Glad you enjoyed it! I'll try to do some more to it once the jam is over. It seems I have a few things I need to add/change. If you have suggestions let me know!
Noah Wesley
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I seem to agree on Bengar on a lot of these. The menu/boss scene looks great! The rest of it looks more haphazardly thrown together due to time constraints. Although to be fair I probably couldn't do the boss scene over the whole 3 hours. It was definitely a challenge and I played it a few times trying to beat that first large level. Unfortunately because there's not movement for the character it feels a bit rigid. Maybe just a bit of movement to let the player adjust the angles just a bit would be nice.
I think you made the simple minimalistic graphics work for you. The 8-bit style still felt fluid and responsive and your contrast with the red targets was a good choice. I think the only thing I can say is that sometimes the bounces were unpredictable and having too many bounces happening gave the screen an aneurism. Overall good work!
Enemies spawning on or too close to you was difficult. I agree with Bengar on that and the audio. It sounds like the "Hog rider" call is distorted and clipping, and way too loud. I did however like a lot of the visual elements such as the small animations, particle effects, and screen tilt, although I think the tilting could be downscaled. These contributions made it feel much more polished than it would without them.
I see you and I had similar ideas for this jam. Although I like what you did with using the shield both for the player and for the enemies. It gives it another layer of difficulty. I agree that sound would have been nice, but unlike me you stayed within the time limit. I do feel that the visuals felt empty. I think even adding a handful of sprites for grass or pebbles would have helped a lot.
Very well polished. The minimalistic art works well and the gameplay is pretty intuitive. I did once encounter a glitch where for an entire set of rounds my character moved to the top left corner and I could not control movement, but I think that was a fluke because it fixed itself. Nicely done! Impressive that you kept it under the 3 hour mark
Yeah, those are good points. I was trying to keep to the 3 hour limit but I didn't even have sfx. The red circle was added because I realized it was too easy to stay in the center. I wanted to give incentive to move, but maybe I could have done another method or increased the time between spawns. Thanks for the feedback!
5 hours to make this is still pretty good! It's hard to make a game in 3 hours and still make it good. You made the right call by putting in a little extra work. It was surprisingly well done! My only note might be to make it stand out more that the player has limited health and ammo. I didn't even realize until I died the first time. Still, impressive for 5 hours
I think this was a very creative use of the theme. I did find it rather difficult to actually figure out what I needed to do, so letting the player know that they need to use the projectile to move in a brief description of how it works would have been helpful. Still, I did figure it out, but the difficulty was higher than I personally would have liked. Still, I think you might have something really neat here mechanically speaking
I found myself playing it for far longer than I expected. Since you have a working demo I'd DEFINITELY add some sound. Playing the game in total silence keeps me from really immersing in the game. Some plunking sounds when the balls hit for example or even a little background music would be nice. I'd probably give the option to turn off the ball sounds though for the people who get farther in the game
There are definitely some balance issues you'll need to reconfigure. The Orb is so powerful that once I had 2 I could just stand in one place and be untouchable. What might help with this is to increase the speed of everything. Projectiles and enemies alike, just not the orbs. I say this because it all feels a bit sluggish across the board. Some of the collisions were a bit buggy as well. Your collision boxes might be a bit too big on some things. The trees were most notable, and I often found myself unable to move past them in a way that made sense to me. Perhaps if their collision boxes were only around the trunk. If you did that to avoid the player being over top the tree canopies you can always split the sprite and have the visuals on two separate layers. One layer for the trunk can be beneath the player while the other is above and hides the player when he's overlapping.


