I always intended to add a pickaxe or something else to help the player get more ores once they ran out, sadly i didnt get to that so running out of powder is basically a death sentence.
LewiLewi
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Interesting game concept, not killing enemies but "robbing" them. Quite enjoyed it. Would have liked more player feedback when the bag is full, i spend quite a few times bumping into stuff wondering why it didn't pick up only to notice my bag was full. Also felt a bit too luck based, if i went into a direction that ended up being a deadend there would be nothing i could do to escape the goblins.
Really enjoyed this game. I loved the directional attack system u had, got me paying attention to my movement to line up shots that would kill the most aliens. The voice actor added a nice touch to the game, wish there was more variety in his lines haha.
Overall a nice complete experience. Took me a second to get used to the controls but once i understood them it felt intuitive. Skipped a lot of turns on accidents at the start.
Fun for a simple experience, sadly i didnt manage to beat the dragon, he was at 11 hp though. He seemed not to like moving past corners so i could often round a corner and heal a bit till i ran out of supplies.
- Wish there was a way for me to skip a turn to let an enemy come to me
- I like the damage health pop up it adds a bit of pushiness to attacks, a little screenshake would have made it feel even better.
- Would also like more feedback when im getting hit, sometimes i didnt notice how low my hp was
Overall a fun short experience.
That bug was bound to happen considering i added that collision hours before the end of the jam and it literally just checks "if(solve_move() == out_of_bounds()) do_not_move()" xD . The menu buttons throwing u ingame is intentional, i didnt have the time to add new pages considering my UI library was wacky so i just "solved" it like that x).
Really funky game, the amount of effects made the game feel really juicy even if it wasn't always entirely clear for me when my input was on the beat (or i just suck x) ). It did feel really nice once u get into the rhytm. I really liked this game's interesting mechanic of clearing the way with the life of your previous iterations. Nicely executed!
Interesting game concept. Felt really satisfying to peel and blend some fruits. The physics helped a great deal in making it all feel nice. Maybe adding some sticky notes with the controls to some of the parts would have helped, i found myself pressing "I" quite often cause i forgot haha. Overall JUICY experience!
Originally no, we wanted the juice part to consist of killing the enemies hence the screenshake and sound effects on kill but balancing caught us off guard haha. So now the first level is a bit of a dodging game. After beating the first level and acquiring your first upgrade the killing part should make a come back but that doesnt mean u can slack of on dodging :P
Thanks for the extensive feedback!
The arrow key scroll issue seems to only happen in Chrome. There is screenshake on killing enemies and they were meant to be more squishy, they die quickly however after u pick up your first upgrade. And yes we should have added auto fire haha.
The game is completely customizeable, it reads json files for the movement patterns and enemy generation so if u want to see more u can get the windows build and make it all a bit easier for yourself and even make your own waves :P