Great game, definitely one of my favorite jam entries so far. It's pretty easy to steamroll the enemies in this version, and once you get "the build," money and items become kinda useless, but that's just balancing on a 4-day timeline. Sign me up for the full game of this!
Multiphonix
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Fun idea, I like the checkpoint mechanic a lot, and it's a nice touch to have optional fruits to allow players to take on a bigger challenge if they want. The wall jump past the crossbows in the last level is very precise, I think I spent longer trying to pass that section than I did on the rest of the game combined.
Very cool idea, and I like the aesthetic. As someone else mentioned, I'm not sure I like that the speed of the arms is slightly random. You can carefully set 4 arms going all spaced out, but then they clump up. Seems like there would be more skill involved if every arm of a given type always moved the same speed, so it was up to you to space them out
Very fun game (I liked it enough to go back and play a second time for a high score), but there are some design choices that are a little odd. You lose more time by missing a shot than by being hit by an enemy, so the best strategy is to stand still and tank hits. The first level is pretty hard, but if you prioritize scaling the time bonuses you get from killing enemies, it becomes trivial after level 2 or so (I ended the last level with almost 1,000,000 seconds on the clock). Also kind of jarring to instantly warp to the menu when you die.

Very addicting little game, I could see myself as a kid spending an afternoon playing this on Congregate back in the flash game days. My biggest critique is on the sound-design front: when multiple sound effects trigger at once, they stack to become quite loud and completely overpower the music. I would suggest limiting the number of simultaneous SFX (at the end of the level, when the ritual is completed, the sound of every enemy dying at once for example is extremely loud).
This is a proper game, congrats! The difficulty spikes quite a bit at the very end, and it's hard to know which sacrifices will reduce the timer and which won't, but it was fun enough to have me go back for a second try, which is saying something considering how many other games are out there to rate.
Fun idea and the art style really works for you. Good explanations throughout and gradual increase in complexity. The "pick a pipe" style multiple doors is often more frustrating than fun, and the final level can be pretty much entirely skipped by just grappling right to the door. Your weakest link here was audio: most moves have no sound, including breaking glass, but the "landing from a jump" sound effect is pretty loud. The music also kind of starts and stops somewhat randomly, it doesn't feel like there's a reason why one song is playing instead of the other.
From my understanding, yes. You need to 1) upload audio files to itch, 2) link to the music on a streaming service (not required to be soundcloud or youtube, I did bandcamp), and 3) upload photo/video/pdf proof of your process.
From the rules: "You must submit the original recording in either .mp3, .wav or .flac on itch.io AND on another streaming service of your choice (preferably Soundcloud), with a screen recording or screenshot(s) or pdf of your DAW, score, or tracker."
Very fun little game! I use a mac, so godot webgames basically *never* work for me, but your game did, did you include mac support deliberately, and if so how? Few comments/suggestions: The first boat you shoot down each run generates a lot of lag. The boss tentacle hitboxes don't quite line up with the sprite (I had bullets go through without hitting), and somehow I ended up buying more items at the shop than I could afford, and got to negative money, but I couldn't recreate that bug so I'm not sure what caused it.








