Nice mechanic. Great implementation of a turn based system. Felt solid and well paced. Animations made it feel complete. Really cohesive experience. I'm going to second iLLe's opinion where it felt like a megaman'esq boss selection. Always a good thing. Great work on this one.
ToughKittywampus
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I had a hard time with this. I saw some of the other comments so I cheesed my way through by collecting coins and clicking psycho when it was available. But my colorblindness made it so I couldn't differentiate between my flock and the others. It's best practice to not rely only on color to distinguish game play elements, but different shape or texture as well. What I could experience was well done though. Good job.
Never did get the hang of it. I figured if I watched things play out I would understand better but whatever happened caused the game to freeze. I think it's the kind of thing that needs a visual tutorial to really understand it. The game looks and sounds great though. Good job on putting it all together.
Aiming felt unintuitive which really made having such a small amount of shots punishing. The projectile would go right over the bean, wasting the shot. But it's great that you're learning and were able to produce something to submit in the timeframe. With a little practice, you'll improve exponentially. Keep on Jammin.
The click CD one was definitely a giga-upgrade! I felt like I was unlocking the turbo clicker on my own mouse. It gave me access to physical hardware which was a huge dopamine spike.
It's real smart to tone down the values and compact the gameplay for a jam, allowing players to get to those really cool upgrades quickly.
Yeah! Marble Garden zone! I couldn't think of the name. I got a flashback of it when an attack hit me while I was zooming around. The knockback felt very similar to getting hit in sonic games. I practically heard my rings spill all over the place.
Glad to know that I wasn't doing something unintended. Perhaps some audio or visual feedback would enhance the perception that flying vs skidding are two separate things. Like tone down the effect while on the ground and ramp up the sound (when it eventually gets implemented) when in the air.
It's always nice to have something to go ham on every now and then. When difficulty progresses along side the player's growth, it's nice to have a reminder of how much you've improved. Even if there isn't a challenge to it, It still might be an important element in connecting with the story.
Sliding past the point of attack would feel kind of cheap. Perhaps some kind of recoil that the player bounces off when the attack is released instead of making the effect felt when the attack begins. It might convey a level of power while preserving momentum even if that momentum is redirected.
Like you said though, You've got this vision and you have to decide what fits and what doesn't. Don't let my, or anyone on else's critiques or opinions derail that. Follow the fun. Stick to the vision. I really think you've got the makings of something memorable here.
I absolutely agree. There is a framework for health bars, building progress, unit stats, unit level (because yes, they earn XP and level up but leveling up does nothing :D ), wave count, and the like, But some UI sizing/positioning quirks and unexpected behaviors kept it out of this version. I really appreciate you giving the game a try and the feedback.
Yeah. I eventually resorted to having a squad of units to act as a construction crew, 6 to go out and block the flow of enemies, 6 to team build the buildings. A strategy I developed because the system that made units return to their prior actions would somehow permanently disable their ability to engage in combat. The solution was lost in the spaghetti, but thinking about it now, I should just turn off the area2D,s monitoring while building.
Don't be sorry about the screenshot thing. It means a ton that you gave it yet another try. Thank you so much for all the valuable input and encouragement.
Short but impactful. My instinct was to assume that the code could possibly be different when I went to play again. It's the same answer every time. A hard coded answer that never changes. That bothered me for a second. Then I realized that's probably what the game is trying to convey. That it's unknown as to why that's the right answer, that answer doesn't change, but you have to use that answer regardless if it has meaning or not because people respond to it in a way that matches the patterns on display by society. Dang, that's rough. This was simple but deep. Nice work.
Was not a fan of the controls. Would definitely like some remapping or a keybind to open the upgrade menu. I totally got destroyed any time I tried to buy upgrades. Anytime I came out of the menu, I'd get destroyed before I could reorient both my hands on the keyboard.
The game looks great, the movement and action feel great. You did really well with this one.
