Hahahaha I love the reference! Thanks for playing and the constructive criticism; I totally see what you mean about the movement and will update it to be faster once the jam is over!!!
ABCWarrior
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Such a fun game with great vibes. Super fun to just chill, relax, and stack! Watching 3D physics bodies interact is just great and your implementation is so much fun!!! Additionally fits the theme really well!
I found through trial and error most pieces were not suitable for building a giant tower. I came to optimize my tower with just single boxes (truly pillars of the nation) as another commented mentioned. Unfortunately my hubris was my downfall and I didn't make it to the top. One of the last known images pre the Great Dumpster Tower Collapse.
Holy! What an impressively stunning game for a game-jam!!! The controls also felt extremely fluid and deliberate with an interesting gameplay loop. The way the game encourages you to go fast is just awesome design. But my favourite thing of all has gotta be those visuals, just incredible! Highly recommend giving this game a look! (Maybe add some screenshots?)
Seems like a cool game with a fun idea, but I still don't fully get how the combat works. Also my latest run is stuck here and I'm not fully sure why? I clicked on one of the reds but it wouldnt let me attack so i kept clicking on them and still couldn't attack. Definitely an awesome concept though, I can see exponential damage rising being super fun!!!
Ecaroh back at it again with another absolute banger. Such a fun little game and the new game + options are pretty interesting too!!! Super impressive that this level of polish was finished within the time-frame of a gamejam.
The only criticism I could find is that the green spikes enemy can stun-lock you and hit you twice depending where you land on it, but that is probably just a skill issue on my part. A way to remap controls would be nice too!
The acceleration of the character makes traversal very awkward. For example, the steps on a set of stairs are too short to get to full speed and it's necessary to climb up many of them in a row which highlights the problem. I don't think the slow acceleration is necessarily a problem, though it does make the player feel less responsive, but I would recommend building the levels in such a way to complement this design decision if it was intentional!
Awesome game! Visuals and music were both great! Unfortunately I got stuck on the first level despite many attempts. I think latency calibration is almost always a must for rhythm games but I also understand that it may have been hard to implement in a 3 day jam. The game itself feels like steam release level quality in my eyes though the implementation of the limitation was a bit unimaginative.
Surprised this one has so few comments and ratings. It deserves many more!
I... don't really understand the point of the game? I see there's a two minute timer but I don't understand what the slider does. Moving it to the right just beats both levels? Very janky with what looks like lots of placeholder assets, but we all have to start somewhere! I'm sure your next game will be even better :D
I didn't play the game due to the fact that it requires you to run a "setup" file. If it's not actually a setup, and just an .exe for your game, I'd recommend renaming it! Otherwise, see if you can release the game without needing a setup executable because it turned at least one player off from giving the game a shot. I'd love to give the game a chance :)
I am in LOVE with the art style and the sound design of this game. The vibes are just IMMACULATE. The game itself was so much fun too, if not a bit short :(
It feels like there could be so much more explored with this concept! My only concern was when the elementals died and their re-spawn point was off-screen, it felt like random chance whether they would make it back or get hit by some obstacle and die on their way back. In general, micromanaging them alongside your character wasn't the most fun thing in the world.
P.S I was curious about what collecting all the orbs did since I'm not sure if it changed anything, but now I read in the comments that there's a fourth collectible easter-egg so it looks like I've got to go back in!
I don't really understand the game fully and how each totem reacts to each color? I interacted with a totem while blue and the top gate opened while interacting as red opened the bottom gate. This would be fine but both of the gates were blue gates? What's the point of the gate colors? [It's totally possible I'm just dumb and missing the point so please let me know if that's the case!!!!!]
Interaction ranges also seem to be either too long or too small causing issues since the only method of rotation is also interaction (multiple times where I thought I was far enough to rotate and I ended up interacting instead).
In general I didn't feel like rotation/activation restriction led to any meaningful addition to gameplay and just felt like clunky controls.
I feel like if I understood the mechanics more and it was more consistent the actual puzzle design would be fun to experience. The art was really cute!!!!
Unfortunate that the restriction wasn't implemented, but it was a nice little puzzle game with cute art. I think the level itself could be better designed as I never felt that "aha" moment, but instead just went back through explored tiles and got more + points whenever I started to get stuck. Additionally having more levels or even randomly generated ones would be nice!
It's a cool idea, but I feel like the execution was a bit lackluster. Unless I'm missing something, all you have to do is switch which color pellets you're producing when a new enemy appears on screen. The only choice you can make for production is match it with whatever beats the closest enemy or else you'll be defeated (It doesn't help that pellets which do no damage to the enemy disappear when hitting them instead of being saved for future enemies).
Holy hell, the visual style and the fun of this game are both crazy! I'm sure I need to just "git gud", but the difficulty was way too high for me and I think some difficulty settings could be useful. I'd have to say, the theme implementation felt a bit lazy to me though, which is unfortunate, because everything else was amazing. My only other complaint would be the music and sfx were just okay but could be better. The game feels like a really well made, although a bit generic, bullet hell.
This feels like a really good idea and could be amazing with some polish! I love how you kind of set your own difficulty. However, the balance between bullet-hell difficulty and tower defense just doesn't feel very right or fun in this iteration. Also a lot of design is clunky with certain visual elements clashing against each other. Also needs a lot more content. If you plan to keep working on this, I think it could be something really cool!
Also I'm not too sure how Limitation plays into the theme? I could see some wonky answers but IMO it doesn't feel too close to the theme