"none, but you can draw a carrot in the sky" hahaha! This was peaceful.
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I thought this was good! Disconnecting and reconnecting the beams was a little tricky but otherwise the controls were pretty good once I got used to them. I was assuming there were colliders around the islands, I cracked up when I fell off a ledge!
Good use of theme! The automatically restarting game made it really easy to just keep trying. I think the horizontal acceleration was maybe a little slow? I had a hard time landing on small platforms.
Personally I found the controls frustrating - I thought the horizontal movement was too fast, and the horizontal acceleration was too slow. But, I really like the aesthetic, music + character + tiles.
The writing and voice acting really made it seem like 7 different voices! must have been a *lot* of work. A little buggy in general but no big deal. I notice that the end handles a lot of different situations gracefully. I hope you feel really good about this!
That is a super nice message :) I just uploaded my project to github https://github.com/timeeeee/Heartsbeat/. I'm pretty new to game programming so I don't know if I did any of this the best way! But I was pretty content with the approach - nodes to mark positions on the table, and lots of yielding so I could script the gameplay in chronological order. I'd be happy to talk about it, if you think it would help you out.
I think it would be great to work together on the next jam. Do you use discord? (If so I'm timeeeee #0113)
This was nice - like others I had to search a little bit before I knew where the ducks were supposed to go. It would be nice to have a clear indication of how much longer the spell was going to last too.
I have the same complaints as others, it was easy to get too close to pit, pushing stones was iffy, key bindings were funny, but honestly those feel pretty minor to me and I super like this game. Awesome touch making the music alternate between minor and major keys when activating the heart.
I did make it past the zombie in the third room! I just had to be ready to move quick once the level started. I think it would have been less frustrating if I knew how to start a single level over, instead of having to restart the game every time I died. (In general though good game!)
I love the "light distracting monsters" mechanic! It was difficult navigating in the dark but the heartbeat indicator was nice and intuitive. If you were going to keep this idea and expand on it I feel like a slower progression of "levels" so that I could learn how the monsters behave would have been useful for me.
Edit: Specifically the thing that made it unclear to me was that some of the lights were triggered by me walking close to them, so I was paying attention to controlling the light rather than the monster's behavior. Playing it again just now I can see that you did exactly the thing I was suggesting.