Thanks, glad you enjoyed it. I'm aware the camera is an issue, its a bit of a time consuming problem to solve and frankly I just didn't have enough time to propely address it. The hard time limit is definitely another issue, if only in so far that it isn't communicated properly that it saves your split from the previous level. I'm not entirely sure what the best way to solve this is, because finishing the first level and getting a failstate either way because you were too slow just kinda sucks, but outside of the jam theme I could consider just ditching the time limit altogether and only going off a speed based scoring system. Who knows, if I'm given a good reason to I might just work in a few more QoL fixes, a few more levels and put the game on steam.
TheXientist
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I loved the concept, I just wish the actual wheel was more specifically synced with the attacks to enable more specific responses to certain attacks. Often it just kinda feels like running around waiting for bullets so you can parry them. The game unfortunately hardlocked on the final attack of the final boss but other than that no issues.
The visuals and music are great, and the gameplay is positively chaotic. My biggest issue is that there is no visual indicator of what kind of plot a flag is, so a lot of times you just run around and hope that you'll get the plot you need, and caravan pathing making them fall off the edge as you try to pack your things kinda sucks, because when your buildings are packed up, you're most vulnerable, so this can easily become an instant runkiller if your last lumbermill falls off a cliff.
The camera can be a bit difficult to get into and unfortunately I didn't have time to fix the wall collision issues (or implement subtitles for that matter)
The fact that the time carries over seems to be a common issue. I wanted to keep the overall "3 minute countdown" intact which allowed me more freedom in the level design instead of having each level have its own fixed timer because particularly the second level is more difficult than the other two. If I had more time I would have made it more clear that the timer carries over and that, if you're on a bad split, you need to quit to the menu and restart but that speedrunning mindset doesn't seem to have come through.
I understand why the theme might feel tacked on, I iterated quite a bit before I landed on something I was happy with so the final product probably ended up a bit too far removed. The counting down of the bullets was also initially more important early on but just didn't work out the way I wanted to gameplay-wise so it got kind of left behind and I suppose putting the actual clock in the corner instead of a literal countdown might have been one abstraction too far.
Interesting concept, and a funny story, though I struggled a bit with getting the hang of things. Some things could definitely be explained a little better, and I feel like your own interference is very unreliable, which can be fine if that's intentional, but it makes the actual gameplay feel even more random than it already is.
I really enjoyed it despite kinda sucking, the controls feel smooth and it feels great cruising and styling on the peasants. Somehow the fact that diagonal movement isnt properly normalized is also balanced because you can't shoot diagonally. Story is great, gameplay is great, if a little unforgiving, the only thing I'm not a fan of is how difficult it can be to tell whether you took damage and from what, I feel like I died quite a few times without really knowing from where or took a huge chunk of damage without knowing why. Picking up blood droplets could also be more consistent unless I'm just bad.
Nice visuals, creative puzzles and a fun twist on the theme.
Two things I ran into; the first one being the fact that in the level with two crossing light beams, the second lever was a red herring all along and I tried to figure out how to activate both levers at once for way too long before realizing that you only need one and can block the other, not sure if the lever being a red herring was intentional. The second is that the doors sliding closed horizontally seem to kill you, so I expected them to kill me when sliding closed vertically too which led to me not trying the solution of the last level for quite a while.
Other than that, a very nice game!
I get what you were going for, but the absurd camera just makes it very hard to judge how fast you're moving, half the time I was on a wall I had no idea how fast I was moving or whether i was doing it correctly, and reading the tutorial messages was painful. I suspect there would have been better ways to make the experience feel psychedelic that don't obscure information that is very important in a "go fast" type of game.
Very nice little game, the platforming was overall clean and well communicated. Loved the dash fakeout at the end, perhaps unlocking the ability, resetting the player to the start and reducing the amount of checkpoints would have been possible to add additional challenge content (like the ice physics mode) without much development work.
