A simple concept done masterfully. I love how well the mechanics are taught through the gameplay, and how it manages to explore the very few elements it presents, such as turning the flags into obstacles. I liked how the level just kept stretching on rather than cutting to a new screen, though in a full fledged game (I hope there will be one!) it'd be nice to have pauses between the levels/objectives to give us a moment to catch our breath. I wanna see this cute lil' guy make it to the end!
Tribor
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I admire the team's effort to make a narrative game within the tight deadline of a gamejam! The subject no doubt will feel very relatable for all the inspiring game makers who are participating this year, but it is also relatable to many of us in other fields of work. The end result is very tight, you all did very well to deliver a polished product within the allotted time! Kudos to everyone on the team, hope you will continue to make new and interesting projects!
Very cool concept, deserves to be expanded beyond just one boss. I love this blend of a space shooter/bullet hell like game that uses moon physics rather than giving you a full range of motion, it made me feel that much more skilled when I managed to take down enemies.
In truth I don't know how much the numbered countdown is really needed, just having to kill the boss before I splatter against the ground fits the theme enough in my opinion!
It'd be awesome to introduce more movement types, like grappling off falling obstacles, or even deflecting attacks back at the enemy. It just seems like there is so much potential to add things like combos and flair.
Extremely satisfying game feel! All the moving parts combined with the music got me in the groove immediately. I kinda wish the different gun types were communicated a bit more clearly since it's a lot to take in when you are on a timer, but I bet it feels great to be able to read them at a quick glance like some Tetris master readying their next piece. If this was made into some sort of fast paced platformer where you have to clear a set number of targets in the allotted time (gaining extra time with combos of course) I'd totally buy it.
I was very pleasantly surprised to see some built-in countermeasures to stop people obliterating their hands with warnings and cool down timers! Regardless of complexity or depth, this speaks to me of a creator who cares about both the games they make and the people who play them. Big thumbs up from me.
Fun little dungeon delver, has a lot of potential! I can see it being expanded with bosses, more enemy types, weapons... I do think that the rooms are too big right now, since they don't have much in them and seem to only serve to use up some time on the clock. If they had recognizable features it'd be cool to be able to memorize a path back to the beginning when snatching the artifact. I like how the countdown doesn't only appear when you take the artifact, since there's a bit of a risk-reward to going through the rooms quickly in order to save time.
I like this type of simple memory game that gives me little dopamine boosts. For some levels if you miss the position of the 9 right at the beginning, it can become a game of luck since you'll be clicking around randomly to find it. I wish that when you clicked an incorrect number it made another flash of light of some kind. Otherwise simple and effective, I could see this placed inside of a larger game as a puzzle to represent cracking safes or something similar!
It's a lot to take in all at once, as others have said I think it could benefit from some smaller levels that introduce you to mechanics one at a time. Otherwise I found myself just wandering about not caring if I lost the first attempt because I just wanted to try and figure out where everything was and how everything worked. Overall the idea is sound though, things escalate in a good way.
I found the controls a little finicky, hard to manoeuvre things so I'd be going up rather than down etc. Overall a fine concept, I didn't get very far but it'd be neat if there it was more of an obstacle course to get to the different modifiers rather than a set sequence you have to go through. I'd like to be able to figure out my own solutions!
Didn't realize at first I was supposed to touch planets with my ship. Wish I could shoot asteroids with the ship though, when it came to the spiral of asteroids I just found a spot that was one asteroid thick and brute forced my way in by breaking the asteroid with my ship. Nice artwork, noticed a few typos but overall impressive for the time allotted for the build!
I enjoyed it, but I seem to be encountering a bug where it doesn't progress past the candidate interviewing segment. It's too bad, I was really curious to know how well I judged the candidates! Reminds me a lot of games like "Papers Please" where you have to examine a lot of info under a time crunch.
I really like the idea of this single character who gets powered up by all the collective players. I think the idea could have been pushed more though, such as having individual upgrades giving tiny amounts of power (for example only getting 1 additional hp) but as a collective all us players would be making a difference. It seemed that by the time I started playing all the upgrades had all been purchased, though this might have been a bug? I also got stuck on some level geometry, so a quick respawn method would be handy.
I also want to mention that I found the automatic gun firing to be annoying, the repeated bangs that can't be turned off mean I can't enjoy any of the other sound design. I would much prefer manual.
It's a cool concept, but I feel that its only the tip of the iceberg.