Really nice puzzle loop game, took me about 5 tries to workout the puzzle. menu music bops
jamborambowambo
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Fun few minute platformer! I really love wall-jump mechanics in games, I think they're most satisfying when they give some height - in this game its very small, I suppose more like what height you'd get jumping off a wall in real life 😁
Even better if the visuals or sound changed up a little, or if there was more of a challenge with the bomb I assume is a hazard. I ended up wall jumping up the whole left side on the second section. Nice work!
Really fun and quite difficult! I got 13-14k score, the tools took a while to get used to, especially the dirt and water squeaks, I think they were similar in my mind so I kept messing those two up - the leaf blower was perfect, distinct sound effect and visually very different. Would be even more satisfying if the music lined up with the "beats" more and if there was a subtle distinct sound for the different scores for better timing (I was thinking similar to osu's 300/100). Perhaps a combo system too, that always adds a lot of tension to not "break" the rhythm. Great work!
Thanks a lot for the feedback!
I'm glad you made it first try! I think the balancing has this problem whereby more hardcore gamers who are really familiar with mouse aiming and timing (fps, rhythm games, mobas) find it easy to beat, whereas many have found it too hard, especially getting through the first nights. It's an interesting problem to have a very wide range of people saying too easy too hard, but ultimately it's up to us as game devs to make that gap a lot smaller in ways that don't take away any fun or depth.
I'll be taking these thoughts into any future updates / more game jams I participate in, thanks again!
Thanks a ton for this detailed response!!
I think thats a really good shout to lower the initial difficulty - watching others play its clear night 2/3 was too soon to throw that many that fast, without having a solid grasp of the controls
More upgrades and randomness I absolutely agree, it'd add a lot of variance and more suprise to the shop phase. Changing up the mechanics per colour could be good too, it means you'd have to adapt stategically.
I think you nailed some good ideas, thanks once again!
Thanks a lot for the review! The arts really nicely done I agree
How do you think we could make the gameplay more fun? We were thinking about having enemies be purple for a "dual click" to kill them, or enemies swaying about more with a little more variance in attack pattern, or different enemy types, or perhaps more interesting upgrades in the shop as a way to incentivise saving money for more impactful/fun upgrades. Did you have any thoughts on those or ideas of your own?Thanks again for playing!
Thanks a lot everyone for your time in playing and reviewing the game! We're really happy with the kind feedback, especially our artist 😁
Can I ask any future reviewers for particular feedback:
- Did you find the game difficult or frustrating, did you make it to the end?
- How do you see it being evolved to make it more fun?
Very addictive, took my minutes away from me
Really nice minimalist art style, really clean looking. Innovative system, to be bounded to the furnance, I got down to 1-2 hp a few times. Really satisfying progression system, it felt good to become that fast and powerful
Definitely something I'd buy if it expanded into other core mechanics (I was thinking of dome keeper)
It took a first run through (and a re-read of the tutorial) to fully understand what I was meant to be doing, but after that it was really fun! Shooters gota be my favourite tower, all resources went to them haha.
Even better if, perhaps for the first time someone plays, theres UI indicators that indicate that the cart should go back to the spawn point to drop resources off (and that the healing tower is a healing tower, not a dropoff point). I think the abilities of the towers is intuitive, it was just where to go initially. Nice that theres music variety too! Good stuff
Such a solid core mechanic, really well implemented and momentum feels fun. I appreciated the challenge for the last level, I was tense on that last jump. Would be even better if it had a more obvious tower theme and sound effects pitched differently for swinging at different speeds to really nail the momentum feel
I really like the enter the gungeon type dodging and shooting, that's really fun. somtimes the gun seemed to do 90% of their health, then only 2% on second shot, is it randomised? I appreciate the difficulty of the game to. Even better if there was some satisfying sword chop / gun sounds. Nice work!
Would love to play this but I can't seem to get it running properly on Firefox or edge - on edge the cursor seemed to load desynced/offset from my mouse, and on firefox everything was dark (though firefox has never been the best for playing in browser games for me)
Let me know if theres any potential fix and I'll be happy to play and rate your game!
