This game has only 2 (should be 3 now!) review so far. It’s unacceptable!
More people should try it out, its amazing!
Thank you for creating and submitting it.
I recorded a gameplay video with my commentary: https://youtu.be/XbH7wzcN7K4 (it may be still in processing state at the time I post this, so stay tuned)
(I streamed it too, so don’t be surprised when I start talking to myself xD)
You might be interested in some of the idea, I’ll copy a few random ones here as well. I’m usually to lazy to divide them in categories, but I’ll go the extra mile here.
The good parts:
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It’s a cool concept! I was feeling like I’m playing a puzzle that doesn’t feel like a puzzle game. It’s a good thing for me. :D
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Good art style + good music. It’s a cool combination that makes the game feel complete. I would say that it’s polished enough to feel like a solid indie game entry that can be sold for money. (But it needs some playable content upgrades to get to that)
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The game plays smoothly in the browser. No performance issues whatsoever.
Some issues I had with this game:
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The controls feel a little bit weird. I wish the facing direction wouldn’t reset after I release the button. It creates the issues with attack directions
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You can also attack while trying to rotate and it will fool the sprite orientation code :D
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Sometimes the road patters seem to be broken; I’m not 100% sure if they’re persistent or randomly generated, but it’s something you might want to investigate
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The enemy can hide behind the tree. Not a major thing, but it might catch some less experienced players off-guard. I’m used to this peculiarity, so I don’t even mind. :D
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Items can go through the walls. This might catch you off-guard too.
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In the very end, my inventory was reset after the loop. Was it a bug? Have my bag expanded even more? The inventory shouldn’t reset after you get a max bag, so you can lose at some point in the future.
My random thoughts / suggestions:
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Since it’s a game jam submission, I understand that it wasn’t easy to add and test more content, so read the following notes like in “if you will ever want to continue making this game”, etc.
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Add some progress tracking. The score, for instance. When you die, you get rated. Players like to see a feedback from the game. :) Right now it doesn’t acknowledge any progress; at least that’s my understanding.
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A second enemy type would make the game feel less repetitive. Especially if you would have to use some other strategy to defeat them.
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A second kind of a gem that increases your high score when you die. Upon defeat, every bonus crystal gives you + score in your result (it should take the number of loops you’re taking them with you into account). This will encourage a riskier play style where you take some crystals purposefully to get higher score in the end.
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A second weapon type that could use a consumable projectile. Maybe it could be the best weapon to kill the second enemy type. Or perhaps it could do something about the green crystals piling up.
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Adding a second thing of everything increases the amount of combinations making this game more exciting to play until you can’t go on (i.e. you’re full of crystals).
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I would like to have an ability to play with controller (gamepad). :D This game looks like a good fit for that!