Such a creative idea of gameifying simple movements on the back of a robot and such a well-done execution at that, the rules of the game are also presented so beautifully and intuitively.
Efforts put into those aspects and to this level of refinement deserve high praise.
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My experience was as following:
"Oh thank god the bullets are so fast" -> "Oh you can spam that makes things easier" -> "Oh you can double hit the bird if you span fast enough" -> Proceeded to use an auto clicker for a very funny experience but mainly to get to view the whole background which was beautifully drawn.
Probably not the intended way to enjoy the game but I enjoyed it nonetheless.
Absolutely crazy that all of this was made in just 96 hours!!!
One of the best games I've seen in this jam, it's criminal that this game only has 51 reviews as of writing this one!
The movement felt great, the slime was super cute and it had a surprising amount of length to it which really let you enjoy the movement and the game itself the the full extent it deserves.
Overall the game was super polished and the only thing that went through my head when I finished it, was "I wanna play more".
The perfect kind of game for a game jam, simple to understand, not time-consuming, charming, and most importantly creative and fun!
Kinda makes me feel bad that my random attempts were better than my thought-out attempts, overall I got 52% after 7 tries.
I feel like having 1 or 2 fewer sponges would allow you to reach some higher scores but the added difficulty that comes from having to place more sponges is not something I'd be afraid of.
Thankfully my team and I didn't go for a packing problem game like I initially suggested. It would have been hard to compete with your game.
The sun went boom!
I enjoyed the game, it was both engaging but relaxing in a way that I find hard to put into words.
I think the scale was off. the missiles and the enemies were way too small to the point that I had to squint to even find the missiles I was shooting.
The shooting mechanic itself has quite the steep learning curve, the explosion radius is quite small and it wasn't very apparent that where you click is where the missile explodes and that it wont explode on impact. The fact that the damage occurs throughout the whole time the explosion sprite exists definitely helped but it wasn't very intuitive. But towards the mid point of the journey I did manage to nail the timing down and I was kind of rewarding to nail a shot from far away at first try.
Good job!
While I'm not entirely sure how the game fits into the theme this is my first time seeing this kind of game in this jam so good job on the creativity.
The game seems like it could be great fun with some strategy added onto it. I couldn't really understand how can I optimize my playthrough, I just built buildings and upgraded rather arbitrarily maybe if the math of how much money you'd get from each building size / upgrade it would have been easier (at least for me) to get an idea of what I should do or not do.
The Kaijus were very cute!
Gameplay wise this is probably one of the more balanced and engaging games I've played so far, it had just the right amount of difficulty to be rewarding but not enough to be frustrating, although it was hard at times to gauge the distance of the health pickups from the screen so I found myself missing many of them.
The flashing when fighting THE CUBE boss was a headache waiting to happen, especially in an unlit room, a definite warning for people with epilepsy .
Bonus points for going out of your way to mention that you used Neovim
I definitely proved that I did not lose "QI".
Would have loved to see something further within each room to differentiate between them, something that would feel more rewarding once you reach each terminal to elevate the game beyond "Go to terminal -> go to color-> go to terminal and repeat" because the game feels very solid and quite polished, it just needed some rewards for the player.
Seems like the whole game was made from scratch even the models (Other than the player model) and the animation, so that's some big props that always give some points in my eyes!
I enjoyed my time, Good job!
Like many have mentioned you have a nice thing going but it is held back by some minor oversights that stack up to become something more, small things like the slidiness making it hard to maneuver the red corridors, the pushing mechanic being painfully slow, or the need to get our hand of the keyboard to switch between blocks.
These are all things that could have been found and fixed relatively easily with a bit of time spent playtesting which IMHO is priceless.
I would really love to see the game have more of a focus on the puzzle aspect of and ditch the "rage game-esq" red corridors.
I loved the music and how it builds upon itself as you progress through the game.
What an atmosphere! I loved the music, the theme, and how your actions tie into what you see in the gallery through the visitors and the newspaper—all wonderful touches.
Towards a minute or two into the game, I found myself just scaling down the fragments to their smallest 1:1 size and then slowly scaling the Y axis until it placed the fragments for me. It kind of trivialized the gamey aspect.
I think taking the puzzle aspect further by making you place the pieces as well as to scale them would have done wonders to de-trivializing the scaling problem.
Overall I had a wonderful and relaxed time throughout the 3 rooms i've played!
We tried doing our best to optimize the game but having up to a 1000 penguins in unity constantly colliding is not an easy task, given the right opportunity we would have loved to have even more of them but we opted to select 1000 ask the maximum amount that will still give you playable framerate.
Just out of curiosity, mind telling us your specs?