This game would not be the same without the music. Well done this is a vibe
TinyMushroom
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I played on the browser and the game lagged with each movement, so something may need to be optimized for that build. The animations for the enemies are cute! I was very surprised to turn a corner and get swarmed. I think it's a nice touch that you had the player run out of bullets in the beginning to teach them that they need to pick up more.
I dig the vibe of the art. The slice of pizza on the wall really adds that touch. There are so many houses that I wish the sprint was the normal pace and the sprint pace was something faster. There are so many orders going on that I could bring anything to house 0 and it would take it. I think some tuning on these 2 mechanics would have a big impact on the player's experience
The graphics are well designed and make the game easy to read. Providing a tutorial is nice polish! The file names are fun too. I like that you can friendly-fire fry your own computer. The music fits well too!
I had a little trouble aiming the gun. It felt a little clunky, but I also played on a track pad. I wonder if it would still play well with a traditional mouse and feel nicer for the track pad if the sensitivity for rotating the gun went up a little bit.
I can't believe this was your first jam! Way to go!
The graphics are well designed and make the game easy to read. Providing a tutorial is nice polish! The file names are fun too. I like that you can friendly-fire fry your own computer. The music fits well too!
I had a little trouble aiming the gun. It felt a little clunky, but I also played on a track pad. I wonder if it would still play well with a traditional mouse and feel nicer for the track pad if the sensitivity for rotating the gun went up a little bit.
I can't believe this was your first jam! Way to go!
I let out a chuckle when I received the jersey. What a fun time! Great concept!
Some UX feedback:
- The stick figure is hard to see since it doesn't contrast with its background, I didn't notice it at first.
- I didn't understand what "hold = heavy gravity" meant for a while but I eventually caught on, I wonder if phrasing like "hold = slam dunk" would be clearer. For some reason, my idiot brain thought holding would make the basketball go up higher. That may have just been my confusion though.
The level generation feels just right for levels 1 and 2. The ratio of enemies to obstacles made me think about my turns. Not sure if it is just that I am bad at diagonals, but I got stuck at late level 3. Sometimes I anticipated that the enemy wouldn't push me because I scrapped another but I'd get pushed anyways.
The gems are a treat that I have to work towards and not just another piece that spawns on the map. Sometimes they're in a dangerous area, and I get one of those cheap thrills when I fly by to pick one up. The range of movement offered and their upgrade paths kept me engaged in that "one more run" feeling. The sound effects bring a nice pop to the game too. Love the shooting into space animation!
(One more thing)
I managed to get to Encounter #19 when the game froze during an enemy's turn. The browser console shows "Uncaught TypeError: WebGL2RenderingContext.bufferData: Argument 2 can't be an ArrayBuffer or an ArrayBufferView larger than 2 GB". It seems like this is a Firefox-exclusive problem, but maybe there is a memory leak. I'm including a screenshot below in case the context helps.
What a polished game! The contextual tutorials ease the player into the game, and the cutscene at the beginning sets the stage for the player's motivation. The buffs give interesting rewards that force you to balance the level of your minion. I also enjoyed having to balance a variety of levels between my minions. The enemy AI feels good too, which cannot be understated.
I had trouble finding a place for the sovereign play style, although I didn't get too far into the build. Also, I barely used the mid-tier vassal ability. I don't think it's a bad move, but it didn't suit the smaller and winding maps as much, where cover is plenty.
This is awesome! It's easy to envision a more handcrafted experience across encounters that would tie together more of the narrative you alluded to. Kudos to your release! :claps:
I started playing golf and ended cackling feeling like a god. Nux + Carl for life!!!
It was very satisfying going back and playing again on harder difficulties to unlock campaign clubs. Their variety is fun and practical. The extra clubs available on free play fall more in the silly category than practical. Still a great time to play around with.
I could see this expanding into a larger campaign with more maps and enjoy it just as much.
Two nitpicks on UI:
* I wish I could click on anywhere on the club in the side pane to have it activated. I would often click on the description area and then have to click again on the name of the club to switch to it.
* The star icons on the clubs did not make sense/convey clear meaning to me at first. I accidentally hovered over them and discovered that they are special skills. I think a different icon would be better suited here, maybe a ? icon. Alternatively, mention what the star icons are in one of the tutorial popups.
P.S. 10/10 graphics and charm