Love the concept, but as you stated yourself the balancing is horrendous. Armor is a must, if you don't get good shops in good positions with good armor prices you can forget the run, and the correct choice in combat is almost always to just reduce enemy attack power, and honestly I'm not sure what the point of reducing your own stats is. However, the foundation is very solid and I had fun regardless.
Great game, I love the bananza style transformations! One thing I noticed was the background being as vibrant as the foreground can sometimes make it hard to distinguish between the two, though this isn't a huge issue here because you can usually tell what is background and what isn't based on whether it fits the tile grid.
Shame the 12th level doesn't work, I would have loved to play the rest.
Yeah that can happen with these types of games, not having gravity to point you up or down can be very disorienting. The issue with making the camera automatic is that at a high level you kind of use the camera to aim your shots. Aiming with your keyboard isn't very accurate because ultimately its completely discrete and you can only aim in 45 degree angles so you need to control the camera for precise adjustments. What I would have fixed if I had more time was the camera going haywire if you hit a wall, I unfortunately didn't have time to address that.
This was really cool, I loved the concept. Two things that I noticed:
I'm not sure whether this is already the case, but the pricing of certain fields relative to how useful they are was a bit off in some places. For example, fields that can only be activated on high numbers (e.g. 27) are extremely situational because you can only use them if you didn't buy anything in the round before and almost always end up basically being single use only because you can't get above their counter value ever again, whereas a field that activates on, lets say 15, can easily be activated multiple times throughout because it is vastly more flexible.
Another thing is that sometimes, ranged enemies just don't move in a way that lets you even hit them before the time runs out, this almost happened multiple times and I'd imagine losing that way would be very frustrating.
Also, you can kinda cheese by leaving time pickups for next round, they don't despawn. not sure if that's intentional.
The atmosphere is amazing, just flying through an endlessly repeating maze of chains and streetlamps, chefs kiss, I love it. The gameplay could use some work, as I see it there is no reason to not just fall endlessly and never even make use of the (somewhat janky) hookshot, since falling seems to be by far the most effective at avoiding enemies while you aim behind you and pick them off. Which is a shame, because hookshots feel amazing to use when done correctly. In general, I think the gameplay could use some clarity; where are the enemies, when do they spawn, what do they do to hurt you, how can you avoid that etc.
The game is very polished, art and audio are great, the platforming feels good and the music loops to unlock the furniture are easy to understand, overall I really enjoyed playing this game. I do wish the level was compartmentalized more, because I just did the platforming first to get all the sound files and then did the loops because there was no way for me to tell whether a given TV was even doable or not, I think a bit more guidance and simultaneously a bit more certainty for the player that the puzzle can be solved with the tools they have on hand would have gone a long way. I also wish there was a UI element that tells you the sequence for the nearest TV so you don't have to fiddle around with the camera trying to get it on screen while in your DAW. Lastly, I have no idea what the coins do other than going clink when I collect them.
I adore the premise and the gameplay, this is very creative and lots of fun to play, I wish it was longer and more difficult, I'm pretty sure I didn't catch all of the bullets I shot but I never lost because of it. Apart from the obvious stuff like audio and juice, the game feels surprisingly good to play, and the controls are easy to grasp. I like the bullets coming back and the in-universe explanation why you need to catch them, but for the bullets you got hit by in the first round, I would like to have them stand out in the second round because I don't remember the exact bullet that hit me. Also, there is a safe spot in the boss fight where you don't need to dodge anything, just stand still and wait. Make sure that no such safe spots exist (or rather, that there is always at least one safe spot, but there is no spot that is always safe).
