Thanks for sharing, it's a fun tower defense idea. It's a smart idea to use the elements theme since people automatically understand what elements are strong against others. To avoid repeating what the other commenters said I will report what was frustrating for me, which was that clicking a UI element would else trigger the any UI elements underneath -- not sure if everyone had that issue. Also, I didn't see much novel connection to the theme. Good job!
RaisedByHumans
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This was probably the only bug-free game in the Jam so that's good. Given the Flappy Bird theme I was expecting a bit more in terms of gameplay challenge. Not sure if this should be solved with variety of challenges (since again: Flappy Bird). I think you should rather focus on finding a central mechanic that is repeated, yet still challenging and fun. Have fun
Hey cool concept. Looks like we had a similar idea of how to interpret the theme. The art has a cool 90s-shooter feeling. For me, the ghosts did not reliably follow my past movements. I could not get past level 2 because the ghost for the right-hand corridor kept missing the turn into the corridor. How did you implement the ghost copies? I had trouble doing it in my game but I imagine it is way more difficult in 3D. Good luck!
Great concept. I liked the randomness in the arsenal to keep it fresh, and there was a real feeling of satisfaction when I figured out how to cause destruction. There is of course room for improvement but it's just a matter of developing the pieces that are already there.
For me, it would be nice to have more flexibility in placing objects (different angles, flipping orientations, and more freedom in where to place things). Especially since the player is not a controlling a character, it can be difficult to make them feel like a participant in the gameplay. I think giving them more degrees of freedom in what they control would help to accomplish that.
Good job. It's a fun concept and nicely arranged. I'm not sure having dead-ends helps the experience. It's exasperating to patiently navigate the obstacles only to find you got unlucky and took the wrong path. Especially when there is zero tolerance for touching obstacles. For me, it undermines the arcade-ish feeling of the game to have simultaneous demands to both perform skillful movements and explore the level.
Nice game. As others remarked, this quickly felt repetitive and did not feel like there was a (fun) skill being tested. I think the re-directing paths between the ladders hold potential for a deeper puzzle though. They make it more difficult to judge where the player is going. If you introduced ways to obscure or expand on this mechanic I think it would be more engaging.
Super slick presentation and you did a good job easing the player into the game's concept. I like how literally you took the theme. There are a lot of potential puzzle mechanics to explore here. The main thing I would improve is the controls. I found the movement keys would often not respond after I jumped. And, for me at least, using the keyboard for everything then having to switch to the mouse just to change the flash type was awkward, though I understand you want to provide precision since it uses an action. Great game!
I am a big tabletop dice game fan so this was super fun. The mechanic of deciding between certainty and randomness is quite engaging, and the setup is complex enough that it makes sense as a video game instead of a physical tabletop. The main thing that would help is a clearer explanation of how the game works and what the abilities do. Also a mute button since the dice rattling noise gets annoying.
Just in case it's not clear how the game works: when a copy of yourself spawns it performs exactly the same moves that you did before. So the only way to stop them from catching up with you is by affecting the level or making traps. For example - hint hint - if you jump on a platform and then flip a switch to move the platform then the copy behind you will no longer land on that platform.
