Took me a lot of tries but I finally got a sub 15 run🥳 (Current WR as of 2025.12.05, v1.8.5r)

I realised that I am meant to pull the coins manually quite late. I actually missed the coins as a whole until I had lots of coin pickup sounds play at once (pretty satisfying!).
Protecting the core from the enemies and the upgrade tree were pretty straight foward, I actually have a WIP project that is insanely similar (also nodebuster inspired) so it was just instinctual for me lol!
I was also a little confused about how rotating and shield charge interacts. Does the shield not fill up if I rotate too fast/often, do I need to stand still. Similar issue with the coin pickups, do I need to constantly look at the coins or should I just rotate around to apply a little attraction every time instead etc.
UI info about shield charge and HP are rather easy to miss as well.
I wonder if making the rotation speed a upgrade on itself would be fun instead of having it rotate instantly.
Regardless of all that I've written, the game is pretty polished and has many little details that makes it really satisfying to play. I am suprised it isn't already very popular. I am pretty sure it'll get picked up by lots of players (and probably related youtubers) when it is eventually out :)
Also here is a random screenshot from my WIP as a context on how similar they conceptually are. Those blues come towards you and you shoot them for defense and getting coins, then spend those on a skill tree haha.

Thank you for providing this. I am using it for prototyping and it serves much better than using the same square with different colors to represent things haha.
Also for anyone reading, it is not mentioned in the page but individual letter sprites are 100x100 pixels. I also made a modified version below by making the spritesheet black & white and mapping the yellow to pure white in case anyone wants to further modify and recolor it.
Same terms told in the page apply.

Thank you!
Although I am not directly continuing to work on this game, I am actively prototyping variants of it to see what works and what doesn't.
I also have an update adding another droplet type, a couple of new upgrades and lots of tweaks ready on the hand to be released after the jam. It somewhat addresses some of your recommendations.
I probably should not have planted everywhere on first stage. Ended up too OP and one shot everything at every stage and bought every upgrade without a second thought lol. I absolutely shredded the boos within seconds. Most of the gameplay was waiting for all plants to spawn while holding left click and replanting everything for me which was not ideal.
I like new plants being introduced with staged, I wish more planters would be available like that too.
Good news (or not because that symbolism won't be possible anymore haha), I have a after-jam patch ready on the hand that addresses not being able to kill droplets when you are too fast, along with some other changes. You can check out the changelog here: https://samethope.itch.io/storm-grill/devlog/803428/update-v080rc-v082rc
I am really happy to hear you enjoyed the game :)
Just shared a devlog with changelogs for a post-jam update for my incremental droplet evaporation game Storm Grill.
Read the changes here: Update v0.8.0rc & v0.8.2rc - Storm Grill by SametHope, fatihanily (itch.io)
Play the games current version here: Storm Grill by SametHope, fatihanily (itch.io)
Rate from: Rate Storm Grill by SametHope, fatihanily for Brackeys Game Jam 2024.2 - itch.io
Neat game, I really enjoyed the picked colors, art style and the audio. Players controller was pretty good too, which made the game really fun. There were occasions of me starting to walk on walls without me intending to and zapping into the wall and getting stuck but nothing serious since they were rare (the second one was rare at least).
Zaps introduction could use some work, maybe some warm-up sections without spikes to get used to it. I was confused for a while before it clicked :)
Reminds me of the Planet Crafter. I really enjoyed exploring around, I don't know if not being able to rotate the camera was part of the charm, keeping new areas suprising or just annoying. It is easy to get stuck or see through the environment but it is not really a big deal. Also thank you for adding fast forward feature on the start, I prefer reading the whole text after it is written so it was a noticable QoL for me :)
Played all the way through and liked it a lot.
There were a couple rough edges such as sprites that should be on the background (like blood) being over others (like trees) and being able to shoot on the end scene (after the fight) but nothing big.
The music was great (I actually turned it up by a lot), intro went hard, it really was calm before the storm and visuals were charming :)
Good find! I know about this problem and actually manually made it harder to execute by updating the prices only when skill tree is opened anew. I decided to leave it in because it was not worth the time it would require for me to fix it considering the jams duration. Only smallest percentage of the players would ever find out about it haha. Cheers.
Thank you for the detailed feedback, I am really happy that you enjoyed the game!
Fix the stutters, they were very noticeable and hindered play.
Any particular events or moments that happen when stutters show up? I am pooling every droplet and the pools are only created during a levels load and haven't gotten this sort of feedback before so may I also ask for your computers specs?
Seems like drops don't evaporate when you move too fast. Make sure the collision detection is nice and fast and is done each frame.
It is done every frame, I think droplets with high health or the immunity frames on the drops (which is not really frames but just 0.1 secs) might be the cause of that feeling. If not, you are likely correct and it is because I am circle casting around the target position every frame but I did not consider the area between the current position and the last frames position. I am noting this.
About the sound effects, I also received complaints about the music being too fast and not relax enough. I am not saying there is no space for improvement but I'd say they are more about personal preference so no song can satisfy everyone,.
I hope they were not a big annoyance, it is not a solution but there is always volume options that are accessible at nearly every point of the game if thats the case.
As a final note, did you play the WebGL build or the Windows build? Buttons' sounds are broken on web because of how Unity compresses super short sounds and I could not get them replaced fast enough.
As the actual final note, I might have sounded defensive while I tried to answer all of your feedback/criticisms but that was definitely not my intention, I really do appreciate everything you wrote, to me it shows how much you cared. Thank you.
Here's mine: Storm Grill by SametHope, fatihanily (itch.io)
You may prefer leaving this one for the last because people claim it is addictive and that may prevent you from rating others haha