Yea that's something I tried but I felt it just wasn't as fun.
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Thanks for playing and the feedback🙂. And did you find the movement clunky? I didn't really like how slow the ship turned in the end but it felt impossible to aim when it was too fast. Maybe there was a better solution though.
Thanks for playing. That was actually a consideration but I didn't want it to devolve into the player trying to conserve ammo as much as possible by trying to use the enemies. Glad to hear you enjoyed it 🙂
Actually, I used a proprietary language from GameMaker. Sorry I'm still not understanding your question though. Every object in a level exists and are never deactivated or anything like that. The window just acts as a camera/viewport of the level with a physics object attached. It's similar to a sidescrolling action game.
I'm a bit confused by your question so let me know if I answered to it, but the entire level and all objects always exist. Moving the window just changes your viewport/camera on the level. If I wanted, I guess I can deactivate objects that are a couple pixels out of camera view but I didn't really feel like there was any major performance issue where that was a necessary measure.
Yep, this is a known error for developer's good_game_design. It sadly doesn't exist. (It's supposed to crash)
Thanks for playing my game, hope you had fun or at least found it interesting. 😉
wow, what a really fascinating puzzle game! I started on normal and felt like I was never going to understand this game but after playing a few levels on easy, it was like my brain was rewired and able to see the solution in normal and hard. amazing work. (btw there's a bug with finishing a level on the same move as losing with the next level button)
Wow thank you for the recorded playthrough and feedback!~ And yea I think the biggest weak point was the lack of a tutorial. Might add that in in a bit. Happy to hear you still enjoyed it ;]
thanks for playing!~ and actually the blue one is a bit stronger but i guess i should've adjusted it more ;p
Edit: thinking about it, i think it has to do with the fact that the blue pulls in, so there's much more friction happening
I love it! the hectic nature is so awesome and I love how extra hectic it gets when the soul queue gets full. Wish it scaled to be even more difficult with time though since I started to get a hang of it. Great work!~
Neat game. I really like the dilemma of trying to go deeper for the sweet loot but the dangers of doing so. I think this game could really benefit from having some enemies and some more diverse upgrades other than just a longer timer. Good work!
Thanks for playing, in the second level the fat cats act as bounce pads and you can jump extra high if you hold the jump button. For the second part, the white cats are fast and their bodies also turn into boost pads.
Very polished with a super interesting take on the theme. I love that there's multiple weapons too but I wish they weren't randomized, I usually just tried to die asap if I got bomb or sword.
Thanks for playing and the feedback!~ There is variable jump height but I scaled it back since the bouncy cats felt pretty bad the way I had it implemented (gravity as a higher value when the jump button isn't pressed) but I guess I should've fixed it properly. Definitely learned a lot while working on this. Glad you still enjoyed it, cheers
Ah thanks for letting me know 🙂. The trick to that level is to use the hole in the window to slowly carry the chick across. You can start the level by scooping him up with it as well. Thanks again for giving my game a try~
Came back and was popping off (survived 2 winters in one game) and second day after this error popped up ;[
slug.lua:164: attempt to perform arithmetic on local 'previousForwardsShift' (a nil value)
slug.lua:164: in function 'draw'
grid.lua:665: in function 'drawEnemies'
main.lua:790: in function 'drawGameplay'
main.lua:1785: in function 'draw'
[C]: in function 'xpcall'
Got 160.2 but only because I hit 2 ducks by luck. I wish I had more control in the air so I can actually plan my duck massacre 😈 I also feel adding upgrades would make this game super addicting. Well done with your entry~
Got 96! This is really fun and addicting, but I feel like there's quite a few bugs to fix like triangles getting stuck on walls and balls being reset for no reason. I also feel getting a highscore is very rng reliant since you have to just hope to get a ton of good upgrades all the time and I also felt cosmetic upgrades just felt the worst (even more than the downgrades) since there was no meaningful choice to be made and I felt it always just made the game look worse. Don't mean to criticize this game too much 😅 Thanks for making this, I genuinely had a good time playing~
This is my favorite game of the jam so far. The puzzles are so good and I love the dialogue although it does feel a bit long winded sometimes. I completed the first 7 levels only to be shocked that there were more worlds with more gameplay types, I'll definitely be coming back to this once I have more free time.
This is a really smart game and one of my favorite games of the jam. It's really challenging and forces you to think multiple steps ahead. I wish there were also health pickups (maybe a big fly on a more troublesome enemy?). I also feel this would be better suited towards playing with arrow keys, but that's just a preference since I don't want to be bothered with clicking all over the screen. Regardless, excellent work!~
Edit: Never have I been so sad (last day)
Thanks for giving it a play~ and sorry for the technical difficulties. I knew when I was pursuing this idea that it would be hard to accommodate all screen resolutions/scalings and it was one of the things I decided to sacrifice so I could properly focus on school work while working on this. Detailed resolution settings requirements were put on my itch page but I realize now that people can skip that page by downloading it here instead. I plan to fix level 2 to be easier after and adding resolution disclaimers within the game after ratings. Sorry for the frustrations and thank you for leaving a comment on them.