Aha! I guess I thought the player could jump through the platforms. Good to know.
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I've only played the first 11 missions. The storytelling via the computer database system e-mail is really cool. So far it is pretty easy. I also think the audio is your top priority to fix. I could imagine some really neat synth music would fit perfect with this project.
Maybe the difficulty picks up, and I'll be playing more of it later, but I think you should challenge the player earlier into the game.
That being said the transitions between levels and menus are flawless and overall it feels about how you'd want it to feel.
A little flimsy. I like the aesthetic and it's fun to strive for a higher score.
Something about the controls just feels off, and I'd like to try it with a gamepad. Everything is functional in this game and the particle effects are pretty cool.
I really liked it, even though I am a fan of clowns. The protagonist feels unable to defend themselves for the first half of the game, making the player vulnerable to every clown on the map.
This makes it all the more satisfying to finally get the net and start scooping up every clown as you go. The giant shirtless clowns were a good way of increasing the challenge once the player had reached the net.
No dialogue is used to advance the story; the story is told visually and through game play. That's an admirable route to take. This also leaves much to the imagination, and the questions about who these people are become more interesting because of that.
The player movement is very slow. This is actually fitting to the game and makes sneaking around the clowns more tense. However, as time goes on it becomes clear that a run button is really an essential feature that needs to be added. This could be presented to the player in the form of a power-up, perhaps after the player leaves the house with the net.
Honestly was a lot of dumb fun.
Some of the jokes are pretty stupid but it was a silly fun game, despite the quality.
Throwing the wheelchair kid around and putting dumpsters in the middle of the road were the best parts.
About halfway through the game I found out you can surf through the air on those skull enemies if you lure them out from the underground area.
I finished all five missions. I'd probably play more of the game.
I played with a gamepad.
The player movement felt deliberate and heavy, like you'd have to plan out your attacks a little ahead of time to do well. Kind of like Castlevania or Dark Souls.
This is fine except I felt the collision was hard to trust and sometimes I'd swing my sword 2 or 3 times and it would go right through the enemy.
The blood effects were cool looking, if you have future visual updates I'd like to see more like that (maybe different sizes for different blood particles; different particle speeds; etc).
I also couldn't advance far enough to get to later enemies and items or turn any eyes blue. Maybe I'm just bad at the game haha. Although it might be good to trigger some eyes to turn blue after the tutorial tells you it's possible. Just to demonstrate to the player further how it works.
Slicing the enemies in this game is satisfying enough that I'll probably revisit the game to do just that.
Cells are a great template for building a game, I've had similar ideas about making games where immune systems gather together to defeat invaders.
When I started playing I found myself getting defeated over and over while trying to use immune cells but quickly found that a single enzyme on the corner bend and an immune cell near the exit was enough.
However, once I started placing many cells I found that only one or two can fire at once despite there being many available. Not sure if this was intentional or not.
When selecting an immune cell in full screen mode it's easy to accidentally place one on the grid behind the button.
All in all it's a pretty nice tower defense template.
I had a nice time exploring for a few minutes and reaching the edge.
One thing you could have done with your time is to remove the shadow for the player capsule, that's a small thing you can do that improves the feeling of controlling an actual player. Otherwise they can just look down at the ground and see that they are nothing but a geometric shape.
The scale of the game level feels really big, and I mean that in a good way.
You should consider clamping the zoom feature so that the player can't scroll outside level bounds with the camera. I was able to destroy the game by simply scrolling out over and over again.
I am so in love with the music in this game.
I like how it worked with the color limit.
The player moves at an incredibly slow pace, and I'm sure part of that has to do with the 'time' theme but it made me almost quit a couple times because I got so bored.
But I was intrigued by the atmosphere so I kept going. Brutally truthful game, I really enjoyed this one.
I got 35 flowers.
The music is a little bit dissonant, not sure if that was the style you were going for.
I liked the game over screen.
The credits screen is also way louder than the rest of the game somehow.
I love the aesthetics on this one. Great color scheme and overall feel.
I would also like to not have the player fall behind when there's no input. I understand this is what sets it apart from similar games but it gets in the way of the game feel for me.
I did not escape the cave, maybe one day I'll be skilled enough.
Also, please don't have the music start from the beginning on player death, I was a little too familiarized with those first four notes.
Fun little game, but found a problem.
I use two monitors, and thought it'd be fun to see how far the game lets you drag the launch distance.
Well as it turns out the game accounts for the mouse cursor even when it is outside the game window.
I launched this little blue suicidal slime so fast the obstacles couldn't generate in time. Eventually, I hit an endless blue void and could no longer continue.
Really fun game, this is right up my alley.
Although I did find a game breaking glitch after advancing to the second dungeon level. I was able to clip the player die outside of the game walls, here is a picture.
But yeah otherwise I loved the simplicity of it, and being a fan of classic roguelikes I was happy to see a new rendition for the genre.
The music is bad but the game is fun.
I got stuck on one of the later levels but I guess that means I just gotta 'get good' haha.
I also think the black text could be changed to white or green to make it more readable.
Keep it up!
This game jam has been really fun, it's inspired me to make a larger scale project.
Because of the size of the project I can't have it finished by the end of the day, but I have a polished free demo that features the first couple areas in the game.
Is it alright if I submit this to the jam?
It's about 20 - 30 min long and has been tested for bugs, plus it adheres to the 2x1 pixel ratio rules of the jam.
The music is in a chiptune style similar to this:
Visuals are nice, very original concept as well.
It's fun to play with the different combinations, this would be cool to see as a bigger project in the future with even more options.
I liked it.