Cool idea, setting traps instead of attacking, but I found it to be too restrictive, and the camera always felt it was in the wrong place
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Good idea, great execution. Love the art style, the music is great for this game. The audible "Lucky" at the end of every stage was a tiny bit weird, but it still fits with the overall theme. The puzzles were clever, and my only real complaint was the blocks sometimes not doing what they should be, like glitching into the Lucky Guy, or through him.
Cool concept, and decent execution. It's immediately apparent what to do and how to get points, so kudos there. There is occasionally a glitch where 1 enemy (bread?) will become invulnerable to the barrier and remains that way no matter how many times you hit it. I think it happens when the barrier comes up while one of them is touching you, but I'm not sure. Other nitpicks, the UI and general visual style need some improvement (even though the choice of jam was a nice pun) along with a longer or less repetitive soundtrack, the Highscore just shows the most recent score - not the highest, and some more depth in the future could go a long way.
English isn't your native language?? I wouldn't have guessed, you're really good! :) About the game: towards the end of the first level a lot of soldiers walk up to the castle, lose health, and die. There is no feedback, like arrows flying from the castle, etc. to show what's happening. About the gameplay, a large portion is either staring at the screen and waiting or clicking 2 buttons. I would prefer if maybe we choose which soldiers to send out, or which path they take. Overall, keep up the good work
Aside from the lack of an ending screen, which leaves me feeling unsatisfied as a player, most features seem half baked. The acceleration goes up exponentially at times, the signs don't pop enough, the score is almost invisible... A lot of testing and improving was clearly not done. This isn't an attack of course, it was a very tight schedule, but I am saying the drawbacks from the time limit are apparent
Incredibly clever game, took me a while to understand how to kill the blue enemies (Thanks Sprawl). An in-game hint, or some feedback to hint at what to do would've been nice, but keep up the good work
I love the idea, but the execution is so shaky. Literally. That purple pickup that shakes the screen is too disorienting, and having the ground tilt so much so quickly obstructs my view more. If more work is done, though, I think there's a great game here