it takes a very long time to get to a shop, it would be much better if it appeared after every wave because the gameplay becomes very tedious after just a couple waves. the player is also very agile, making it very easy to simply avoid and not interact with the enemies.
LeafLight Studios
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a roguelike deckbuilder featuring a trash can is an awesome idea! i do think it would be much more interesting if you could get the upgrades mid game. also since shooting trash goes in an arc it kind of creates this threshold where if the enemies cross it you're cooked. it could definitely do with more deckbuilding elements, but that's really my only complaint, very cool game.
it feels kind of rough to play but the mechanic is really cool once you figure it out. i couldn't figure out a way to reset when i died so i just reloaded the page again, that should definitely be something to add. that and sound settings, it is very loud with the explosion sounds everywhere. no engine is impressive, that i cannot deny, but the game feels very directionless and it's easy to hit a dead end.
i thought that the multiple gameplay styles were cool but the bombs move very fast and the enemies are quite unforgiving in the first level, and in the second its very hard to lure the robot without getting hurt in the process because both eviler and the robot move so slowly, so i didn't want to get through all of it. the cutscenes were fun though, i like the attempt.
i feel like the enemies left a lot to be desired, and the bosses were ridiculously easy because they never moved whatsoever. i do appreciate the volume option, many games in this jam did not incorporate such a thing, but it helps a lot. i also thought it was very cool to have multiple playable characters, but i didn't feel the need to go back and play as both of them.
its all right, could definitely benefit from some sound settings, and the background art clashes with the sprites in a way that does not come across as artsy or intentional. the jump takes a long time and the enemies also feel pretty unforgiving, but it definitely is creative and follows the theme, so points for that.
i see what you mean about level 10. is that one meant to be beatable? in any case i enjoyed the first 9 levels a good amount and you incorporated the theme pretty well into the gameplay, although the environments just kinda felt like traversing several brown warehouses. the magician theming is cool though, and the rabbit projectile is awesome.
there's a lot of waiting between waves, the enemies are trivially easy when the are there, and they give very very little money so i couldn't try out anything in the game that seemed interesting. it's also not really unconventional to use a sword. i did really like the entire island though, so it's not all negatives.
the pie-launching animation felt like it took wayyy to long, like you needed to aim at where the clown would be in a couple of seconds, which is a bit much for a shooter minigame. the movment side to side was also really slow, which ended up making the game feel like every hit was just luck and it kind of takes the skill expression enjoyment out of it.
honestly i enjoyed it a lot, the movement and shooting both felt very good. getting the ak was hilarious and a good way to end the game. however, this game lacked some clarity in two very minor places but fixing them would vastly improve the game. firstly, there's really only one sound effect in the game, which made it a little unclear if you were being shot at or if you had just killed an enemy in a fast paced situation where you are dodging and shooting all enemies at once. secondly, some kind of indicator on the boss to show the damage it's taken would've improved the fight a lot. the obvious solution is a health bar, but something like the colored liquid within the balloons being drained to represent their health would be really cool, but that could be too much to ask for a jam game. overall though i had a lot of fun with this one, felt very whimsical.
although it has little to do with the theme, the actual idea behind this is pretty awesome. the ship from behind puts a good amount of pressure on the player and keeps you from hugging the bottom of the screen. the enemy ship having absolutely perfect tracking is kind of a double edged sword though, once you figure this out it becomes really easy to crash the enemy ship over and over again while keeping yourself safe, so some kind of smoothing on that would make it less predictable and more of an enemy for sure.
the intro cutscene was so awesome and i love the idea of an instrument as a weapon, it is an interpretation of the theme that i myself considered at one point for my game as well. however, it felt pretty tough to use the right click ability in combat as it entirely stops you from moving to do it, and it was so powerful and went through multiple enemies so it became: walk up to a group of enemies > right click > keep moving - which kind of made the left click useless. i didn't beat it because i think i got stuck in a wall and couldn't input anything. it's a fun idea and interpretation of the theme, but i felt mostly that i was fighting against the controls and the physics rather than fighting the enemies in the level, which were immediately trivialized.
i really like the visuals on this one and the incorporation of the theme. my only question is why would you not just use the weapon specials all the time? it seems to me like theres no real consequence or resource for using them, so i just basically held down the l key once i figured that out. solid game though, i love the cooking theming, i almost used it myself.
while its a solid puzzle game, there's really no use of the theme at all, which kind of makes sense when you see it was submitted to a couple of jams. i think everythings pretty solid it just feels like it moves so slowly. often times when you solve the puzzle mentally there's a good amount of time to input everything that in my opinion really shouldn't a barrier. just speed up the animation timers to like double and i think the game would feel vastly better. i should point out that i really appreciate the addition of new mechanics throughout the game, it makes the simple puzzle game much much more interesting.
i like the whole recoil-based-movment subgenre of shooters, but i think that the hitboxes are a bit large on the obstacles, plus no sound or visual effect when you get hit makes it feel like you die out of nowhere over and over again. i saw lots of powerups when i tried the game enough, it would be cool if shooting crates could make them appear or something because i rarely saw them and they were pretty cool from what i could tell.
i like the sand ninja character and i like the music a lot. however, i feel like the dual fan/hook mechanic would be a lot more interesting if the weapons were different. as it is now, they both basically have the same range and take the same amount of time to do, but you only switch between them on necessity and its not all that interesting. if the fan or the hook had a longer range or something it could be a much more interesting system. i really liked the boss at the end too!
awesome suika-like!!! super simple and easy to pick up, very unique take on an oversaturated genre, it feels very fun. the physics on the balls was a little weird to me at some points where the sheer might of friction was able to hold up a massive stack out of nowhere, but aside from that it basically functioned as i expected and was very fun. i do wonder what the most optimal score is, and i may just have to try and get it.
it's a very simple and well executed idea except for the inconsistent speed. it feels like it makes the game harder on an unfair basis, and it feels like it's bs when you don't fly as far as expected. if there was some sort of indicator that the different parts of the tower had different speeds and that knowledge was available to the player through like a simple texture or something i think it would be a much better game. guess i'll have to see how recoiler 2 turns out.








