I think I may have broken hardcore mode right before release, it may not be possible currently. I'm glad you had fun!
Jugan0
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I like the idea a lot this an interesting interpretation. I think sometimes when pressing the button once many balloons would drop, so this made the game quite difficult. I also think some more juice, like sounds and particles would really help the experience. I thought the visual style was awesome, nice work!
Yeah, both shooting and hitting the shuriken. I also felt throwing the shuriken was very slow, it didn't feel satisfying. I spent time lining up my shots which I don't think is how the game was meant to be played. Wall jumping also disoriented me a couple of times. Maybe use Ultrakill as inspiration? They have a mechanic where you can shoot coins you throw in the air that reminds me of your shuriken mechanics.
This is a super good game, really polished with a lot of great juice. I liked all the different chicken types. However, it got so overwhelming so fast. So many new things and enemies were thrown at me that I couldn't keep track of anything. Wave 2 felt like what wave 100 should be! If the game was a bit easier, this would be totally awesome.
I did really like the melee fighting, it was pretty fun to play. Very hotline-miami esque almost. I think there for sure needed some more juice here, particles and more sound effects would go a long way. It also could use a bit of polish to make some things require less precision. The ranged attack was frustrating to use at times. Overall, great work, and a very impressive entry for a jam.
I think the concept is pretty neat for a little arcade game! This primarily needs more juice. I would love particles, or a giant green minus or plus whenever you lose or gain score, things like that. This could be really fun with that added game feel. I think this fits the theme in an interesting way, nice job :)
Cute little game! I tried a couple times but I couldn't figure out how to get the bride and groom into position. It also took me a few attempts to get the guests seated, and I wasn't sure if I was doing things right. Some additional juice and player feedback would go a long way here. Even a counter like 9/10 guests, or an arrow to show you roughly what to do would be very helpful. It was also difficult to keep opening the schedule, showing the current schedule in a HUD element might be good. Sorry I couldn't finish it, I really liked the concept :)
I think the visual style here is pretty cool! I also like the idea of using a countdown as a "resource". Generally, I found the countdown to be disconnected from the gameplay, though. When playing, if my usage got too high, I felt it wasn't worth it to complete the level because it would be easier if I just got to restart without the lasting consequences of dying or using an ability. I think abilities are what makes the game interesting, as it forces you to engage with the countdown. However, I never encountered a situation where I had to use an ability to complete a level, and every time I tried to use one I felt it wasn't helpful enough to justify the cost.
In total, I think this is a great game! I would also like to mention that just because you don't have a web build doesn't mean you can't find success, both in the final rankings and amount of ratings. Many games do well in both categories without a web build (including my own past submissions).
I really liked the general combat mechanics here, they were interesting. I think the balance could've used a bit more work, throughout my entire run I had an unlimited supply of upgrades at my disposal so I rarely ever ran out. Adding some more juice around the countdown on your weapons ticking down could've really reinforced your central mechanic as well. Overall, great work, I really enjoyed it!
Super fun and super creative! The biggest improvements are in the juice, I would like to see a lot more game feel and reactivity to my actions.
I also found it extremely hard at times to tell which platform was next due to all the greys looking similar. Some color or some other way to give a sense of progress would be good for game feel and communicating information to the player. I also found myself playing by keeping an internal rhythm. This made the timer at the top useless. It would be really good if there was something closer to the player that gave a sense of when the next platform was coming. I really liked the sound design of the platforms, is was so satisfying to get in a good rhythm and clear a level.
All these critiques are minor, and you did great work especially on the level design. The concept was iterated on in some neat ways! I would totally come play again with some more polish and some more levels with new mechanics.
I liked the art, and the point and click adventure kinda thing was cool. This game needs some other kind of thing that is driving you, I felt unmotivated to continue. At some points, it was unclear to me what I was meant to do. Some dialogue would go a huge way here, and would be awesome to see. Great job overall!
Firstly, great work for a first solo jam! Really juicy and a lot of little details that add a lot to the combat.
I found the game really hard. This is fine, but having such a long death animation really messed with the pacing and lead to a lot of frustration in a difficult fast paced game like this, especially with manually restarting. I really struggled with the melee, especially because the enemies insta killed me when I got too close. My strategy ended up being to wait for enemies to attack, kill one, then run away which is a weird dynamic for a game with time pressure. I think this could be really fun, you've got a lot of juice and polish in here. I tragically couldn't get past level 4 because I couldn't get the melee double jump mechanic (?) to work after a lot of trying, sorry :(
All in all, these issues are minor and this is a super great game especially for your first time. Nice job!!!!
Firstly, I love the style. I am a big sucker for that kind of retro FPS. I've never seen a game with this style where you can jump!
I think the pacing of the game is a little off, probably because of the balancing. It doesn't feel like I am fighting against the pressure of this countdown, it is almost like a secondary thing thrown on top. With some balancing work, I think you could make that feeling of pressure and tension a lot better. The combat mechanics were very well done though, and the art was great. Awesome job!
This made me feel like I was in the movie Speed.
I think it's a good concept for a game, and I haven't played much like this before. Like others have said, the controls and death mechanics should be tweaked in some way. Getting shot by the guy was super crazy though. Really creative and with a bit of reworking could be made into an awesome mechanic. I think the biggest thing that would improve the game IMO is having discrete levels. Good work, and super cool :)
A neat concept for a horror game! Taking away control from the player generally is what makes horror good. While playing, I could still see a bit out of my blink, which made it more just feel annoying then an actual loss of control. The goal also wasn't exactly clear, I knew I had to open a door but I more just stumbled into the win. I think with a bit more work you could polish up that blink mechanic and make this a very spooky game! I also loved the monster design, that was very creative and well done.
It took me a second to figure out how to play, but I'm really glad I gave it the time because I really liked it! Had a ton of fun.
I would say the only thing to improve on would be the tutorial? Maybe some more hints in game? But once you figure it out its very clear what is happening.
Art was really good as well. Great work.