It feels like cheating to use my RMB ability to boost my speed but remain on the ground to make it not drain energy. The attack felt very heavy and like it killed a lot of momentum which seemed antithetical to the identity of the character. I'm not a fan of the exploding enemies. I don't mind them here and there, but you never get to experience charging anything and getting in to some fast paced close ranged combat. It feels like such a great system to just dive in without thinking and revel in the chaos of combat but the way it is now you have to be cautions and meticulous about the approach. It's like speed is your greatest strength but get punished for using it.
Of course not everyone will feel the same and this is just my opinion. I'm super critical of these things because I actually think this game could be really awesome. The game's mechanics felt reminiscent of the levels in sonic3 where you got to fly through levels on spinning tops. Absolutely the most interesting character I've come across so far. I'm ready to see how the story develops and how this world gets built. It's not easy working within the time constraints and sound effects were missing, but It was a good choice to at least get the music in. The haunting vibes through the level gave the heavy boss-fight riff more impact. I say riff because a 10second non-looping loop can get a bit repetitive but it was probably the best choice to convey what the overall vision is. That vision is epic. Fantastic job.
Normally I struggle with things that are color coded due to my red/green blindness, but the way the colors were presented didn't pose a challenge for me at all. Puzzles were creatively done, the story and characters were enjoyable, and the sounds integrated perfectly. Extremely cohesive and enjoyable experience.
Softlocked myself here because I didn't know double jump was a thing. Started over and finished with 6/7 masks thinking it would be nice to have a timer but felt like I didn't really complete it without having all the masks. So had to do another run then found out the clock itself was a mask and finished with 9:17. I feel like I cheated a little by using the map you posted. Would have been neat to have that map in the game but with unvisited areas blocked out. The sounds were so fitting and gave me flashbacks to my SuperMetroid experience. Fantastic entry. Very well done.
I was kind of curious after playing your submission that I looked at your page and have already played Hold The Line. I got wrecked but it was fun. It's definitely a rough genre for a jam. Almost feels like the kind of thing a person needs a support group for unpacking the experience.
If you don't mind, I'd like to post that screenshot on my game's page. Thanks again for your valued input.
Oh wow. Yeah, I was able to reproduce that warlock souls bug. For some reason the building is factoring it's own contribution to max souls but not actually increasing the maximum, thanks for finding that for me. Yeah, the incrementing difficulty doesn't progress high enough. Enemies gain HP with each wave. I just checked the math and it goes from 100HP at wave one to 108 at wave 20.
I've dedicated the past two months to learning how to properly procedurally generate isometric style tile-maps and my end goal for aesthetics was to have a starcraft1-esq feel to it. Having it compared to those maps is a huge complement.
It looks like one of your units wandered off and found a mask. The masks makes that specific unit stronger and he'll respawn automatically with a time penalty instead of die.
If it's okay with you, I'd like to post that screenshot on the game's page. Thanks so much for giving it another shot and all the feedback.
Your encouragement and motivation helped me not simply walk away from this project. I followed the suggestion to put in a ticket for a critical bug fix and enemies now spawn. I feel like now it's closer to a state I'd call playable in a way that captures more of the experience I was hoping to craft. I think I can be satisfied with this. Thank you so much.
It means a lot that you gave it a shot in its current state. It was too big of a scope right from the start. Nothing creeped in, but tons of things got cut. Like getting those little guys to properly move around buildings. I'm probably going to finish it up just to get some kind of closure with it. Comments like yours makes it feel like that could be a worth while endeavor. Thanks so much.
Your comment means a lot after feeling like my efforts didn't amount to much. I'm starting to bring myself back to reality. It was a hectic and borderline traumatic experience, but I learned that there's a TON of little nuances about RTS style games that really make it not a jam friendly genre. Well, maybe not jam friendly for a first attempt anyway. I knew it was going to be a long shot but I just can't help but bite off more than I can chew when that end product looks so tasty. Thanks so much.


