I like the idea, although it is very short. I share the concern of Fledered that the echo generator does not have a big impact yet. However, this is a game I would like to see more of, because this could become a very interesting game.
Robiederks
Creator of
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Very nice game! I really enjoyed figuring out the puzzles. The balance of simple instructive levels and harder levels was very well done.
I kept forgetting that the thin blue ones could be rotated too, which made some levels way harder, lol.
At some point, I got annoyed with the slow speed at which the sound had to move through the bigger levels. Later, I figured out what the top slider was for.
If I had to change something, I would make it so that the orientation of the blocks remained the same after a failure. Setting up all the blocks, then forgetting to rotate the player and immediately failing, and then having to set up all the blocks again was a bit of a pain.
I contrast to what some others said, I think it was nice that some levels had unnecessary blocks, so that figuring out which blocks to use was part of the puzzle. However, a few levels had bigger sections of the map consisting of blocks that weren't used (for example the last level), which felt a bit dull, but not terrible
All in all, great game!
Nice game! I really like how the bullets are prevented from being spammed not by some game rule, but by the player not wanting to spam because of the danger they cause. The same with the shotgun, which is obviously more powerful, but also more harmful for the player.
It was tough fighting enemies when the bullets bounce directly back to you, so strategic shooting was really necessary. Being able to bounce bullets around a corner to an enemy really felt like I outsmarted the enemy, which is an enjoyable experience.
5 lives seems a good number for the game. I noticed that I played more risky in the beginning of the level, but with only one or two lives left I started to play really cautiously. That was an interesting dynamic.
The enemies being able to suddenly appear directly next to you felt a bit harsh. But maybe that was just me not using enough bullets to find them.
Final time: 5:45:06
Nice game! I really like how the bullets are prevented from being spammed not by some game rule, but by the player not wanting to spam because of the danger they cause. The same with the shotgun, which is obviously more powerful, but also more harmful for the player.
It was tough fighting enemies when the bullets bounce directly back to you, so strategic shooting was really necessary. Being able to bounce bullets around a corner to an enemy really felt like I outsmarted the enemy, which is an enjoyable experience.
5 lives seems a good number for the game. I noticed that I played more risky in the beginning of the level, but with only one or two lives left I started to play really cautiously. That was an interesting dynamic.
The enemies being able to suddenly appear directly next to you felt a bit harsh. But maybe that was just me not using enough bullets to find them.
Final time: 5:45:06
The game feels pretty much finished, which is great for a 72 hour game. Everything works, looks and feels nicely polished and with 25 levels this tends to a complete game. Every few levels a new feature is introduced, which keeps the game interesting throughout the levels.
I faced two minor inconveniences. The first one being that there were a few levels that were quite big, but had a really easy solution, like level 19. I didn't think it really fitted between 18 and 20, which were more challenging. The second was that my score ranked 11th, but I couldn't see my score. I would have liked to see my score to know how much I needed to improve to get to the leaderboard.
Other than that, it's a nice game and I liked playing it!
Thanks for the feedback! The animations are unfortunately not as good as planned, I agree that there is quite some improvement to make.
Enemy variety is a nice idea, we'll look into that. On the levels, I think the endless mode fits the high score style of this jam better, but for a later release it might be a nice addition. Kees actually mentioned the idea of waves during development, so maybe that is something we could try too.
I really like that the game is built around the wall jump, which is a feature in many games, but usually not the main feature. Due to the great variety of enemies you need to constantly be alert, which ensures it does not get boring too quickly. The extra health and helmet items make up for a nice finishing touch on the gameplay. Well done!