A bit jank here and there, though i'm not sure whether thats an intentional feature of the rage-platformer genre. that being said, those rage game platformer genres usually don't reset you to the very bottom every time you fail unless you get particularly unlucky, I would have appreciated some way of recovery if you fall. I liked the launch pads, they feel satisfying and work consistently, not exactly sure what the vines are supposed to represent though. if they're just decoration, they clash a bit with the rest as the only piece of pure deco and the difference in artstyle. in the case that this isn't supposed to be a rage game, to make the player want to go fast, give them the ability to do so without risking immediate failure without godlike precision, and give them a way to somehow use the travel time of the teleporting cat instead of waiting for it to get to the right spot. i found myself playing very slow and carefully, because going fast simply led to immediate failure, and so dying by falling through floors or phasing through walls just became very frustrating.
Thanks for playing, glad you enjoyed it. Dying a lot is normal and intended, it is a roguelike after all, but looking back I made the difficulty curve way too steep for a game jam and should have prioritised a proper tutorial beyond the absolute basics. A lot of semi-critical info is buried in item descriptions, which you cant even access unless you read the game page because I forgot to add a tutorial on how to open your inventory. Nonetheless, I'm happy you found the patience to persevere!
A funny, absurdist commentary on the cyclical nature of existence in late stage capitalism, or something. Jokes aside, nicely done, the game is very funny, I loved it when the cops showed up after I served 5 raw burgers. A few of the mechanics like cleaning up sauce (maybe use "on" instead of "above" for the sauce, and add some feedback for each press of the space bar so you know you're actually doing anything) could be better explained and I had trouble assembling the burger on the floor, but overall its a short and sweet game with an easy to grasp gameplay loop and a funny premise.
Thanks, looking back I did make the game way too difficult for a game jam, you don't suck lol. I ran out of time before I could make a proper tutorial so a solid chunk of semi-critical information is currently buried in item descriptions. I'll update it one more time after the rating period to fix some bugs and make a better tutorial, and maybe adjust the difficulty curve to be less precipitous.
Yeah I'm afraid there is no way to tell you youre looping, because all it does is move you up or down slightly while moving left and right, which due to how trajectories work means that bullets are drastically less likely to hit you. I suspected this might happen, but didn't have time to think of a good solution before the jam ended, I will probably follow up with a better tutorial and some necessary bugfixes after the rating period. Notes on the learning curve taken, though this is supposed to be a roguelike, so you are not expected to get far on your first run, but I guess expecting players to put in the time to actually get better was not a smart move for a game jam.
Very nice idea, and i like the concept of movable turrets on rails, I just wish it wasn't was janky as it is. If i could seamlessly move my turrets without them locking up further along the track, i can see this being tons of fun, micromanaging your turrets so that none of them are idle. I like the idea of the ballista, but i just feel like it isn't strong enough to warrant the effort it takes compared to just adding another cannon turret. The pixel art itself is great, but inconsistent, you can tell that it either wasn't made for this, or it wasn't coordinated properly so now it's all over the place.
I really enjoyed this, the sequencing aspect of it is really fun and the controls are so simple that there isn't even an explicit tutorial and it still works. I also love the aesthetics, I guess im a sucker for big things in space. I only wish there was more of it and it went deeper, most of the levels are figured out fairly quickly, but I suppose in the context of a game jam that means mission accomplished.
Moving around feels very nice, and i like the fact that you don't just aim and shoot, you actually have to account for distance to some degree. I also like the returning shuriken and the catching mechanic as an alternative to parrying, although the timing seems to be more tail-heavy, very often the shuriken would be right in front of me and i would miss the catch, and other times i would press after the shuriken was already gone and i'd get it. I also like how you get upgrades every time you die as a difficulty safety net. The intro cinematic is also really well made.
Fun puzzle game, it is always very clear what you can and can't do and the visuals are nice. Maybe adding an arrow on T-Intersections indicating where they will lead you would be nice, though the levels are designed in such a way that it never sends you in the wrong direction. I like the mix of timing and logic, but I would love to see a speedup button and maybe a pause as well, even if only before the level starts so you can't pause buffer your way through the tricky bits, mostly because having the cars constantly moving around the track is distracting and makes it harder to understand the level design.

