The graphics on this one look great and perfectly fit the NES aesthetic, and your character controls well. The lack of background music is regrettable, but understandable for a jam game, and the silence does a good job of setting the ambience you want. Unfortunately, the game is entirely too easy; the bug enemies will only hurt Kreena if you deliberately crash her into them, and the boss is functionally identical to them, just requiring more hits. If you do decide to pursue developing this game (which I'd encourage), I'd suggest adding more threatening enemies more quickly.
Viewing post in G Force Sentinels: Kreena jam comments
I appreciate the feedback! I'm very glad to hear you think the graphics fit the era I was going for, and that the controls are smooth (I probably spent the most time making sure Kreena's controls and physics were clean and fun).
I did, actually, compose a short music track to play throughout the duration of the demo, but so many things broke on me that I had to make small sacrifices in order to ensure I'd have something functional to submit, heheh. Them same goes for the enemies: I actually had 5 designs that I'd scribbled out in an hour or two-- all except for one I managed to get quick sprites animated for. If I'd had just one more day (or if the map hadn't completely broken down and lost me a day) then I might've implemented them all, and given them proper logic.
Thank you for the encouragement, though! I am continuing development as we speak, so expect to meet the rest SEN-86's native monsters (and the threat they pose) real soon!