Thanks for the feedback!
I might add either a list in the description saying what the items do or after the game jam ends, in-game text. To be honest I was planning on doing that but was too lazy to/ didn’t think of making a smaller textbox
After about 25 minutes of playing the second level, I still couldn't beat it. The graphics are my favorite, the gameplay is addicting (obviously). But I wish the obstacles were shaped regarding the grid your snake moves with / is shaped from, or as another comment pointed out, a visual grid. Like they said, a lot of my really good runs were lost to hitting obstacles it appeared as if I wouldn't hit.
This game... is difficult. I wish the spears went towards the nearest enemy and not towards some random goober 80 blocks away. Also, in my opinion the enemies hitboxes should be a little smaller considering they're triangles and other than killing them, there is not much you can do to avoid them. The concept is neat and the gameplay is a little addicting.
The artstyle is very creative and the game is decently fun. As someone who's only made games in 2D, I feel like making a 3D game for a game jam is a very hard thing to do. The only things I would improve on in my opinion is the collisions, they either don't do anything at all or turn you 180 degrees around, maybe a 90 degrees in the middle would've better. I also wish the feathers in the air would be at jump height to make them easier to hit. Also, I tried to drive to the city skyscrapers (which look awesome by the way) to see if there was anything there and I fell through the map! Nice job.
This game's animation is really good. The background not being a still image is impressive and the player's jumping is cute and fun. The idea is innovative and the game is challenging. It's also impressive having three different bosses each with different designs. The only things to improve on in my opinion is to add checks so that boxes can't spawn in the player (which got me stuck during a playthrough) and spikes can't spawn next to each other making it so it is impossible to get across without taking damage. The audio design is very good too. Very nice job!
Definitely a fun endless runner! I saw in the credits that you made the cars yourself and they look great. Controls and movements are responsive and quick. I think it would be better if the portals teleporting you to the beginning had more of an impact on gameplay, like the further you go, the more enemies spawn. so to not get overwhelmed, you would have to take the portals back. Nice job
Cool little game rush with a funny intro. Very, VERY addictive. The only bug is that the jumper minigame is kinda broken since you have mad hops and stay in the air too long to jump the next obstacle, so you can never get 300 points. I also wish every game gave you a balanced amount of points, since you only get like one brick from dice, but 21 from darts.
Music slaps. Art slaps. Gameplay is really, really good. However, I think the game could benefit from a couple of things: The "Stay In Square" option doesn't let you click on the square that the unit is currently on, which isn't a big deal necessarily, but is more of a "quality of life" type deal. Also, I wish there was a speed-up button, since it gets a little slow at times. The movement paths seem kinda buggy at times, but I suck at coding movement paths anyways so its fine, and if you don't set target on your units, they will straight up ignore enemies, which I think is probably an oversight.
Music slaps. Art slaps. Gameplay is really, really good. However, I think the game could benefit from a couple of things: The "Stay In Square" option doesn't let you click on the square that the unit is currently on, which isn't a big deal necessarily, but is more of a "quality of life" type deal. Also, I wish there was a speed-up button, since it gets a little slow at times. The movement paths seem kinda buggy at times, but I suck at coding movement paths anyways so its fine, and if you don't set target on your units, they will straight up ignore enemies, which I think is probably an oversight.
Extremely confusing. Even after watching the tutorial video (which games shouldn't need), it makes no sense whatsoever. I have no idea where the water flows in, since if you block off the "sides that fill everyday", which have no entrance into the tower, you run out of water, despite there being a gaping hole in the ceiling?
Seriously addictive. I'm glad there's an actual ending to the game instead of "the ending is when you get bored of it, so when you leave, you feel you have acomplished nothing and wasted your time!!!111!!11!!". There should be some more features to add to the complexity to make it feel more chaotic, like making areas where you can't place blocks regardless. And the deck shouldn't be bottomless in my opinion; you should eventually have to replace cards. This is because the late game gets really easy since you get so many 2x2s and floating 2x1s to mindlessly carry you to the top.
This game is a creative and fun but it is shorter than my wil- nevermind. Has a lot of potential. Along with the list of new stages, you should add ice stages where you and your enemies slide to the walls, making knights a bigger threat since they don't slide. Adding a puzzle + reaction time aspect. I also feel as if this game will improve from some crunchy sound effects (totally not saying that mine doesn't include that! this totally isn't a "rules for me, not for thee situation"). By the way, the 3rd level unfortunately has it so you only have to focus on one side of the screen.
I love it! I wish that the pawns spawned in different areas rather than very close to the king but I can't really be talking since my game does a bit of that. Also, I think it would be better if you added pawns with even more health so that there are more damage thresholds or more enemies entirely! Lorewise, I think the rook and king are in a gay relationship, so you should let me know your thoughts on the story.
I fw with this heavily. The animation is smoother than my substitute teacher Max. Its the smoothest I've seen so far out of the whole game jam. However, I'm not quite sure how you are supposed to avoid attacks, it just feels like you're supposed to pray that the enemies are nice enough to not hit you. Also, why do kicks deal so little damage? Kicks hurt man!