Thank you very much for the feedback and kind words! Unfortunately, I only had 2 days to work on the game, so it's not complete, rather more like a game tutorial. The original idea had more levels and different gameplay mechanics that, unfortunately, couldn't be implemented. I apologize for not including the download link, it's now functioning properly, thank you for letting me know! When I regain the motivation to work on projects again, I might release some updates for all the games, including this one. Your game looks very interesting as well, I'll take a look at it soon, I'm just taking a break at the moment. I sincerely appreciate your kind words, once again, thank you very much!
Viewing post in LoveWar (Incomplete) jam comments
Okay, I played through it, and it looks great! The animation of the hearts getting destroyed was incredibly smooth, so A+ for that. As I'd guessed from the samples, the music matched the visuals just fine, but I wish there were some sound effects for the combat, such as a shooting sound for the "arrows" (idk what else to call them, but that's not an issue I'd be too concerned about) and a damage sound for when you hit the hearts. Additionally, I assume something like this is in your to-do list, but the lack of consequences to the combat is a big problem. You might consider something as simple as a health gauge (call it distraction or whatever suits your fancy) that decreases as long as the player is touched by the hearts, and if it reaches zero, there's a restart or game-over type scenario. Again, though, it looks like you're on a great path and, once you have the time and energy to put into it, it will become a very enjoyable game. Good luck!
Thank you very much for playing and for the feedback! I am extremely happy that you liked the visuals so much. It's the first time I've tried using more texturing in my artwork, and it brings me great joy to know that I was able to convey a good appearance and animations.
Regarding the combat and sound effects, unfortunately, it was due to the lack of enthusiasm that caused a shortage of time. The initial idea was to have frames on the walls, where we would throw the chalk (it seemed like an arrow, but it's actually chalk for a blackboard) and we would have to hit the calculation by changing the values, while avoiding the hearts that, if hit us, would leave us immobile in a state of love for a few seconds.
All of this would be timed because the initial idea was for this messy scenario where the hearts appear to take place in the student's head whom we are helping. That room is a school support club, so we would have to control our emotions to be able to help them in time.
With that, there would be other levels with different gameplay, such as theater, question games, and party decorations, focusing on the main storyline that was drastically changed in this released version.