Very neat concept, very on-theme. Would like to see a bit more guidance on just how the clearance for turning the cart is allowed.
P B K
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Update for v1: The game is now properly playable, and completable. It is very visually stylish (I love the title screen in particular) and the bouncy animation makes the whole thing feel very alive. The music is pretty much perfect for the tempo of the game action. The characters are all adorable.
The dash was a great addition, and the three hit combo is still very nice feeling. Figuring out how to make use of the ranged attacks was tricky, and I think that it might've worked better without needing to hold E to switch to ranged mode- as it was, I completed the game without using ranged at all before figuring it out, so it probably isn't a huge deal.
With melee, it took some getting used to the mouse being used for attack but not aiming(more similar to a gamepad style, I think?) but once I was used to it it worked just fine.
Gauging progress and where I needed to go next was tricky but (I think) I figured it out by the end- enough to complete the game, at least! The health display did not update but health restore flowers seemed to be plentiful enough to not worry too much about it.
The menu has a few functions that don't do anything, but a working menu at all is pretty uncommon for gamejam entries!
The only serious bug was that if you die while holding a mouse button the menus seem to no longer take mouse input(it just plays an attack noise when you click).
Initial release: A shame about the broken interface, since it is a cute game and I like the concept. I couldn't really use the map properly but I see what you were going for. The three attack combo is very nice.
The download seems to have two copies of the resource folder. Doesn't seem to break anything but almost doubles the size of it.
Pretty straightforward design, though the interface was a bit slow for this sort of interaction. It is a bit hard to tell the metrics being used(aside from orientation)- I'm guessing from the theme that it is supposed to be a sort of balance of opposites rather than matches but that doesn't come through much in game. Some level of visible scoring might help, there.
I also noticed that while my first half dozen folks were gay, the game threw mostly straight folks at them; not necessarily unrealistic considering demographics, but a bit awkward when that's the least interesting pairing metric.
The art style is interesting and took me a while to get into, but it fits really well. The ambiance was excellent, especially for a jam game.
The procedural puzzles are a neat idea that seems to have worked well, though it makes me wonder just how much the smooth difficulty curve I had was through luck and how much was design.