We know ;)
That's why the difficulty options are Hard, Extreme and Doom
I enjoyed this way more than I thought I would.
The random Levels give the game pretty good replayability. And I also like that the upgrades apply to the world instead of the player.
The controls are actually pretty good once you get used to them.
If I had to fix something from the game it would probably be the "move busstop" system to make it cancleable and more intuitive. And I would reset the countdown of an item when you initially pick it up (since a bad map layout can make getting to the first and second position in time sometimes impossible).
What an awesome little concept. I have never seen an game in this direction before
Now thats an interesting spin on the boardgame. I like that you a get to choose to be slower to hit certain spots. Playing against real players is obviousely more fun than playing against bots. The inhuman speed gave our group of 3 a good chuckle since none of us could keep up. Against bots on the other hand it feels a bit unfair to have the game be so fast.
I love the fact that you made it a .rar instead of a zip. For that extra pirate vibe.
It is a fun little game but you should be a bit careful when it comes to warning the player of danger. The main problem right now are the fishman. Since they spawn with no warning. The cannon balls have the same problem but they aren't as bad since you can easily avoid them by just hanging around on the left side of the map.
The explosion event has true potential! The event would be much more interesting if you just spawn more bombs so that the player has to clear them away to create a little safe space.
Keep improving on little stuff like that and your game will have a bright future :)
I have heard the start of this song so often it is burned into my brain.
The walljump feels great but only when it actually triggers. When you are to close to a wall it just doesn't which is a problem since the levels death barrier moves so god damn fast that a single mistake instantly kills you.
I like that it is synced to a good song but just slow it the gameplay down a bit. It can get frustrating really fast.
With some slight tweaks to the dash and speed this would a really good vibe/game. Especiall with that awesome story setup you did at the start.
Holy, what a hidden gem!
This is without lying the first game I have tested in this jam that makes me care about the story and that fully sucked me into the gameplay. The Visuals and Atmosphere in this game are S+
Writing out the words while skipping certain letters is surprisingly hard.
The only criticism I have is that the dialogue on the right was sometimes slightly to fast for me to comfortably read.
I really enjoyed that. Great game :)
It's a nice little game.
Unfortunately the colors on the characters look almost identical to me since I have slight color blindness. Luckily this can easily be solved by just giving them some simple patterns.
I also think the game could work great with a larger map where more guards and more innocent people are present. Then you would have to search more for your target.
Oh wow. This is one of the most creative games so far. Unfortunately you really don't have the time to read the prompts and to make intelligent decitions.
It would probably work better if the player had something like 10 minutes at the start and if all of the events take/give you way more time so that the actual reading part is not as detrimental.
Overall the choices feel very meaningful. So good job on that front. I liked it :)
I really love the story at the start of the game. It's so simple but so charming.
Also props on the style of the game. It is very beautiful and conveys all information clearly.
The game can get very hard very fast. If there was an "continue from the current level" option I would have played past the warhead
"Completely and utterly unfinished :)" - Hahaha, I feel you my friend. Happens to the best
Having a crosshair would help enourmousely and also consider changing the weapon to be hitscan instead of being bullet based. That way aiming would be more responsive.
The graphics do look bit silly and the hands cover halve the screen but it fits the game. Only the shader on the barrier that encapsulates the arena distorts everything a bit to strong to my liking
Unfortunately I am very conflicted about your game.
On the one hand it reaaaly strokes my ego that I can't get to the damn end of the level. And I spent way more time trying to reach it than I'd like to admit.
On the other hand it is very easy to blame the movement controls and level design for my frustrations. You can adapt to the fact that you have almost no air control but you can't really adapt to the frustrating jumps at the end of the level. When you jump you either fly to short or to long. and since you can't course correct in the air it feels like the level design is frustrating rather than it being perfectly spaced to fit your jumps (which is the case for the first halve of the level).
Also a small nitpick: please add a crosshair. I am very bad at aiming as is and with no crosshair I just feel sad whenever I miss for the 4th time
One thing I really like though are the lights along the platforms. They make the border very clear and tell you perfectly how far the next ledge is away from you.
Oh and there is this really funny mechanic ( /bug?) where you can jump really fast/far when you jump right when you land from your last jump.
Keep up the good work. With some more polishing this would have been great
I like the quirkiness of the game. With the irs, the hidden cave and such.
Sadly I couldn't find the end of the world or any secret by continually going down :(
I went south until my base couldn't hold out anymore but there is nothing more to find
I liked your solution with having this one long strip of land. you could probably even have just locked the camera to the center and have it only move up and down. It really focuses the game on the regions that matter. Unfortunately the building mechanics itself are very cumbersome with having to press b and then click on the correct Tab/Icon only to not have enough materials since your Inventory is so small...
But I'm nitpicking. The overall game is great
At first I thought ...huh that game is very simple and solid but there is nothing much to it... but then I cleared the first wave and you provide the player with actually very significant upgrades. Props to you, I didn't expect that
I'm still unsure of how exactly the combo system works but I can tell that you can heal yourself with it, it provides you extra time and you loose your combo when you get hit. Not sure though why you sometimes get more time than other times but oh well.
The only thing I didn't like where the flying dinosaurs. They are very annoying to fight - mainly because when I jump up to hit them I can still get damaged from their bodies. If they only spawned the projectiles and didn't deal contact damage I think they would be way less annoying. I reached wave 5 twice but always died to them (partly skill issue, partly annoyance)
But congrats to you all. A very solid game
A charming little game :)
I especially liked the artwork for the characters
You should definitively look into making the player glide better along walls instead of him getting stuck everywhere and for some paths it is very diffult to see where you can go and where not (the narrow entrance to the bar and the narrow entrance to reach the gentleman on the right inside the theatre come to mind). You can mark those entrances red like you did with the alleyway on the right and it would help the visual clarity out
The Music and Bite sounds are simple but they capture the gameplay very well.
It is a very short but charming little experience