The 2nd one in the whole game lol, I told you I had a tiny brain. I eventually found the controls to be much more manageable, I just wasn't in the headspace when I first played it.
RileyCircles
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I feel like this type of game is just not for me. People have already commented on the difficulty but just that gameplay in general doesn't feel satisfying or fun to me.
I think on the topic of difficulty, if you keep the same difficulty, then I would suggest rewarding the player earlier on with story since that seems to be a part of the game you would like to focus on. It feels discouraging especially to play knowing after the first level you likely have to wait to beat level 5 to get anything storywise.
The other end, if you decide to make it easier, I would suggest making the obstacles come in more gradually. I feel like walls and acid spit is enough without the spider webs or any other combination of just two. Putting all 3 on the first level is a bit crazy. Also the wall is pretty fast.
Everything else about the game is very good.
Pretty fun concept, just unsure how I'm losing. I don't really understand how to protect the folders inside the documents, clicking on them doesn't seem to do anything.
The disappearing cursor is a frustrating mechanic especially on a web version and as far as I can tell, doesn't reset when you lose so you have a lot of difficulty restarting the game.
Cool music and presentation.
This game is great, my biggest gripe with it is that the goal is to survive x amount of time. I'm not sure why you didn't tie it to "destroy x amount of capacitors". I feel like that would've made the game more interesting and action based.
High scores are okay but if you're playing to get to the next level, the optimal strat is to sit there and play ping pong instead of going out to destroy stuff.
I really like a lot of how this game operates, I think it's great that you get a Pacman like powerup that lets you kill enemies on a timer.
I think the menu music is a bit more interesting and maybe better for gameplay than the gameplay music, maybe just personal preference. Most of the sounds are good although there could be some variation on the enemies shooting.
Fun design, great soundtrack, good sfx, great intro.
There's a few things to critique (which is likely due to you giving us so much game to play)
First is that, toward the end of the game it becomes apparent that the best overall strat is to sit in the corner and fire all around the room until you stop hearing the damage sounds from the cats. It does become funny that when you get the ping pong, that your own fire can be your biggest threat but it can be played around pretty easily.
Second is that, because of how easily you can do that toward the end of the game, the maps become absolutely massive with so many cats to kill. It starts to not feel fun having to kill every single cat on the map. You made so many levels, but I think maybe you could've made less levels and spent more time fine tuning/adding new mechanics/enemies. There are some cool things introduced but after you get the plants it becomes pretty samey.
Third is just a slight sfx thing, but the shooting sound and glass sounds for the potions need a bit of low-pass filtering/compression/transient shaping. They're pretty harsh. I like the sfx a lot overall, just needs mixing.
I'm pretty miffed, I got to level 16 or so and then accidentally clicked out of the game. I wanted to see the end boss but I don't think I can play through all those levels again.
Good game, super impressed with the amount of stuff in there.
Fun design, great soundtrack, good sfx, great intro.
There's a few things to critique (which is likely due to you giving us so much game to play)
First is that, toward the end of the game it becomes apparent that the best overall strat is to sit in the corner and fire all around the room until you stop hearing the damage sounds from the cats. It does become funny that when you get the ping pong, that your own fire can be your biggest threat but it can be played around pretty easily.
Second is that, because of how easily you can do that toward the end of the game, the maps become absolutely massive with so many cats to kill. It starts to not feel fun having to kill every single cat on the map. You made so many levels, but I think maybe you could've made less levels and spent more time fine tuning/adding new mechanics/enemies. There are some cool things introduced but after you get the plants it becomes pretty samey.
Third is just a slight sfx thing, but the shooting sound and glass sounds for the potions need a bit of low-pass filtering/compression/transient shaping. They're pretty harsh. I like the sfx a lot overall, just needs mixing.
I'm pretty miffed, I got to level 16 or so and then accidentally clicked out of the game. I wanted to see the end boss but I don't think I can play through all those levels again.
Good game, super impressed with the amount of stuff in there.
It's a great concept, it's just frustrating to play due to the perspective of the camera. It would be helpful to see an indicator when the player lands on the flower that they're pollinating.
Sometimes flowers just despawn and I think sometimes it's actually tied to pollinating?
Props to implementing though, might've needed some math to figure out where the opposite point of a sphere is yea?
This game has so much potential! It is a lot of fun to cause the fission. The feel of shooting is great The issue in terms of making it more puzzly is that you can kinda just shoot a ton of fissions and hide out in the doorway and they will eventually hit. It's kinda fun that that is a viable solution but I would like to see a level where you have to be a bit more clever.
The sfx are really great in most areas except the footsteps and the ambient light flicker. The light flicker becomes better in the last level when they harmonize a bit. Are the footsteps tied to the player animation? It sounds like they might not be.
You say you have music samples in the game? I didn't hear any music. I think you could have such cool music for this game.
Overall definitely one of the best concepts from the jam, so much potential.
Amazing style and concept, I was trying to think of new ways to iterate on it than just "you're stuck going forward, go back" and it's pretty difficult to come up with new gameplay, but if you're creative enough to come up with this much I feel there's a lot of potential you can unlock.
Definite critique on the music but the audio of jumping is pretty good and the music style isn't bad per se, just too short of a loop.
Edit: I just saw in your trailer how the music was meant to be implemented. That's a great idea, still probably needs a longer loop but would've helped with variation. Probably proved tricky to implement.
Great sfx and track. Just a well polished idea, albeit not something that is super riveting. It is cool that the game changes as you become aware of the layout just like actually shopping at a grocery store. I would just make the game crazier, some wet floor signs, being out of stock so you have to hit the carts to find what you need.
The differences in bullets are stuff like speed, radius, damage, and knockback. There's also a big stinker of a bullet in the hedgehog which creates a lot of chaos. Your loadout and what bullets you unlock changes every run so doing another run might make the differences apparent.
Thanks for the kind words on the music/sound; I'm the sound designer/composer for the game!
Highest rated game I've played and doubt anything will be rated higher. I was pretty incredulous when I heard a second music track in the game. If Kenny Tran made both of those tracks within the time frame of the jam, mega props. The other sounds all fit well albeit there aren't many bad 8-bit style sounds.
Anyway coming off the sound, the game is extremely fair and polished. It's basically complete, but I could imagine making different modes for even more interesting gameplay based on this initial premise.
Solid stuff all around, pretty much no real complaints except lack of enemy/gameplay variety, maybe the dagger could be a bit better. The core foundation of the game is fun though.
Also personal preference thing but w instead of space as the jump feels bad, especially with the good double jump you have.
The description is right there, but let me just say- if you get the hedgehog bullet, god help your soul.
https://kralikogames.itch.io/blunder-bus
Edit: Our game no longer really qualifies thanks to ya'll!
The bug of the crash after dying I don't think is a true crash in the sense that it is the respawn feature functioning. The comic was just implemented late into the process and we didn't implement respawning post beginning of the game (tied to the comic) in time. So it definitely feels and sounds like a crash due to the audio stutter and going back to the comic as opposed to beginning of the game.
It could be a different bug than what I'm talking about but I haven't encountered a different kind of crash yet.
Thank you for this feedback and for playing! Means a lot.