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SquiggelSquirrel

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A member registered Apr 01, 2020 · View creator page →

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A very fun game. My one suggestion would be to give the player more incentive to place a medium number of blocks, as opposed to just filling the map with blocks or trying to place no blocks at all. Maybe if each map came with a finite inventory of blocks, or if there were areas on the map where blocks simply could not be placed, that would do it.

But, it was enjoyable enough that I felt the need to play all the way through 10 levels, even if I was starting to get a bit impatient by the end.

The basic mechanics were fun, but the lack of ammo respawns meant that anyone aiming for a high score would simply run in circles for most of the game without shooting, which doesn't seem to be the point of this genre. That said, the "high score" system didn't seem to be working anyway.

Ammo would also sometimes generate on the side walls, making it unreachable.

I didn't immediately realise that only the central circle of enemies could be hit, and not the "wings". That could have been explained better, but then again I figured it out pretty quickly.

I like the concept. I like the bell. The actual mechanics seemed pretty solid, but overall I found it difficult to "read" what was happening on screen. I think the shader was perhaps a bit too noisy, or the projectiles/explosions to small, and the text could have benefited from a containing box with a solid background. Just minor changes so that someone who is new to the game and doesn't know what to look for, can still get the important information the need from the visuals.

I couldn't return to the game after attempting to adjust the graphics settings, that seems to be a bug as the "return" button simply did nothing.

Unfortunately, my computer isn't high-spec enough to play the game properly on it's default settings, it just becomes far too laggy. That's not your fault, so I won't vote on this one, but if I'd been able to play on lower graphics settings I might have given more feedback.

The art, music, and concept all seemed pretty cool from what I could tell.

Somewhat fun, I feel like it would be more enjoyable if there was some feedback about the "best" speed for each curve, or how close a train is to derailing, otherwise it became a bit too much like trial-and-error guesswork. I can imagine this being quite fun if developed into a more complete game with more artwork and sounds.

Very fun for a little while, it would be nice to see this developed into something with a bit more complexity to hold my interest. I will sat that the fish disappear kinda fast so it took me a while to spot them, and I wasn't sure if the countdown served a purpose, but I really enjoy the aesthetics.

I liked the art and music. The slow movement speed added to the atmosphere but quickly became frustrating given the size and relative emptiness of the map. I would have liked to have seen a more finished game, but right now it feels like there's not much here to comment on.

Aw man... it looks like a really fun game that I'd like to play and support, but my machine can barely play it on lowered graphics settings. Idk, maybe if I tune up my setup it could work. Right now I'm on an AMD quad-core 3.6GHz with 24GB installed RAM. Graphics card is NVIDIA GeForce GT 730. No idea which part I'd need to upgrade or tune. Might even be my driver settings.

I have no idea what I just played. Was there a point to it that I missed?

In  my playtesting I found the best approach was often to backtrack until I could get both characters synced up again.

I had thought to maybe add a powerup that would freeze one character in place for a short time, but unfortunately I didn't find time during the week to implement it.

There are six levels total.

Thanks. And yeah, in future I need to remember if I'm making it mobile compatible it's probably a good idea to design for mobile first. Text and button size make a difference.

Yep, it's one big particle emitter. No gravity but a small starting velocity, a small sprite texture scaled up x2, a random angle and slightly random direction, one-shot with some explosiveness.

It does mean that I don't switch the entire scene on changing levels, just the "level" node gets swapped out, but the particle emitter node is outside that so it hangs around.

There's also a couple of particle emitters on the tree, and one that triggers when the player gets squished. Same sprite, just played around with the settings.