Its really fun going around barking at everything and making a mess with the trash, but the sound effect of the trash falling gets a bit repetitive the second time you decide to dog around town.
Jazetu
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Really cool idea of linking turrets together by shooting at them, but the linked turrets tend to be very erratic and don't always rotate like you do, it might be an improvement if all connected turrets aim at the cursor instead. Another suggestion is to let the player hold the mouse button to shoot instead of clicking it repeatedly it as that can be very uncomfortable.
I managed to run the game just fine (am on a Mac) and I suggest trying a WebGL export next time, that makes the game accessible to most people.
The game looks great and the energy beam is amazing, makes me pretty embarassed of my png beam to be honest. I don't know if the input for the Mac port is broken, but my ship is extremely slow, by the time I get to a station to charge up earth is one asteroid away from destruction. I wish the game started with full batteries, I didn't manage to actually destroy an asteroid with the starting amount of energy.
As someone who is fascinated by Boids, I am glad that this exists. The visuals are clean and the choice of music makes for a nice atmosphere. For criticism I agree with some of the other comments, steering is slower than I'd like and when you have a bunch of heated FLOWs flying around you it can be very hard to make out your character from all of them.
On a side note: it can be a bit tricky to get the FLOWs into the doors sometimes, I wasn't sure if it was because they didn't have enough heat or too much of it. Could've just been bad luck that my last FLOW kept dodging the door.
Thank you for playing my game and for the feedback! You are right the sensitivity is off, honestly I can only beat it myself If I don't move around too much and focus solely on aiming. This was my first FPS and not including a sensitivity slider is a rookie mistake I won't repeat.
Something I feel I failed to comunicate a little is that you can push "corpses" around by shooting at them before they solidify with the ground.
Its definitely something you'll have to experiment with and figure out what matches the game best, you already have some solid ideas on how to tackle it, air strafing could help for sure. Something you can try is adding another button, for example the first left click throws the paper roll, any left clicks while the roll flies pulls you towards it, right click recalls the roll. Or the roll flies away from you but doesn't pull you until you make it, but that might need some other changes.
Nice movement mechanic, but I wish the first click didn't already pull you, or that the second click was the one that recalled the paper roll. As it is I ended up killing myself a lot for not double clicking or triple clicking right away to be able to click away from hazards that were previously offscreen, and its a bit uncomfortable for me to to mash left click.
The mechanics make for some great puzzles and I really like the clean and colorful aesthetic. Its cool that you assign random colors each time, but my only criticism is related to that - Sometimes the random colors don't contrast with each other too much. Its out of the scope of the jam but looking into color theory and making sure the random colors contrast would make the visual appeal more consistent.
The puzzles are fun and the "split" mechanic enables them pretty well, I can see potential for expanding on this with more objects to interact with and solve puzzles with. However the "Colored bricks" that the white pressure plates turn into confused me a bit at first. Other than that I got stuck one time because the red guy ended up on one side of the wall and the blue guy on the other, but I appreciate the quick reset by pressing ESC.