Hello! Looks very sweet. Could you please consider adding .fbx version to the archive with textures linked to materials for easy import in Unity and other engines?
kiberptah
Creator of
Recent community posts
Hello! Could you please check this asset importing to unity workflow? When I import other 3d assets (like anything from elbolilloduro) fbx models just work, I can just drag and drop them into scene. But with this pack it's like textures are not linked to materials and require manual assigning which is verrry annoying and error prone. I am not very familiar with 3d modeling but it's probably something you can easily fix on your end in exporting settings ;)
Hi, seems like a nice tool, but it really lacks more presentation and examples, like how it works with photos maybe is the most interesting for me. And you should probably show more palettes in a videos.
Also would be nice to see how versatile it is in terms of how many different styles can the original picture be transformed into using different combination of settings :)
Gonna keep and eye on it, hope for updates!
Thanks for the feedback! Do you have some thoughts on how we could've deepened the game? We thought rewarding player for longer ball rolling with more bricks and points in conjunction with online leaderboard would be the reason not to just place a brick in front of the ball for one ricochet., but there's definitely a room for improvement.
One of my favorite submissions so far! While the concept is as simple as "you are the enemy", superhot mechanics bring into this more than some other action games would. I really like the idea of controlling a bunch of henchmen trying to defeat overpowered player. It was a bit rough and unpolished controlling units sometimes, and like half of levels can be cheesed, but at no point I was forcing myself to play it through, I was really interested in trying to solve the situation.
If you want to develop it after jam, I'd suggest MAYBE changing controls to sort of point-and-click like in RTS, cause moving a lot of units at the same time is not possible otherwise, and moving them one by one was a bit tedious (like in Door Kickers 2 maybe, I haven't played it but by the gameplay it seems appropriate). Oh, and maybe showing in real time how fight went :) (I understand that you probably didn't do it cause jam constraints)
Also I think you could do without scrolling levels, it was a bit confusing. Personally I'd prefer a zoom out, or moving camera with WASD.
To conclude, good idea and implementation is decent, rough around the edges, but still very enjoyable to play.
I like the artstyle but unfortunately it's pretty mindless to win :( I didn't give much thought to it, although just spamming first unit doesn't work (good) and cause my bruhwser to lag (lol). I eventually won almost without using 3rd unit (spawned a couple in the end just to see them).
Good music also.
Music hits you very loud in the beginning I wish there'd be a volume changer :(
Nice visuals, simple but readable and pleasant. Controls are a bit weird, and I don't mean the characters, I mean switching to mouse all the time while having both hands on keyboard for some levels. Feels not great imo.
I also liked the music, very catchy. SFX are fine too.
Great little game! Feels polished and sounds good, you really have to click a lot to charge laser and spam ships (after upgrading income) to keep it up in time. Feels well-made, although lacks in depth a bit, it seems. I think overall combining rapid clicking to charge laser and management/investing of gems is a good design. Art is also solid.
VIBE CHECK IS PASSED. While the concept might be not something groundbreaking, the execution is solid and artstyle is amazing! I wished I wasn't so busy with trying to typing commands last second so I could look at the art more thoroughly. But I have small issue with text readability (maybe not the best pixel font imo) and it was a bit frustrating to learn a bunch of new commands when level difficulty was increased and timer kept ticking.
Overall love it a lot.