It is the best shooter I played from the jam so far! Stands out from all the "kill your past self" ones and the absence of friendly fire just makes it more fun. Sound design is on point. Guns are different and fit different situations, the last level forcing the player to change them constantly. And katana is simply the best, scaling the buildings and ripping through enemies was satisfying, even if hard to control
xenomorph_42
Recent community posts
I think it's not inflated. The gameplay loop in your game is forgiving enough to let player learn in their own pace, but easily adapting to the skilled player. The skill tree is really thought out and navigating it just sounds and looks good with the effects you added. I played 6 of the top enjoyment games so far, and yours is one of my favourites. But it's true that more ratings may have brought some games down, for example Boris of Oris is 82nd with 72 ratings but is more enjoyable then some of the top ones. Eh, I mean it also depends on the person playing, but your game IS that good for many people
Haven't figured out what is the goal of the game. First - run and collect, then?.. Didn't even figure what is rewind button, what it does and why should I use it. Fire wall left me where I stood when I died, so unlike usual loops. And how do I know where is the projector? Also text boxes dissapeared too fast to read. I was really interested in the game, but unfortunately it's not easy to figure out how to play.
I was skeptical about the concept, but the game turned out unexpectedly addictive. I wish I was able to restart each level instead of going to the first one. Also the pause between one weapon drop and next weapon appearing is tedious. And maybe a little bit more bounce between the weapons would be more fun.
Otherwise that's a great start!
I loved this one! Zoom at the beginning is stunning.
It's a pity at the end everything happens too fast. I didn't get to see the effect of the last recipe on the level before the last one. Didn't have time to figure out the path. Recipes with wood and rock are tricky, I coudn't find a way to get more wood, but maybe it's a skill issue.
The game is cozy and soulful. The music is on point, the last level gave me creeps.
When you installed renpy, you can copy-paste the contents of "testa-win" folder into "tutorial" folder and replace similar files when you get the dialog window. Then "testa-win" option will appear in Renpy, it's the game. Worked for me. The tutorial will disappear, though, but it's not needed. Maybe you can copy "testa-win" folder directly into renpy's directory, without destroing the tutorial.
The game is in dire need for balancing. One basic turret is enough up to the 5th wave and I could place 3 turrets in one corner. Menus are neat! Simetimes buggy, I could hear the sound of choosing a turret behind the upgrade menu.
Maybe scaling up with the upgrades would help the game fit the theme... Or something else. Right now it's Ravine with different upgrade menu.
I really enjoyed the movement of the balloon, it was smooth and realistic. Maybe needs some work to stop sticking to the wall and changing direction because of it. Otherwise it was tedious orienting in evergrowing mase. I didn't understand the idea of the game, but I also didn't finish it, because it crashed around 900 score. Though the diminishing score itself was interesting touch to the gameplay. I guess the idea wasn't really implemented, because I didn't notice any gap I couldn't fit through. So may be worth polishing post-jam.
Great game! Healtbars or signs of ship destruction may be useful. And the boss is moving just a bit too fast. One time I followed it for two minutes doing nothing else, just to find it. Maybe it really should move towards the player once they gain a lot of fish. As if the crew noticed a shoal of fish and tried trawling it. And lose interest after there is almost none of the fish left, giving player an opportunity to increase the shoal again.
Loved the music and animations!
The idea is great :) Though often there was literally no good choice for an adventurer. Loved that there are different strategies to counter magic and non-magic beasts (by stats or by giving a magic enemy to a non-mage character). It's hard to read the text sometimes. Also abbreviations and pop-up text can be difficult to navigate when you try to look back and forth between an adventurer and their enemies. It may be better to put an adventurer stats somewhere on the screen, maybe in the window on the left.