All that's really needed is better alignment between movement and camera; ex: I was holding Up-Left but from the perspective of the camera, I wasn't moving left at all, same with Down-Right vs right. If you give the player the ability to control the camera on top of that, you could probably get away with having some harder patterns/enemies/arenas, but then you might also want to have better camerawork at the edges of the arena (such as fading/dithering the material to let you see through it). The highlight through walls effect is cool, but if you're moving around the edge of the arena, the screen can kind of flash as it passes through each wall, which makes it a little harder to keep focus and gauge distances properly. It wasn't too noticeable in the jam iteration as you didn't have much reason to move that far back (though I did run into it when dashing to safety while getting used to the controls), but I would think that wouldn't be the case with more camera control.
riSygneD
Creator of
Recent community posts
Simple and addictive, I had an absolute blast! The core gameplay feels solid, though there a few enemy interactions that I think could definitely be looked at, as their behavior sometimes made me lose runs that felt beyond my control (enemies hitting the ball from offscreen, falling seemingly at random, etc..). Otherwise, great game!
Very fun game! I really struggled to get use out of the stomp and dive (which sometimes ended inside of an enemy causing me to take damage anyway, or get stuck on the side of the island), so I ended up in a gameplay loop of repeating jump + heavy kick to spawn camp enemies before they had a chance to become a problem. Made it to wave 44 this way. Love the concept of a soccer ball getting revenge!
Fun game! I think the scoring system doesn't do a good job at enforcing the "setting up trickshots" playstyle: you can just sit still and rebound against the same walls, with the only limit being your patience, ability to click at rhythm for almost a full minute, and willingness to develop carpal tunnel. A system rewarding going for multiple goals frequently or in a certain amount of time would do wonders for making high scores properly reward you for engaging with the mechanics, which are otherwise great!
Very fun game! The controls took some getting used to, partcularly for figuring out when I didn't want to boost. In the interest of keeping the playing field fair, the high score I achieved was after pressing the 'R' button which reset the match for 2 minutes instead of the 1 minute on the normal first play, for some reason? I didn't realize the time was different until I tried to beat my own score after refreshing the page. Aside from that, the flow of the game felt really good!
Extremely fun game, great job! If I had one criticism, it's that I very often accidentally started a new game because I pressed Enter and missed a kick right when the final menu pops up, which resulted in me having to retry for my high score before I could submit it multiple times. Other than that, the mechanics felt amazing!
Loved the game! The early game really shows that the movements feels just responsive enough while still feeling like a ship, though the movement does take a step back in the late game when the game itself can't process all the cannon balls and zipping. Eventually ended up with a build that just did circles and spammed cannon balls and was basically invincible. Pretty much my only gripe gameplay-wise is that any non-cannon upgrade didn't really feel that worth it; the laser and shockwave seemed cool, but I couldn't really get them to be better than my cannons. Great job!
Very fun game! The dash feels nice and the wave mechanics are cool. However, the off-angle camera was a very big issue for me: it took me several minutes and a complete runthrough of the game to feel like I could move properly. I didn't really feel like I could use the dash because I just couldn't wrap my head around how my keys translated to the movement. I think it would have been a lot smoother of an experience if the movement was aligned with the camera. That said, once I did get used to it, it was very fun to weave into the little gaps between rings!
Fun little clicker game! The wave enemies were very cool, absolutely love the theming. Certain upgrades didn't seem to do anything past the first level for me, but weren't disabled like Auto-Builder was? Ex: I couldn't get a third light beam with Additional-Lens. The progression also felt a little weird; one level of Energy Siphon kind of meant I didn't really need to look at the energy tab at all. Aside from those small gripes, good game!
Very fun game! I ended up relying on the cannon a lot, if only for the fact it was just the most consistent upgrade in terms of damage output and it doesn't require you to play as close to the enemies (felt hard to justify the risk given how scarce healing felt). If nothing else, I wished I could've played a lot more and hit a higher level (I think I got as much as 16), but the game lags once there are too many enemies, so I stopped being able to tell what was going on past that point ;P
Fun game! I do think that the weapon swapping system is done a bit of a disservice with how easy the game is, as there's pretty much no reason to swap off the cannon once it's fully upgraded, especially with how you can just continually fire at the end of the page at the end of each wave due to no flying enemies spawning past the start/middle. The aesthetic is very charming, good job!
The concept is cool, but in execution there doesn't feel like there's much going on?
- The music I see in the files doesn't seem to be playing properly, at least not consistently; I managed to get it to play once after a page refresh, but couldn't replicate it.
- There's no feedback for any of the pickups/obstacles, and I still have no concrete idea of what the arrows do?
- You can kind of just hold W and hover over everything entirely. Based on the jittering, I'm assuming you didn't filter for the keyboard "echo" thing that automatically spams the key for the user when held. Even then, the ability to just re-jump mid-air kind of trivializes avoiding the obstacles. While trying to ignore both of these, I still didn't find the game noticeably ramping up in difficulty despite reaching some of the larger waves; the jump timing just kind of felt the same no matter what?
Fun game! Though, I do think it was a little too easy? I'd credit it to the ability to spam shots with no cooldown (just spam LMB as fast as you can) and hit enemies offscreen, using the minimap to get the angle right even if I never see the enemy (especially with the wave beam that passes through obstacles). I actually didn't see what the boss looked like on my first playthrough because I managed to defeat them from offscreen, outputting damage faster than I could move toward them. Still, had a blast!
