Thank you so much! Personally, I think there's so much I could improve through the multiple playtests I've done that shows its not the best execution of this idea but I think the concept is there.
Quackstir
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I really like the art. It was really cute. The mechanics I really thought were clever. However, not showing the timer made it more frustrating than a interesting puzzle that I would have to solve as I progress through out the game. Tho the addition of the new mechanics on top of the timer was a great twist on this whole mechanic.
100% Agree! Its actually something that I was trying to figure out during playtesting. Originally the game had slow movement speed while shooting and fast movement when not shooting. But that just encouraged players to keep dodging enemies which is a underlying issue that the game doesn't force you or encourage you to kill enemies. I had a idea on how to fix this but it was 3am and wanted to go to bed so the best solution was to keep those movement speeds equal.
The sounds is definitely too weapon-y totally get that. It was taking a lot of inspiration from THOTH and that was the closest in my oodles of sound assets that sounded the closest. If I were to develop this game after jam, I have a bud who is a sound designer who could create a sound that sounds right for what I'm going for.
Tysm for the feedback! Wish you the best as well.
The original idea was to have different types of enemies with different colors and unique thing about the. One of them was a black circle that would be hard to see while the others were various shapes. Then doing the art, I accidentally made a eye with the black circle. Then I really liked how fighting those circles were so I made all the shapes black.
Then I really like those shapes and got the idea that the eyes should be the theming around it because of the striking image of the eyes being frozen staring at you. So I made everything a eye inspired by accurate angels.
















