Ah yea you need to equip both buttons as the jump so you can go higher to get out, the pit is there to show you that you're able to stack abilities. I tried to leave it as a fin thing to figure out, but it always hard to get a good balance of guidance vs exploration without playtesting lol. Glad you liked it though!
Agoogaloo
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I liked the slingshot mechanic, and think you did a really good job of introducing the mechanics individually before combining them into harder puzzles. It would be nice if you could start dragging from anywhere in screen, because my mouse kept moving out of the window when I was launching the dude, which got a little annoying. Cool game!
It's a fun concept. I really like the idea of slowly spreading your spores around the map, and thought the music fit the vibe really well. I didn't really feel like I had that much control over what was actually happening, and the best option was always just to put the spores on the closest spot to the trees. If there was some sort of cost to spores, or you could only place a certain amount per round it might add a bit more depth to the strategy. Its still really fun though.
JK Thanks for the feedback. There definitely are quite a few weird inconsistent bugs that can make things annoying, and certain mechanics like delaying your boost after slide jumping to get more height could have been taught a bit better. You also taking a bit of a different path to the top than intended, so you probably missed some rooms that would have made the difficulty curve a bit less frustrating, but that cliff screen is really hard
Also the reason you couldn't double jump on that screen you were stuck on at 18:30 was because you were falling off the edge and then using your double jump in the air, sort of like the room at 13:20, so you weren't able to double jump again.
Ya that's fair. I wanted to make sure you knew that you won by having more people than the other person, because it would feel kind of weird if it said you beat the other person at the end, but it never really said how to actually win. We tried to keep the building/weapon specific information in their descriptions so that things aren't too overwhelming, but there wasn't much time to make the tutorial more than some text so it was kind of hard to split the other parts of the game up. I will keep your feedback in mind if i make another city builder though, and will be sure to check out your game
The idea that you turn into whatever killed you is really cool, and makes it so you end up wanting to run into specific enemies sometimes. I think it could be more clear how the switching mechanic works, and what ship you are because it can be pretty confusing. I also like the pixel art of the ships.
The propeller hat should refill some of your Kaiju's attention bar at the bottom of the screen so it will destroy your opponents town for a longer time, but the screens switch when you are destroying things so your opponents town is on your screen instead if that makes sense. Ill be sure to check your game out.