I think for the gamejam this was fine, but if you're gonna work on this further I think icon and hover text might be better yeah :D
L5Squared
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I think this game would benefit a lot if you replaced all the rule descriptions with special icons.
For example: instead of writing "The color X spread to the squares below and to the left of it." You can just show this instead:And then you can just have the player fill in the icon instead of the big bar.
This will reduce a lot of the UI elements in size and give you more space for the main painting area, which I think should be the focus point. It might take some creativity to figure out what all the icons should look like, but that's the challenge of 'show don't tell', you'll figure it out :D
Indeed a shame of the music being buggy, but at least u had a mute button.
I do think this is a really cool idea though! And well executed!
Did you make all of this yourself? It feels kinda like a bunch of random assets just thrown together. Maybe it's just not my type of game, I didn't really understand what was going on the entire time, I was just mashing buttons and then particles appeared I think, not sure what was going on. If possible I'd try working on better ingame feedback, maybe some hit sounds so I know when I actually hit someone, or damage numbers or something.
I would love to see more numbers in this game! Right now I'm just kind of guessing what's happening.
But if I could see stuff like dodge chance, damage, health, how the chain actually works, what is the base damage, then this could actually become a very strategic game and in my opinion a lot more fun!
Good job so far though :D
Amazing how you made this all in just 72 hours! I love all the shaders and art, they're very high quality! The stirring feels very nice too,
Here's some constructive feedback:
I would add a little bit more padding in the UI at the top, right now it looks like it's cut off
I wasn't aware that you could buy more than 3 things, I thought I would have had to replace others. So maybe explain that if you buy more than 3 ingredients they will still appear.
Like others have mentioned, it would be nice to be able to remove ingredients from your inventory, and it would also be nice to see your inventory.
At a certain point there isn't really any progress anymore, you're just spamming 1,2,3 and hoping for the best, which gets a bit repetitive.
I think the Phoenix Feather doesn't really help late game, since your ingredient list is already so long it kinda just takes up space.
I would love if we were able to buy upgrades like a faster hand for ingredients, or maybe faster stirring.
Maybe you could implement a controllable heat source, and then certain ingredients work better at higher temperatures and others work better at a lower temperature, or they have bonus effects above certain temperatures, could also do a magic ice fire.
Overall a very high quality game for a game jam, great job :D
I have to disagree with the other comments, since you can win doing nothing but pressing space :)
This probably wasn't the intended way of playing though. I realize it happens because of how you spawn the particles, they will bounce right back into their own color.
Overall I really like the look of this game! I would love to see some sort of score at the end to see how well I did, right now there isn't really any reason to play again other than seeing pretty particles fly around.
I think it would look great of you made all the particles rotate randomly, right now they look a bit static.
Overall I think it just needs some fine tuning and then it'll be a fun game to play :D
Fun little game! For these types of "deck" building games it would be nice to have a way to remove some bombs from your deck! Then you can optimize getting only good bombs, of course this would be in exchange for some currency or something.
I had quite a few times where the explosions were happening off screen, which kinda lowered the satisfaction of seeing everything collide.
And you forgot to add a close button at the end of the tutorial menu.
But great job! I could definitely see this become a full game
Very creative! Very much feels like real birds flying off! I'm also a fan of the incremental type of game play, although it does get a little slow near the end when waiting for all the birds to spawn. I like it when incremental games give you options to speed up the game.
Sadly no audio settings so I had to turn down my system volume. Funny voice lines though!
And I noticed you sometimes don't get your bonus pellet until 1 round after you buy it, or does it shoot twice maybe? Oh I just noticed if you hover over 2 birds, it shoots them both consuming 2 bullets.
The game also starts lagging a lot near the end, you should be able to fix this though, I'm guessing you're constantly checking which birds are nearby which is causing the lag. (I'm not sure how Godot handles collisions but you might want to look into Spatial Partitioning, it reduces collision-check lag a lot)
And personally I would make the flamingo upgrade have no limit, so we can dump our excess money into that :D
Realised you could click the same bomb for more points, then accidentally got the high score with that. I also noticed that the high scores don't always update correctly with the ingame scores, I got to around 70 in one run and it didn't update. Like another person commented, I would like to be able to click the square the bomb is in, since right now it's almost an aim-trainer kind of game haha. Fun concept though :D
Thank you for the feedback! I basically agree with everything you mentioned, I did forget that there is not a single indicator of the drag upgrade being maxed (I usually look at the editor but yeah, you can't do that in here), so that's something I'll improve in one of the next updates.
And also a good suggestion for the late-game improvement, I've been thinking about how I could expand this game when you reach that point, maybe I let the player choose how big the playing area is? Both increase and decrease so they can choose what they want.
I do think the start might be a bit toooo slow but then again, I usually like to think back to the start of incremental games where it was kind of annoying, and then once you get those prestige upgrades, you really notice how much faster you can progress now. But I might adjust the start slightly to make it less tedious.
And yeah the music was added in like the last hour, but I could easily add some more tracks that shuffle randomly. And I'll have to test collision sounds, it would add to the level of satisfactory.
Thanks again for your reply :D
Thank you so much! And yeah I agree, it starts of pretty slow and I didn't add any nice bounce sounds effects or some screen shake or anything. I need to make the initial hook of the game a bit stronger and then it would already be a lot better I think!
And I gotta find a way to add more content, I did have a couple ideas but didn't think it was smart to work on those during the jam :)
But thanks again for playing my game :D
I absolutely love the art style! The dithering, the pixel shader, the gloomy atmosphere, it's perfect! It kinda reminds me of Return of the Obra Dinn. Oh and I just reached another area :O I love the colors!
I love how unique the mechanic is, the movement works surprisingly well and it's pretty satisfying.
Overall a really polished game!