Very short, but also very fun! Figuring out how the hero's navigation mechanic worked was a neat little puzzle, a little more intricate than I expected.
There's a fun little bug that I believe I know the issue of. Essentially, enemies can "ride" other enemies if the above enemy moves downward onto another enemy (easiest way is to spawn the second enemy directly below an already existing one), and only detaches once the above enemy tries to move upward. This is likely because you forgot to set the "Motion Mode" of your CharacterBody2Ds to "Floating" (typical for top down games) from "Grounded" (typical for platformer games), which essentially treats the bottom enemy as a moving platform. Doing this, you can ferry a Cyclops with a Bat for a short period, which is a fun kind of emergent gameplay. Maybe something to turn into a feature if you ever expand on it? ;P
I absolutely love the concept behind the game, but it feels a bit flat in execution. I think the idea of using a healing as a way of dealing damage is fun in most games, but it's not really a healing wave if there's nothing to heal and the only thing it's doing is damage, is it? I do love the "upside/downside" style of upgrades, though the game is easy enough (especially due to enemy navigation funneling them into straight lines by the end) that I'm not too sure how impactful my choices really were.
The contrast between the upper and lower areas was a neat concept. I didn't find the game itself hard, but the controls felt clunky. Some of it was due to visual clarity, like how the same exact looking pillar was something I could stand on in one area but not another, or how I bonked my head on platforms above me that I would normally assume are one-way in most other games (seemingly bonking my head on air due to the platforms not feeling properly marked). I found myself not being able to double jump for seemingly no reason in a lot of scenarios; whether the jump just didn't come out entirely, or I had apparently used it instead of the normal jump right after walking/running off the platform. It likely didn't help that the same sound always plays when you press the button, regardless of if you actually jumped or not. The fact you can (inconsistently) collide with the collectables also often pushed me into the spikes right next to them.
It was fun to speedrun it for a bit, I got <2 minutes after realizing there was a "sprint" button (which to my knowledge is not stated anywhere in the game or on the page?)
Fun, had a great time! While I do think the gameplay was solid, there were a bunch of little things that confused me: others have already mentioned the initial tutorial (my mouse scroll doesn't work properly and it wasn't clear that I had to scroll; a scroll bar on the side would've been very appreciated both for clarity and my lack of middle mouse control) and the opacity of certain visual effects. Personally, the thing that weirded me out the most was how the top right spawner "!" icon in the 2nd level was mostly obscured by the "Tower" button/menu. Looking at the screenshots you provided of the game and the fact the tutorial menu is slightly off center, I'd guess that you tested the game in 2:1/18:9/equivalent, but the 16:9 viewport causes the tower menu to obscure that part of the map (which might've just been an itch.io setting that you missed, I think "Viewport Dimensions"?). Aside from those, good game! My favorite part was the twist for the final wave of level 3. I was taken very off guard after spamming towers in the middle of the previous wave, knowing I wouldn't meet the point quota. :)
Great game! Absolutely nailed the ship combat in terms of feel. I thought the game was too easy on my first playthrough, but it turns out I accidentally triggered an OP glitch with the Spy Glass: if you defeat the last enemy while zoomed out and the game transitions back to the port, you stay zoomed out for the next wave. You can stack this multiple times and kind of just see everything all the time. This resulted in me being able to snipe boats from afar without ever really putting myself at risk or taking damage, which snowballed my progression because I never had to worry about my ship's health. The progression felt much better on repeat playthroughs once I figured out it was a glitch and how to avoid it :P
Thanks! From my own testing, max amp + frequency is actually more balanced in the later, longer waves; it's not always a perfect screen wipe, so there will sometimes be shapes/patterns that slip through that you won't be able to hit in time because of the energy cost. The intended balance is for the player to very slowly start "bleeding" health past ~Total 60 if they're not using it at the right times, though it is definitely possible to just get lucky enough that this doesn't happen often enough to offset the per wave heal :P
The core gameplay loop is fun! My only gripe with it is the hitboxes; I noticed that I took damage when the corners of "rectangles" containing the player and enemies overlap. I was confused the first couple of times I took damage because I wasn't visually touching the enemy. Aside from that, good game!
I think the premise of this game and its minimalist visuals are absolutely great, but the execution was rather rough. Aside from the difficulty which others have already touched on, I managed to get stuck in rocks multiple times, making it necessary for me to reset often. When I tried to adjust the camera to get a good top down view, the camera snaps and disorients me (I've personally run into similar issues before: try to avoid allowing the camera to be perfectly vertical and cap its angle to something very close to vertical instead). Causing a ripple when I only mean to move the camera also resulted in me sending the boat the wrong way relatively often, though I eventually realized I could use RMB instead of LMB for that. There's definitely potential in the idea, though :)
Had some fun, the game looks good. The UI is clear enough to know what is going on within the first few clicks without knowing the language, which is great! The game is too easy, though; the player scales too quickly (within the first few waves) for anything beyond it to feel like a challenge. If part of the appeal is that you must draw the route to the crystal, I think there should be some incentive (or enough challenge) to do so over just spamming towers.
Had a lot of fun! It felt extremely well-paced for its length, no chance for it to overstay its welcome. All the art and audio really helped make this as charming as it was.
My only critique was the feedback on fishing: mainly that there seemed to be no clear audio queue that the fishing was successful and the fact that the fish counter goes up as soon as you hit the button, rather than when the hook starts to go back up. I would press the button and then stare at the counter, thinking I wasn't catching anything. Took me a bit to realize when exactly the fish got added.


