I feel that the game did not incorporate the theme in a particularly interesting way. I don’t mind that though, I believe that it should only be used as inspiration and not necessarily a core part of the game. I just mention it because the power-ups kept mentioning that I scaled, but I didn’t get it. Following is some feedback regarding the gameplay:
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The art of course could be much better but I’m sure you already know that. I would say that it might a good idea to try and find a team mate to handle the visuals next jam, so that you can focus solely on the programming!
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The enemies didn’t feel threatening! They got obliterated by attacks before they even had a chance to get to me! Either they could have quicker movement speed, or maybe projectile attack or some other way to give them an edge. Further, some path-finding would also be good, because this bunch just decided to smack into a wall.
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An easy trick to get by with so-so art assets is to make heavy use of tweens to animate motion and effects (like death, attack, etc). That way, everything feels smoother and is easier on the eye.
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I didn’t find much use for the teleportation mechanic.
Overall, its awesome that you managed to ship a game in time! The music and SFX is quite good! For next time, I would definitely recommend keeping a smaller scope (lesser power ups for example) but focusing on the feel of the game, which generally leaves a better impression on people who play the game.