I remember those days. It was a sad day for gaming when they stopped including those. I remember being excited to read it on the ride back home as a kid.
Glad it inspired you :). And thanks again for the kind words!
Oh wow, thanks for the great review! I actually came into this with low hopes of it being enjoyable, as I couldn't finish it, so reading this definitely lifts my spirits. I was contemplating not submitting it, but I didn't want to disappoint the wife who spent so much time on the art XD.
Haha, oh no, you got so close. 2nd is still pretty good though, kudos! And very much appreciate acknowledging the UX effort, it definitely took a bit of time; I'm very happy it paid off :)
Really appreciate you bringing up the diagonal movement issue to me. I had no idea that was happening, so this is incredibly helpful to know for future projects. Also, really wanted to get some quick tutorial to explain the mechanics a bit, as I realize they weren't the most intuitive. That banner image was the next best thing I could do hahah.
Very thrilled you enjoyed the game as much as you did. Thanks so much for the kind words and the helpful feedback! :)
Very polished game with a gun, simple mechanic that stayed really engaging. The graphics, SFX, and music were all on point. There was a lot of nice juice too, from the hit reactions/effects to the camera shake. The UI was clean and gave all the info I needed without getting in the way. And on top of that, unlocking different ships and abilities was a great extra layer. Honestly feels like a real contender for jam winner.
This was fun. Just pure action. It starts off simple and then turns into a full mess of bullets and pills; very rock and roll. I got so tiny at one point I could barely even see myself, but it was still a good time lol. Nice enemy variety too, and I liked the little fade-up text for the effects, it made the chaos a bit easier to follow.
Liked the feedback in this a lot. It was really easy to tell who I was targeting, and the UI did a good job communicating what was going on. Nice variety of enemies too, especially for a jam, and it made me really think about who to focus first. The upgrades fit the theme really well too since they made me stop and consider whether the downside was worth it. Also loved the art, the bug carrying the cursed book was a great design.
Nice layer of polish on this. I liked everything from the intro screen to the smooth rotation of cables, sound design, and transition screens. The puzzles were entertaining, had a good variety, and were designed well. Not too frustrating either, more that satisfying feeling similar to finally getting a mess of cables organized lol.
Such a gorgeous game. Really chill the whole way through, and the music matched that mood perfectly. I liked the little touch of the sun cursor opening its eyes when something could be interacted with. Also, the dialogue regarding the character's house while sitting by the radio was way too relatable to my jam entry lol.
Thanks I appreciate it. There were more upgrades planned, but the shop ended up barely being able to squeeze in there. The upgrades available there now were, what I thought, the quickest ones I could get away with implementing. We had stuff in mind, like throwing a potion to slow enemies down and stuff.
Super glad you enjoyed it thanks so much for the kind words and feedback!
I liked how the music changed from room to room, and the little character dialogue noises were funny. The whole idea of reviewing the product after everyone's analysis was really interesting too. It made the cast feel more involved, and exploring their personalities was fun. Cool concept overall, and it's clear a lot of work went into making the whole thing feel distinct.
Interesting idea and a cool take on the theme. You built a pretty huge db of characters and properties, which was impressive. I ended up taking screenshots of the profiles before picking on because there was no way I was remembering all that lol. Presentation was nice and clean too, and the UI sounds felt satisfying.