I think this was a pretty good implementation of a neat idea! Good presentation and didn't overcomplicate.
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Really great game! Just driving around whacking stuff was really fun and it looked really good too. Had a good variety of enemies as well.
I played until I unfortunately got an error after completing one of the levels, it didn't affect my enjoyment much since it happened late into the game but I should still mention it.
It was cute game. Good presentation with the art and the particles and a bit of screen shake. Nice stuff!
I think the game would have benefited from hazards of some kind, since I felt it was easy enough to just play one character most of the time.
Glad you enjoyed it and yeah I'm definitely glad I added controller support, if only for myself when testing. To defeat the monster you both have to stretch out then if one character stops moving then they will be catapulted in to the monster to damage it. Granted there wasn't a tutorial for it so it was hit or miss whether it clicked with the player or not. Thanks for playing!
Glad you like the style! Thanks for playing.
Assuming the button thing wasn't a bug) To press the button you have to "crouch" on the button to make yourself heavier and press it so it goes green.
I was a bit unsure whether everyone would recognise it or not or if the visual language would be ok (I wanted to avoid obvious hints) so I wouldn't be surprised if it was easily missable.
This was really fun! I'll admit I was skeptical at first but once it ramped up in level 6 it was very enjoyable.
The only annoying part was when an ai randomly crashed at an intersection so I couldn't pass, it happened a couple of times for me.
Other than that it's a great idea executed very well.
I think the main problem is probably the camera which others have mentioned.
Other than that this looks like a pretty solid entry. I think the art's good and the boos was fairly enjoyable although fighting it felt a bit repetitive (throw ball , jump over, collect ball, repeat lots of times).
I think it's a bit unnecessary for the ball to travel so fast towards the other side of the level every throw but that's partly personal preference and you could for sure design around that if you wanted.
Overall, good job!
I think this was pretty interesting and it was well presented.
I'll admit I found it a slightly annoying to play. I do think the concept is great though. I'd love to see it as a gimmick of a larger game or maybe if the physics were more precise it could work well as its own game.
Good job, you did well with the mechanic and there was some interesting stuff especially towards the end.
I've seen a few games like this and I think the good ones combine this idea with another interesting mechanic to really stand out. Obviously it's only 48 hours though, what's here is good.
Very nice game. An asteroid style game where your orbiting around a point was interesting and the way the bullet changed when shot through the sun created some good split-second decision making. The way the gameplay linked to the music was really nice too. Maybe this could become like Tetris Effect or something, I think that would be really cool.
The rhythm aspect is a nice spin on the bullethell genre and the game looked very cool.
If I had to say anything it would be to give a little bit more leeway on the beat it seemed a bit tight (or I might be bad). In a normal rhythm game it would be fine but if you miss the beat in this game you get really screwed especially since you have to get really close to danger.
This was really good! The idea was executed very well and the game was well polished. The upgrade system was very well done too. Even though the differences between enemies were simple, those differences were enough to make each enemy different to fight. Very nice!
My best after a few tries was level 7 in about 5 mins.
I managed to figure out a technique for moving the character so was able to complete the levels but I agree with others that the physics made it a bit weird to use.
I think the idea is pretty good and it was presented well. I think some more satisfying physics could make it a great game!
It was polished well with good sound effects (especially how the music changed on death) and screen shake.
It was a slightly altered version of super crate box, I would've liked to see something that truly seperated it from that game in an interesting way, but it was still fun to play nonetheless.
This game was really cool. It's so stylish! Spinning the light somehow felt a bit weird and I wasn't able to get used to it but that's the only thing.
The game concept was super interesting and probably has a lot of potential.
Pretty fun. I remember a block game on miniclip that was a similar idea to this so I was able to pick it up pretty well. Having a die instead was a nice spin on that idea.
Right now the game seems very easy, I think in the future you would have to try and encourage the player to use the stage gimmicks more or make the stages smaller/unique/restrictive.
But overall this was good and showed the concept well imo.
Very cool idea and a very fun game. The polish was great and the concept was well fleshed out considering the time frame.
There was some sort of bug on level 9 which made the bullet spread super large after the level reset.
Nice game, it was a bit difficult to work out what was happening at first but once I worked it out it seems like a neat idea.
The camera controls were a bit frustrating to use and there was some sort of NavMesh error that came up in the console when you talked to customers.
But this is a really solid amount of work considering it's only 48 hours.
Cool idea, once I'd got used to the controls it was pretty satisfying to successfully pull off a maneuver. The game crashed when I completed the first really long level (I think it was the 4th one).
Thanks, glad you enjoyed it!
Yeah, I totally forgot the next level button lol, slightly annoyed about it.
And interesting suggestion about the trail... Because of previous feedback about the trail, I'd already changed the trail to a more standard trail for the post-jam version. I didn't think that the length of it might've been the problem. I'll definitely have a look at it for comparison, although I might just end up sticking with the standard trail now, at this point it seems like the safer option.
Thanks for playing!