Hey, really sorry about this crash! The LOVE2D web packager is pretty terrible and fights back against everything I try to do, so I'm never really sure whether I've set it up correctly. If I'm able to get it working at any point, I count my blessings and ship it. Again, really sorry you experienced this crash! I'll try to make sure it works properly next time.
TechHead
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Really sorry I didn't get to your game during the feedback stream! In lieu of that, I'll post my feedback here.
1. The player starts out moving incredibly fast. It makes it super easy to run into enemies spawning from your direction of movement before you have a chance to react.
2. Some of the costs are substantially more punishing than others. For example, losing your health is way worse than losing half of your vision- since you can still see! Not having control over what you lose makes this issue even more evident, since it often feels like you just need good RNG to win.
3. I love the theming, aesthetic, style, everything about the game visually! I think it's got a lot of charm and pulls its spooky setting off spectacularly. The music also works well, and the Lich's robotic "ha ha ha" helps to sell the whole package. I just wish the sound effects were a touch punchier/weightier.
4. The game fits the jam theme very well! I like how in this game, "cost" is interpreted less as a numerical value and more as a concept, leading to well-thought-out (if not perfectly balanced) debuffs.
Overall, I enjoyed playing your game! It's very impressively polished for such a short time frame as well!
Hey, so sorry I didn't have a Linux build! The original plan was to get a web build up and running, but the web packager ended up turning into the devil and deleting my html indexes so that was a no-go. I don't actually use Linux as well, so wasn't able to test a Linux build, but going forward I'd like to start building for it as well. If I had to hazard a guess, the issues you had with window size may be due to the resolution-scaling library I was using. I'll definitely have to figure that out for next time.
Thank you very much for the feedback, and I'm really glad you enjoyed!
The gameplay has promise! The difficulty is, I'm not sure the level is designed with beginners in mind, and the camera is not ideal for planning out a route ahead of time. Other games with a similar movement mechanic, such as Tribes, Midair, or Haste: Broken Worlds give the player a wide view of the environment, and frequently allow them to gain height to breathe and plan out their path. With this game, however, the view is very narrow, and you don't often gain a lot of height, which makes getting a lay of the land very difficult.
This idea has a lot of potential! If you decide to develop it going forward, I'd recommend really tuning your level design and camera, and adding a bit of a gentler learning curve.
While the game does feel good to play, there are a few massive issues that hindered my enjoyment of it, at least towards the later levels. First and foremost - slide is tied to the CTRL key. On many browsers, CTRL+D opens dialogue to save the page as a bookmark. This meant that if I mistimed my inputs, the whole game would freeze until I closed the popup, and I would then have to restart the level as I inevitably met my demise. Additionally, wall-jumps did not give consistent height or momentum, making it difficult to get a consistent, muscle-memory run pattern going.
However, it's not all bad! The theme interpretation is good, and the tutorial is very well-implemented. The difficulty curve is also one of the strongest parts of the game, and the pacing was solid.
(As for the slide jump issue, I'd recommend tying it to shift instead. Similar keyboard location, easier to reach for most players, and no risk of keyboard shortcut problems!)
The core gameplay is definitely enjoyable, once I figured out how to properly jump! It also suits the theme very well. I found the bloom and lighting to be way too bright a lot of the time, though, and it made it difficult at times to see where to go. In addition, the obstacle hitboxes felt slightly misleading - some were smaller than they seemed, some were larger. Aside from that, it's not bad, and made me want to make it to the end in one piece!
Great take on an idle incremental game! The pace felt a bit slow at the start to me, but it ramped up nicely over time. I really liked how the sound changed when the sun was shining on the plant, but I felt that I didn't have much input or control at al. Most idle games have some form of interaction other than buying upgrades, but this game doesn't - it's understandable, though, and the game is perfectly okay without!
The game was tough to figure out, and even once I did learn how to play, it often felt like I didn't have much control over what was going on. However, I do really like how the challenge keeps increasing as you clear more and more out of the way. After all, every new obstacle just adds on to the items you're already trying to juggle.
Gotta say, I'm a huge fan of the combo mechanic. Planning out my moves in advance felt really fun, and being able to chain moves was a big part of why. However, at some points there was, well, no way forward, with rocks spawning in such a way that I was unable to move far enough horizontally to get past them. Also, sometimes my move chains were too long, and I got caught by the wave before I was able to finish the turn. Aside from those minor issues, it's a really great experience!
I'd love to see a utility-focused "fence gun." Mortar-style projectiles like grenades, when one is placed it doesn't do much, when two are placed it creates an electric "fence" between them that damages enemies that pass through. You'd have to work out some sort of lifespan timer, maybe? In any case, the weapons lineup is pretty good already.