the popopo made me think of Balou Und Seine crew! very funny!
reeemi
Creator of
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really fun, the pacing worked really well!
a small frustration i had was about the firerate diminishing with time - while i understand why it's here, and what it brings, i still found it frustrating when i missed a few shots and got caught in the urgency only to see the firerate diminish! one thing i can think off could be to reset the firerate to the maximum when you kill an enemy
but overall this is a really good job, i had fun playing :)
Thanks a lot for playing! Sorry for the low definition, I didn't organize my UI well and it wasn't responsive enough to fit different resolutions. I forced a lower one just to be 200% safe (I will update the game soon with a browser version where you can go fullscreen :) ).
Regarding the theme, I wanted to try two things:
- My first idea was to have a simple game divided in two parts: before and after failing. Quickly came the golf idea, where you would play a basic game of golf with only one shot. This meant that if you don't reach the target in one shot you loose, and it's how the ghost ball came into play. And to bring some depth and contrast the two states, I chose to make the first ball very heavy and sticky, and the second one way lighter and bouncy. So the core of the idea was: I play golf but miss the target from a little bit and... it's not over I have another ball!
- The second thing was that I tried to have a game that feels seamless and that is quick to play and replay - so it feels like never ending.
this is visually beautiful game!
a frustration i had while playing is that all the moves are not allowed, for example in chess or in the mine sweeper - it removed the agency out of me and i just felt like i must find the 'good' move
beside of that it's a fun concept! i also read it's your first jam, congratulation on finishing it with such a clean game!
it's really fun! and with a little tweaking and balancing i'm sure you can end up with a really good game
i played on easy and it's way, way too hard (my best score after 15min of playing was 18 :( ) - two things comes in mind: the amount of enemies and the fact that they tend to stack (so if you teleport to one enemy you'll end up being hit)
my two cents: you could have the amount of enemies increase crescendo, as well as in waves so the player have time to breath between moments of intensity (you have an amazingly intense game) - perhaps you could start with only one letter and add letters little by little to increase the difficulty
i like the concept, i actually think it could make for a really fun roguelite! the theme was on point 200%
i was a little confused by how the game was played though, at some point i ended up with so many cards in my hand that i couldn't really decide which one to play, it was just too much
the drawings on the cards where really nice!


