Thank you! Yeah I've thought about maybe porting it over, but other projects have grabbed my attention. Maybe I'll have to revisit the idea :)
ZazenSoft
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I really enjoyed this. I got addicted to messing up the run, then going back and trying to perfect it. Sometimes my guy would stop sliding or stop running on the wall, which would screw up the run.
I got to the drone twice but missed my shots I'm guessing which sent me all the way back to the start, it's a bit of a rough scenario to introduce the shooting so quickly with such punishment.
If you cleaned up the controls a bit and made them more reliable, maybe added a trail for each shot so there's a bit more feedback about the shooting, and added some more music and art, this could be quite cool. Nice job!
Cool little game, mouse controls aren't really something I'm used to however. I liked the art style, however the distinction between collidable objects and non-collidable was difficult to make, I would have liked to have seen some the background objects be a darker shade maybe. With more time to develop I could see the slow build up between upgrades and hazards being quite fun, good job!
I got in the firetruck and accelerated a little before getting out. The truck sped up and flew off the edge of the map to my dismay haha. I tried again, and I can see what you're going for. I think this is quite a cool idea, creating an ecosystem of fire defense with water management could be quite fun. I struggled to put out the flames fully, and wasn't quite sure at what point I was getting rewarded with money. I think this game could particularly use a tutorial, and maybe as you said, a bit more polish to avoid the bugs that come with a complicated system like this.
I liked what polish you had time to get in, the menu and transition felt really nice and smooth, the water physics seems to work well and putting out the fire was satisfying. Art was really nice, everything fit together really nicely, would love a pause menu though haha. Great job, I wouldn't be surprised if you wanted to continue working on this.
Somehow I didn't get sick off the music, which is a huge testament to whoever made that track. That last section with the lasers was rouuuugh though hahaha, it was hard to remember where the green lasers and pink lasers were coming from, so it was mostly luck I got through. I think some models for emitters or something to subtly show where they are coming from would be a good middle ground. Having coyote time for the platforming would be cool too. Good Job!
Peet made me laugh, you can tell he's been in the cell with that guy for too long haha. You must have had a lot of fun getting the people together to make this. I like the music and the art style, not sure about the black boxes around the characters though, I'm guessing that's an alpha issue. Good job!
Really like this one! The core game concept is really cool and all the bits and bobs to make it function are in and there. There is something satisfying about setting everything up and then watching it unfold. I really like the art style, and how the little hand flicks the units when they die haha. I'd like to see maybe some little health bars above the units all the time, and maybe an outline of the enemies and where they'll come in, but very cool!
Nice little game, I think you need to enable the file to be played in the browser for the html version though. I wasn't quite sure how the theme of this jam came through, to me it seemed like a pretty straightforward platformer. I liked the art a lot, especially the stars in the background for some reason. The sound design was also good, apart from when you sometimes got glitched on the ladder and the jump sound spammed haha. Nice job :)
Hey, I like the game concept although I'm guessing it's unfinished? I couldn't figure out the goal in the first room, I went to the exits but nothing happened, and when I ran out of rope I just got stuck. Music was nice and atmospheric, and wrapping the rope around the pillars was pretty cool, nice interpretation of the theme.
Thanks for the feedback, I agree with the feedback about the un-intuitive upgrade menu, and I think I overdid it with scaling down the upgrade granularity, 4x was maybe too much, now the upgrades are big jumps but spread out too thin. Cheers for playing, appreciate it.
Edit: Upgrades are twice as cheap and half as effective so should add some liquidity now
Hey dude, enjoyed the game, loving the art style big time. Game feels crisp and polished, seems like a good vampire survivors clone. I would love for you to give it your own spin, I didn't notice anything that sets it apart in the short time I've been playing, gameplay-wise.
Nice work, keep it up, here's 10 mins of my first impressions. My mic's way too quiet, but hopefully it's still helpful.
Yo, I like the concept, but I did find the UI quite confusing. Things that needed to be clicked didn't look clickable, and it took a bit of trial and error to figure out what to do. I'll add to the queue with my own 10 mins of unfiltered gameplay, hopefully it'll show you what I got stuck on. Love the art though, and the depth of the upgrades, keep it up, I think there's something interesting here.




