The visuals on this game are amazing and I love that you actually did a post mortem! Very fun to see what went well, what was planned and what got scrapped. I might have to steal that idea for future jams :P
One thing you are correct about is that the difficulty is all over the place. I died hard to the very fast moving enemies and having them stuck on your "heart" while still doing damage was very frustrating because you are then in scramble mode to save whatever is left to save and you don't have time anymore to whatever is incoming (aka just drawing circles over your heart in a frantic way :P)
Maybe it would be better if the enemies despawned after some time on the heart (maybe even doing some extra damage on despawn). That way you could actually focus on the incoming enemies better instead of getting stuck in the frantic saving mode.
Zapping multiple enemies was super satisfying and if you want to have a scoring mechanic in the game, that would be a great way to award some multiplier/bonus points for zapping a lot of enemies in quick succession.
Overall: Amazing game that I am very jealous of, great job !
Viewing post in One Voice - Canvas Defense jam comments
I'm glad you liked the post mortem! I did something similar for a previous jam as there was just so much content that didn't make it in haha. But I enjoyed the process of laying it all out and thinking through it even just for myself. And please do, I'd love to see more behind the scenes details with people's projects!
Scramble mode is very much what I was trying to limit people feeling a need for. There are definitely a few segments where it is unavoidable, but it's definitely easy for things to escalate out of control at any moment. Your idea of having the enemies stuck on her only last for a few pulses would definitely help that.
I did think about a few ideas for scoring. The final screen's comments/likes are actually a tally of all the enemy kills.. Which I realized is totally pointless as you have to defeat them all, so everyone's score would be the same :D. Retweets is how much damage you took, which makes even less sense. I definitely wanted to do something more interesting with the scoring and tie the Brush Combo size multiplier into it, since it already acts as a combo timer. But yeah, pushed that out of scope veeery early on. Definitely something that would improve the game though!
Thank you so much for your feedback, I'll definitely keep it in mind if I update the game after the jam! And thank you for playing :D