Thanks a bunch! I’m looking forward to replaying the game :D
Seth Tal
Creator of
Recent community posts
The windows build is completely unplayable on my pc. In the introduction level the explosions and fire are unavoidable and kill me basically instantly. Completely different experience on the web build of the game where I take way less damage and can outrun the explosions. Highly recommend looking into this issue if you can. My guess is that something is tied to framerate in an unintended way. Unsure if its damage thats the issue, or the player’s movement speed, or the speed at which the explosions catch up to the player on the plane.
This first video is the windows build
This next one is the web build:
Extremely well done on all fronts. I only have minimal gripes on this game that really aren’t even worth mentioning. I really wasn’t sure what to expect, but by the end I found it very engaging. The writing is well thought out and the character designs were honestly incredible. I especially loved the scarecrow’s design. Taking into consideration that basically every part of the experience was made during the jam period really inspires me to achieve this level of finality and quality with my projects.
Congratulations on completing this project!
The presentation and polish is pretty incredible, but I was rather let down by the difficulty. The concept is executed well, and I love the artstyle and sound design, but the gameplay I found frustrating more than fun. The room for error getting around most obstacles could do with some tweaking. Making the glowing orbs smaller in key areas would go a long way. Overall though this is impressive and I wouldn’t be suprised if this ended up as one of the highest rated for the jam.
I had fun with this one but the difficulty curve is steep. Some of the puzzles are way too difficult for a gamejam project. I think introducing some smaller puzzles sprinkled in-between certain levels would go a long way. Overall nice game though. I like the artstyle a lot, and the ethereal vibes the soundtrack brings.
Hello, I am genuienly enjoying myself with this game. I love the fact that you used the music and some of the sfx from Digimon World Championship. However, this game is in desperate need of various fundamental things:
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Volume sliders (preferably individual sliders for sfx, music, etc)
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hotkeys for opening certain menus on PC and the ability to customize them.
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Options for switching between fullscreen/windowed/ and borderless from the options menu
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This one might be user error on my part but I did not see a way to close the app without just closing the application window itself or alt-f4 or something similar. Make a “quit” button in one of the menus
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Also it would be nice to know where save data is stored (on Windows) so that I can back up my profile myself. Or provide the means of managing the save data location from within the game.
I understand that this game may be mobile-first, but please consider patching these changes in, thank you!
That’s incredibly flattering coming from the creator of one of the best games this jam! Thank you! I’ll be making some minor adjustments to fix some of the graphical / technical / general bugs. Expect a small patch this week. Later down the line I might even consider starting from scratch to produce a full release game.
I’m not sure if this is just a me problem but the way bullets bounce off walls seems to be completely random and basically makes this game completely RNG based. It doesn’t affect the difficulty too bad but it does diminish how fun this game could be. Also when firing bullets before they deflect of walls they move slower than after being deflected. The speed of bullets in this state should be increased by at least 2 times.
This is otherwise a pretty well put together top down shooter.
This is an easy 5/5 across the board. Simple idea executed flawlessly for such a short jam period. Sad I only recently discovered this one.
My Gripes:
- Not being able to strafe in the air feels like an arbitrary limitation, and not a good one in my opinion
- Visual indication of some sort for when the bomb explodes would have been a nice addition
- Player movement sounds and feels good but visual looks stiff. The particles are perfectly fine but more animation would have gone a long way to juice everything up
Seriously though, once again, this is basically the perfect jam game. Not a flawless game, but a nicely polished experience that executes a good idea well. Very impressive!
Thank you for taking the time to play our game! I appreciate your feedback and will be making adjustments in the post voting period patch I am planning on implementing. The randomness was toned up a bit too much and was intended to be pseudo-random to give it a more plant-like feel. Kind of backfired. Level balance was tricky, I’ve come to realize that making the game easier is usually the better way to go.
Once again, thank you for the feedback, and for hosting the jam. It has been such a massive learning experience. Looking forward to participating in any future MashUp game jams!
I 100 percent understand the feel. I tried really hard to maintain clean coding practices but the closer me and my partner got to finishing the game, the more creative liberties I took.
I think starting from the ground up would be VERY worth it as its clear to me after playing that your team is capable of making something compelling and polished in a reasonable time frame. I would HEAVILY consider exploring this game further!
Whether you do or don’t, I still very much enjoyed what is here. And once again, Nice job!
I have a couple of gripes here. One is that the sfx are a bit much. Not volume-wise, they just don’t sound like they fit the aesthetic of the game, and get old fast. The other are the tank controls which on paper sound pretty great, but I would have much preferred to aim with the mouse instead of A and D.
This is otherwise a VERY creative and fun concept executed very well in such a short time frame. Was very fun to play!
WHY HAVENT MORE PEOPLE PLAYED THIS! Its a bit unbalanced but holy heck its so freaking fun! YOU NEED TO ADD SCREENSHOTS ON THE ITCH PAGE! DSNGSDKGNDSJKGNEKJGNKNKEGKENE VKLE LNFSL. This could unironically become a real game. Perhaps the Tetris pieces are confined to a space in front of the player’s base and the minions and towers need to be placed in a zone in the middle of the field? I dont think ima be able to articulate this without drawing it. Anyways yeah this game is PHAT
Gosh I’ve been trying so hard to nail jumping in games haha! Maybe character controllers aren’t my thing.
Thank you for such high praise. All of the comments we’ve received have been highly motivating for me. Im not sure what to really do with this little game jam project but it would be a shame not to fix many of the minor technical issues so I will at least develop a patch after the voting period.
Highly recommend tinkering with Unity’s 2D tools and getting a grip of what they are capable of. When first learning how to use the Tilemap component and tile palette window it was extremely tedious and probably slowed development time rather than improved it. This time around I knew what I was getting into but I still have a lot to learn.
Anyways thank you for playing!







