drop off. Sometimes it feels like you're flying through the air, then you stop rather abruptly.
The wall slide mechanic to charge is very cool. I almost which there was a visual indication of "jump charge". There were times where I had no idea how much I was charged, and ended up flying way too far and into spikes.
Overall, this was a fun short experience! Would love to see it expanded post jam.
Amazing game. Excellent use of tactical roguelike-style turn base combat and puzzle mechanics.
I love how the game escalates the difficulty by adding new enemy types, and eventually the timer mechanic.
Enemy intentions are very clear, and throughout the game you learn patterns on how to deal with them.
The sound design is amazing, the sound effects all feel like they make sense
The game is not too long but not too short.
The only enhancements I can recommend are very meta/QOL: things like a level browser would be nice, or an undo button.
Only thing it's missing is music
Overall, very well polished and fun experience.
Amazing game. Excellent use of tactical roguelike-style turn base combat and puzzle mechanics.
I love how the game escalates the difficulty by adding new enemy types, and eventually the timer mechanic.
Enemy intentions are very clear, and throughout the game you learn patterns on how to deal with them.
The sound design is amazing, the sound effects all feel like they make sense
The game is not too long but not too short.
The only enhancements I can recommend are very meta/QOL: things like a level browser would be nice, or an undo button.
Only thing it's missing is music
Overall, very well polished and fun experience.
Very creative mechanic. I like the implementation of the theme. I also love the crossover of a precision platformer with tile-based movement. It added almost a light tactical element to the game when lining up your shot.
I will say, I feel like having your momentum stop mid-air by releasing a button felt a little clunky. I almost wish your momentum would stay, and there was another button (maybe DOWN + X) to stop your momentum. It took me a good 2 minutes to pass the part where you had to fall onto 1x1 blocks. (This is probably just a skill issue though :) )
Overall, great entry. For 3 days of development, it feels polished, and when I finished, I was itching for more levels and content. The final stretch of wall bounces and jumps was very satisfying to execute.
Great job!
Love the premise. Being able to fight/possess new animals with new attack patterns I think would be a logical next step.
I found that the dead bodies having collision made it really hard to move, especially when big waves of squirrels were attacking. I think making bodies fall behind alive entities would make the game much easier to play.
There was no cooldown on attacking, so I found that if I mashed fast enough, I could instantly kill enemies. Maybe add a cooldown to attacking? Especially if there are more animals with more abilities.
Overall, the concept of keeping dead bodies around to repossess was super fun. Great job! Would love to see this expanded!