Cool idea, I enjoyed the game. I also really liked the way the stations change orbits, tickled something in my brain.
Some tooltips would be really helpful: to the end I had no idea what different station upgrade icons meant
Cool idea! I tried doing similar mechanic (ability acquisition) for a GMTK 2020, but lacked the skill to pull it off back then.
My complaints for this game are mostly about lack of polish, but I must admit that there's quite a bit of content and it's no small feat to do such a game on a timer.
Congrats on making it through the jam!
Very hard, didn't manage to go far. Took me about 4 tries to figure that my hitbox is in the head, before that I thought the game wasn't possible at all. Some feedback when being damaged would be great (e.g. SFX and blinking snake's head during the i-frames)
Also, the controls were inverted from what I expected, so that also felt weird.
Anyway, congrats on making it through the jam!
I like the idea, it's a really creative take on the theme. The art and audio are pleasant
That being said, this is probably the hardest game I've played in this jam so far, to the point of feeling unfair. The entire restaurant often settles on wanting the same thing, which is barely manageable the first time, and the second time it happens I loose before really getting into the groove.
Aside from balance, I think more feedback on successes/failures would improve the overall experience
Got to around 1600 on the fourth try.
The overall game loop is nice, solid game. The difficulty feels a bit steep.
Some of the other issues that bothered me:
Congrats on making it through the jam!
Really liked the idea, but the implementation didn't quite do it for me, mostly because of the balance. 3 hp on enemies feels like a ton, considering track speed and having to dodge their quite fast bullets. And then by level three you would have to get extremely lucky with the upgrades (think 2 jackpots in a row) to even strand a chance
Still, I think this game has great potential and it would be nice to see it live past the jam
Ok, so you asked for feedback.
"Is the idea good or not" is not really the question. It's all about execution, especially with platformers and/or shooters. An idea will not make a game good, but thoughtful implementation would. I wouldn't say that the movement here is implemented well, but I like the choice of mechanics and the "kickstart" feels nice.
Specifically in this prototype, I was mostly frustrated with having to skip over 1-block platforms. This was probably what kept me from "getting into the flow", being forced into a precision-platforming segment before figuring out the metrics. Speaking of which, I think I often got frustrated because I had to make small jumps, smaller than I felt like doing, but only until I discovered the dash.
That being said, I imagine this would be a much different story if this was not the start, but somewhere in the late game. As I understood, the idea was about getting through the same track decaying with each loop. Okay, why not start with an almost uncorrupted track (think solid bridge) and then, after it gradually decayed over several loops, presenting us with increasing challenges, we could arrive at precision platforming we have in current prototype? This would also be backed by player being more invested in the game by that point.
Anyway, congratulations on making it through the jam! Don't linger on thinking you "don't know what's good" — you will learn, by playing your game and other games and answering the question: "why it feels the way it feels?"
Once I painstakingly made it through the tutorial, I actually quite enjoyed the game. Still not sure what I should have done to buy the sugar, did three loops with plenty of money and it never showed up.
My main issue with the game is having to use the keyboard, since most of the action is mouse-based. Maybe right-clicking through the dialog could do the trick, if you tried to avoid accidental click-through in the heat of the moment. Also, a little SFX would go a long way to support the art
This game is the definition of "weird flex, but okay"
Loved the art.
Somehow managed to win in the race itself after about 10 tries fully upgraded. Feels like it's just by luck, since there's definitely way too many damaging obstacles, like, walls of them. Maybe the only thing this game lacks is better distribution of objects on track, so that the race feels more skill-based.
Also, maybe some more SFX would be nice
Okay, pretty creative! I had quite a bit of fun with this one.
Some of the thing I would suggest:
Also, I was a bit confused for the brief moment that I had to switch away from camera 1 and discovered that direction controls are camera-dependent. Not saying it's a bad thing, but I was half-expecting them to maintain orientation regardless of the camera angle.
So, okay, the execution is superb, but the balance felt very hard and unfair. I did not understand the rules behind my tail constantly falling off. I understood that it does, periodically, but couldn't make sense if it was time-based or had some trigger or if it's just random.
And then I either tried to chase the orange guys and fell apart faster than I grew, or tried to gather the pieces falling off of me as fast as I could and still failed 6_9