Hey, congrats on winning the jam. :)
(Also, I just realized you submitted the final build 25 seconds before the deadline, which is kinda crazy, lol.)
Man, this is actually lots of fun. It’s a little buggy—your scavengers keep moving even when you’ve paused the game by opening the shop and apparently when there are no slags on the map your scavengers just drive off the map never to be seen again (which is how I, unfortunately, got softlocked on the third level, as I didn’t have the money to buy new ones), but I do really like the interpretation of the theme, the visuals, and the gameplay. The music was fire as well!
This could be a really nice game with a little bit of time spent on polishing it!
I do like the idea, though it may have been a little too ambitious for a 3-day project. I found the hitboxes could be a little more lenient (I’d find myself punching an enemy, but the hits didn’t connect, and I couldn’t hit anything with the hedgehog grenade), and the cheetah leg just made it difficult not to fall off the platform, but I guess that’s just the consequence of the short development time.
I really do like the aesthetics, though.
Repost from the itch.io page:
I like the music and I really like the idea of having the enemies and bullets be physics objects. I also really like how the mouse cursor is invisible and instead you get a gun that shows you where you’re aiming (though I’m not sure why the main character sprite is also holding a gun).
I kinda wish dying just resetted the current level, though (without resetting the timer, of course). :/
Also, it’s easy to get stuck in a wall while dashing. It’d be nice if the player continued moving until it no longer collided with the wall before the dash was complete.
I like the music, and I really lke the idea of having the enemies and bullets be physics objects. I also really like how the mouse cursor is invisible and instead you get a gun that shows you where you’re aiming (though I’m not sure why the main character sprite is also holding a gun).
I kinda wish dying just resetted the current level, though (without resetting the timer, of course). :/
Also, it’s easy to get stuck in a wall while dashing. It’d be nice if the player continued moving until it no longer collided with the wall before the dash was complete.
I’m not entirely sure how the “Scavenger” theme was incorporated into this game (though to be honest, it’s not exactly a theme that lends itself towards speedrunning), but I suppose you do have to look for gray objects, even if you don’t actually scavenge them.
That said, I like the overall idea. I like how there’s an animation when you paint an object (it’s a jam game, so you cannot take such details for granted :p) and I was impressed at the fact that it ended in a boss fight.
The sky box is also kinda cute, lol.
Yeah, there seems to be some weirdness going on with the mouse controls. It seems kinda imprecise, and the sensitivity slider doesn’t fix that. I try not to judge games for technical issues like these because there simply wasn’t enough time to fix those, and things may be different on different machines or platforms. My own game looks weird when played in the browser (the lighting is much more intense than intended), but that’s what you get when a game’s made in 3 days.