Really great idea. Lots of fun trying to dodge objects and balancing the amount of bullets I kept onscreen. Uses simple mechanics that I think were implemented really well.
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Liked the way you merged a tool and a game together, pretty innovative. It was fun to try and create images using the prompts with the set limitations, and I think it fit the theme pretty well. What interested me most was the reactions whenever I finished a drawing.
I thought it was a regular snake game at first but the added mechanics were a nice surprise. Played for a while trying to find an efficient way to as many pellets in a single room as I could.
I like the simplistic style here. Like others have said, all it really needs is a lose condition.
Also noticed that you have to throw a box before you see a lit house appear if you want to hit it because of the speed difference.
I made it to the moon :]. I agree with what the others said about the arc, but I also think it's really easy to out jump the ghosts. I think some other kind of challenge or obstacle would be nice.
This game was fun and challenging. The scrolling felt a bit slow, at least when playing the html build, but I don't recall having as much of a problem when I downloaded the linux build. To be honest, that's the only crit I can think of right now, you feel like you did a solid job here.
Pretty ambitious to make so many levels. I'd imagine its hard to make a lot of puzzles in a short amount of time. There were a few times where collisions wouldn't register, although that probably had something to do with being a web build. All in all, fun game.
Had fun playing this one. Felt pretty polished, and the effects were nice. I liked the attack mechanic, felt good to dash attack through enemies. I see what you meant by the corner exploit, but if someone really wants a challenge it can be easily ignored. I guess to fix it you could do what neverknow said, or you could make the room a circle.
Didn't expect 2 full
mario platformer levels, and even a boss.
I had fun trying to squash the enemies but it seemed as though their collision was off and it could get a little frustrating. There was also some bugs where the level wouldn't restart if you fell in lava or got killed by the boss. Nice work with the character controller, although it was a bit floaty here.
Interesting idea you have here. Sadly I got stuck on the first level. It seems like there should be 4 slimes instead of 3. Nevertheless, good job getting this within 3 hours. It's not an easy thing to do.
Nice, another entry with pathfinding. I like the attack effects, pretty juicy. I like the idea you were shooting for, its too bad you weren't able to get what you wanted in the time window.
I do think there should be more than 1 hitpoint for the player/door.
I love the fact that you used the jam's colors as a theme. Funny thing, is that you can build the ultimate defense and turn this into an idle game. Had fun reaching that point tho. It was sometimes hard to keep my color since it was hard to avoid other colors lying around.
You got a nice level editor done in 3 hours. Enjoyed tinkering with it. I did find an issue where the pathfinding breaks if you try to make more complex dungeons. I tried to find the cases for this, all I found out was that if the shortest path to the final door is greater than 25 tiles, it'll break.
I probably should've pointed it out in the game, but the white squares on the player actually represented your health. Then again that'd be hard to see with all of the splashing on the screen.