An interesting little game!
With a little more polish on the trick game and virus pong, this would be a tidy game with a great loop!
A really fun little game!
All I could add is that the counterspin (which I really liked) wasn’t quite as responsive as I felt it should be, I felt like I was just missing the timing quite regularly; might need a little tuning for the timing window, perhaps let the user set an input delay the counterspin can work around, like rhythm games do… though I might have just been a little too delayed than typical, as I was playing the web build with a wireless mouse, which probably isn’t optimal!
An excellent little puzzle game!
Could very well see a larger (but still smol kobold) version of this in a zachtronics-esque framework, where I can share solutions with friends, and we compare little GIFs of our working. Though, for that to work, it would need to be more “problem-solving” than puzzle, specifically I think this would benefit from being a little more forgiving with the number of ticks, and instead letting those who are inclined pursue more optimal solutions (perhaps providing separate dimensions to explore, such as number of time-loop clones, etc).
I love it! The ability to dodge by hiding in a dimension, but in-turn get locked to it, is a brilliant one for a shmup! Would definitely enjoy seeing a fuller demo/release, perhaps with a slightly more hand-holdy tutorial, just to make sure I remember to hide in 1D for the lasers.
The only thing I would change is just swapping XZ with XY as the stated dimensions, since you’re moving into the depth dimension and most people associate screen/plane co-ordinates with XY, so it just felt a little odd to see (doesn’t seem like it’s critical that the displayed and internal co-ordinate systems must match up, especially if this would help readability).
Glad you liked it!
We’d wanted to give a few camera controls for the little guy (scroll-zoom, different positions / swap side, etc) but that sadly got left on the cutting room floor. Something to sort out, should we get the time to revisit Kitbash (we’d really like to), as it would’ve been a nice touch!
Thanks for playing!
SAD-E is definitely cute!
I’ll have to stop playing for now, just because I want to rate a few more games in the last bit of time! But definitely resuming this later today (alt-tab fortunately seems to work as a pause substitute), I’m at 78 units tall now, would like to at least reach 100 if I can.
Thanks for the fun game!
A fun little game! All it needed was a little polish – I think a little stockpile of gusts would help massively, so you can use two or three in quick succession if you’re otherwise not panicking. Oh, and I think if a pebble gets blown up, it seems to still count as summiting? So that’s a little issue; otherwise I think it’s solid!
Tiny gripe: the controls weren’t intuitive to me, would have definitely preferred hold-release over double-clicking to aim and launch a gust. But that’s a subjective thing.
It’s a High Tower Defence, if you’ll pardon the TF2 pun :)
This was fun! Definitely feels like there could be some Rogue Legacy aspect of unlocking more tower pieces and defences on subsequent playthroughs, maybe find some friends to help SAD-E out~
I think the art is adorable, definitely want to pat SAD-E and reassure them a little, though that might distract me from building the tower higher!
Glad you had fun, and thanks for the positivity and feedback!
Nice to hear you enjoyed the little sfx, I spent some time on them despite it not being my wheelhouse, as I felt it mattered, so it’s nice to be affirmed in that decision.
There are 4 bunkers, so well done finding 3 of them! Sadly, we didn’t catch how one overlaps the respawn plane, as it didn’t have a functioning attachment / power-up, so wasn’t tested during the hour extension…
One of the ideas for scale we were keen to explore was that of the landscape, which meant the vehicle was important… but I didn’t implement a vehicle flip/reset in time, so that was a real issue!
We had selected a theme for our background music (“夢の砂漠” by “desert sand feels warm at night”) but couldn’t find something we could use that felt right in the time… then forgot to put in even some aeonian tones or background sfx as a placeholder, oops! Similarly, personal time constraints meant we couldn’t put more into the world and increase the variety (things to explore and do, encounters to have, etc), so it felt a little more empty than we intended; here’s hoping we’ll have the time to revisit Kitbash and flesh it out.
Thanks for playing!
Really enjoyed the little movement techs when in the second form! Kinda made me want to not have to use the third form (though the scale=capacity thing knocks that on the head, at least for this jam)…
I’d really enjoy a more fleshed out demo/prototype! Feels like a fun basis for a platformer, maybe with a little action to combine with the rolls and third form? Definitely seems like what those were going for.
Oh, and the character design and animations were really cute!
Fun little game, personally had to disable motion blur and found the camera motions on the jump a little too jerky, but otherwise the experience is very tight and fluid, so great for those who enjoy runners like Refunct etc.
Did notice that diagonal movement is faster, as the game seems to just sum your left/right and forward/back vectors, and doesn't normalise to only give a different direction at the max speed. Means you can do peripheral vision runs for improved time, but increased difficulty (though the enemies don't track you properly, so just running straight past them is easier), so incidental bug-feature?
Um, so seed "NEIN NEIN NEIN NEIN" (297970094) & "EIN NEIN NEIN NEIN" are silent. This seed is the only silent one I've found (its neighbours are pretty cool though).
"NE NEIN NEIN NEIN" & "NEI NEIN NEIN NEIN" are actually pretty nice tunes, though.
And "HOW ABOUT A LITTLE JAZZ" (868837680) is most definitely not jazzy. "how about a little jazz" is more of a Castlevania battle theme than anything.