Fun lil chase game
Holding right click feels a lil awkward, but otherwise I like the arcadey feel
Nice twist on the theme while also tying it back to SKG as a whole!
The ghost speeding up helped ramp up the tension, though the QTEs were a lil repetitive
Could be cool to add some kind of streak/combo system or penalty for misinputs or leaving the cabinet alone for too long. Something to promote more risk-taking from the player
Reminds me of some classic ARPGs
It's satisfying to watch your build grow more powerful over multiple rounds!
If anything, the enemies could probably be a bit tougher, since I was able to just strafe and kill all of them and took damage maybe once in my entire run
But it's cool that you have multiple builds in such a short jam
The art and sound design are great!
The controls also feel satisfying, especially with the animation and particles, super polished
Just wish there was a fullscreen button, made it a lil hard to make out the level or cards
Other than that, had a hard time fully getting a feel for the cards besides the jump, but this is really interesting!
Really cool twist on Tetris! Turns into more of a strategy/resource management game
It was a lil confusing at first that the next piece would immediately overload/jam your machine. I played a few rounds where I tried to maximize my pile and then died.
The presentation is fantastic: Love the art and theming.
If you were to flesh this out, maybe add some kind of minimum quota mechanic or other source of pressure, since eventually it felt like the optimal strategy was just to pack it to ~60% or so. Didn't feel like there was much incentive to risk packing the press tighter.
But this has a lot of potential, one of my fave games in the jam so far!
Raw dogging C?! Nice
The aiming feels a lil wonky, I think it might be tracking the local mouse position instead of the global one or something
Other than that, since you're planning to keep working on this, I think some sound effects/music could really flesh this out. Another thing might be to have proper collision effects on the bullets, since right now they just phase through enemies lol
Congrats!
Almost feels like a solo battle royale lol
Most of the weapons felt pretty unique, though it seems like if you accidentally drop them, you can't pick them back up
I do wish being hit gave more feedback - it's really easy to not notice you're taking damage since you want to look at the enemies on screen instead of staring at your health bar in the corner
Other than that, 30 waves is a lot for the amount of unique enemies there and how many of them there are per wave
I think either lowering the number of waves or adding bosses every 5 or so would make it more engaging
But the waves I played were fun for a bit
Performance was a lil dicey, but ik 3D builds on web are always tricky
The actual idea and mechanics are cool, though maybe some sort of countdown to the level start would be nice. Start taking damage as soon as I spawned in lol
It's like FPS Suika game, which is pretty unique. Other than that, a lil more feedback or maybe a wider camera zoom since sometimes I'd be clipped by a planet that was behind me
It's like reverse Papers Please!
I failed the first check because I didn't realize the game doesn't take place in the current year lol
It was a bit confusing since it looked like everything was ok/there seemed to be a lot of fluff info, but that might just be a me issue
But I do like the concept and presentation quite a bit
Clear concept, but great execution from the mechanics to the presentation
This might be one of my favorite takes on the theme
Loved the variety of card and dice effects and how they combo-ed together
I didn't realize the double score card was a one-time use, so a clearer indicator there would be nice, but this was seriously addicting, like I was becoming a vampire myself lol
Cool to see a fellow Wizard Card Game end up with something so different from ours!