My best run after a handful of attempts. Plenty of room for improvement
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Man I really loved this game, there's so much depth in such a simple mechanic.
I found it very well paced too. It might be a bit steep of a learning curve if you don't work it out quickly but for a jam game it taught all the depths of the mechanic very well.
My only gripe is that the instant respawn meant that if I running backwards when I died then I would just run off the platform and die again.
But seriously, what an amazing core mechanic. So satisfying.
You guys definitely accomplished what you set out to achieve but the nature of it being an MMO meant it wasn't for me.
I really liked the different levels of mutagens each having one downside but more upsides the rarer they got. It gave a lot of meaning to which ones you should keep. I did find the percentages a bit hard to parse. Maybe a number of up or down arrows in green or red would make it easier to understand at a glance.
I found the interacting with objects a bit unintuitive, it might have been my lag from Australia but it took me a while to figure out you had to select your target and be close enough then press 1 to chomp.
The juiciness and mutagen decisions still kept me entertained for a little while even though it was just me on the server.
What a wonderful setting for a game, reading a book as the stories plays out on the book itself.
My favourite part was actually right at the start where I read that the elf ran over and he actually did in the game. I wish there was more of that, like the enemies didn't wait for you to start the level but came automatically when you read that part.
I would have loved if the story adapted to your actions a little too, like if you barely beat the previous level it says something about how you struggled to fend off the previous wave.
The shooting was a little simplistic but I didn't feel that it detracted from the main feature of the game which was the active story.
I loved it, you've definitely got something great on your hands here!
Lots of charm stuffed into this little game.
I would have liked a little bit more direction for each elf, something like can only have red shoes or no hands allowed or something.
Very polished as well, it was very satisfying to wrench together and elf and send it off.
This is a really solid little rogue lite.
I love decision whether to increase your score or upgrade your abilities, made every point meaningful. I did find the collect/combine screen confusing at first, maybe a graphical representation of how much each skill goes up or down would help.
I also really loved the room transitions, made it feel really fluid.
My main gripes were with the enemy hitboxes feeling bad, like I would take damage when I was sure I didn't touch them. Also while the room transition was really cool it did mean that sometimes enemies would hit you before your camera would be fully in the screen, especially if you had a lot of speed.
There's a lot to love about this game, and again, I really love the collect/combine choice with every DNA.
I liked the present opening animation, it suited the theme nicely.
I think the controllable character could have been utilised better. If all he does is run around and place towers then why not just place the towers directly?
Also I didn't have any sound on android. Not sure why that was.
A very clean, polished simple reaction game.
I like the visual effects and juiciness, it definitely suits the theme of the game.
I was initially put off by having to press both buttons simultaniously to match the DNA but I came around to it. It does perfectly match the theme of DNA pairs and I'm a big fan of gameplay evoking the game's theme.
I'm glad you liked it! I designed the game with mobile in mind which is the reason for such a narrow screen. Also it does show you your score in the top left corner after you lose, you might have accidentally skipped past it. But if you play another game it should have saved your highest score.
Yeah I'm sorry, there's memory leak issues in all versions of the game that I'd have to do some pretty fundamental changes to fix.
I'm considering developing it again and exploring the concept a bit more, making it more interesting than a random result. I'd love to hear any thoughts you have on it.
Very well designed ans stylish game. I loved all the juice you jammed into the game.
I would have liked some more mechanics that benefited from the gravity switching however there's only so much you can do in a short time and this definitely is a great prototype.
One of my favourites so far, great job!
Very cute little game. I managed to beat the boss and died straight afterwards but luckily I still won.
I would have preferred some more depth in the multiple player mechanics but understandably you were quite limited in the time to work on it.
It was neat to see your thoughts on making them game from your video, I had a very similar mindset and change of mind while making my own game.
I fell like this game is fun because it is frustrating however I'm not a fan of the frustration from the misaligned enemy hit boxes. Being unable to tell when it's safe to jump ruined it for me. I love the concept though and would like to play a more focused version.
Interesting idea but a little finicky to control. I really like the look of the title screen but was completely thrown off by the actual game not matching that at all.
It was a lot of fun to race around and just dodging the bullets and watching them scatter off your shield behind you.
This was quite fun but I would have preferred a bit more fluidity with the grappling controls. It was a bit too difficult to make it do what i wanted it to.
Interesting idea and a neat wireframe aesthetic.
This is very neat, I wouldn't have thought that the lack of rhythm would have such an effect on difficulty. Great aesthetics but not particularly replayable mainly because it's not easy to start a new run.
I love it!
Very interesting and pretty fun, obviously the lack of cursor took away a bit of the fluidity once you get the grappling hook but I enjoyed it anyway.
Very juicy effects and nice level design, great job.
Yeah I had planned to have a super laser you could shoot by pressing the B button but rhn out of time to do it. I do like the idea of recharing the shield though, that would add some nice complexity.
I'm glad you enjoyed it!
Nice catchy title to draw you in then immediately dash your expectations but still provide you with a long term goal, very neat design.
Some of the functions were a bit unclear what they did but it was very fun to build up functions to solve puzzles but essentially changing the rules of the game.
Very nice little meta game which had plenty of great "Aha" moments.
Very neatly polish tower defence game with a nice little bonus of having to constantly resupply your towers with ammo.
I do have to be a little harsh though because this fell into a lot of the traps that I feel really restricts tower defence games, the tower choices felt arbitrary, the enemies barely made it past the first corner but if they did it would have been an instant loss, the clicking mechanic while interesting at first quickly became mindless spamming and didn't end up adding anything to the gameplay.
Also I'm not really seeing much of the meta theme in the game at all.
It's on the verge of being a great, tower defence genre breaking game.
The balancing was very smooth though and it had really nice sprites and music.
I love the rapid pace the game scales up at and the choices are some solid humour.
I would have preferred a bit more nuance in the pricing and even item choices and there wasn't much feedback to let me know how I was going.
Definitely got a few good laughs out of me.
Haha very accurate commentary on the jam lifestyle.
I feel like the core gameplay was too simplistic though, if there was some kind of strategy or higher goal rather than just filling up a progress bar I would have enjoyed it more.
Great sound design and very nice backgrounds and humour.
Quite a fun little commentary on clickers and loot boxes but almost confirms why they are so popular because even this dumbed down "game" was quite addicting and satisfying.
I feel like the interface was a little bit lacking, some of the upgrades could have been done with fewer clicks and unlocked/locked things could have been highlighted better. Also I would have preferred to be able to tell easier when one of the loot box rewards was one I didn't have already.
A very clean, satisfying and fun loot box clicker.
Very cool, incredibly meta game. I didn't even know you were able to do half of the things this game did to my computer.
I loved the mouse cursor platformer section, low key blew my mind.
I did get stuck on the screen dragging section and ended up losing the game screen somewhere outside of my window and couldn't use any of the standard windows techniques to get it back so I had to start again.
Also I go stuck for a while when your screen goes entirely black and from pressing random buttons I ended up pressing f3 which appears to be a legacy debug mode still in the game which ended up crashing it and I was stuck without a background or task bar until I could get back to that section and beat it. Any issues had their annoyance magnified due to the temporary damage the game caused to my system.
I would have preferred a clearer ending, I had to check the walkthrough on your channel to check if I was actually done.
All in all an incredible experience, very mind blowing and a lot of fun.
I enjoyed the comedic value of it however I think you could have used the ridiculous APM while still being able to see what was going on such as clicking on an empty space builds something there and clicking on a building empowers it in some way.
Nothing can take away from the few minutes of laughter I had with it though, great job!