Oh yeah, balance suffered a lot, I was making guesses about the balance in the last 10 minutes. Originally I couldn't get past wave 5, now it's the opposite. Oh well. Thanks for the feedback.
BitStack
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I immediately liked many elements of the game - gaining speed down slopes to launch yourself up the next one, the dash, slip slopping around as the slime... but the bumpers, might just be skill issue, but I had no idea how to reliably make use of them. Maybe there's a particular way you had in mind for them to be used? Throwing them down randomly definitely wasn't it.
The bassy sonic-boom type sound that triggered based on your speed was a nice touch :) Good game!
N(ice) game! I like a snappy momentum platformer, and the ice theme is a great fit. Not sure what I thought about some sections of the levels, like the zig-zag drop-down on the first level, or it's ending with the 2-high obstacle right before the finish (is there a way to clear it with one jump? Doing it with two seems difficult without slowing down). Even with a few attempts at some of them I'm not sure there was an intended fast/smooth route - admittedly a bit subjective, but my preference is maps/levels with designed flowy routes.
The tricks make a good addition to the mechanics, they were fun. Well done :)
Great presentation and excellent scope for a jam! The hit boxes need to be fairer, or even preferably unfair in favour of the player - just like it's common to add coyote time and input buffering to platformers, so too should enemies/obstacles have smaller hitboxes than it looks like they should. These hitboxes were larger than they should be (I'm guessing rectangle colliders for triangle spikes, in which case I would at least make them tall and skinny hitboxes rather than tile-size hitboxes).
Having the slow motion be an unlimited resource allows the player to modulate their own difficulty, which is nice, especially for a jam project where the play time is low. Great entry!
Good entry! I dare say that the missing cooldown on the dash wasn't intended (?), but it was fun until the FPS drops. I also encountered random FPS drops in the web version of my game (note I'm not using Godot), and I just dealt with it by drastically reducing the particle count for the web version only. It is what it is.
Good game! It seems common for players to gravitate to the Irelia fantasy (from League of Legends), when your idea as you've explained is something a bit different. I'd love to see more evolution on the concept in the future! I like how it feels tactical, although the bug with the 2nd tick of damage is unfortunate since it's both easier and less fun to play that way, so of course players will optimise the fun out of the game for themselves - I actually thought it might be intended until I saw your comments.
To take the gameplay in a faster direction, one idea I had, that may be too many steps, is to 1. throw out your sword as is, 2. reposition rapidly somehow (instead of walking), perhaps by dashing to the cursor instead of sword on release, and then 3. dash from there to the sword. The inputs would be the same but it would play faster due to the extra mobility.
One more unsolicited idea is that the sword path is not straight, but some less intuitive pattern, so that if you use it correctly and anticipate it's final position accurately amongst a crowd of enemies, you can be rewarded by being able to dash freely to the sword without an enemy blocking your path.
Well done!
Great game! I love the trains and movement of cargo. I think the meta-puzzley aspects of the logistics across the world map is a cool idea, even if the jump from constrained puzzle game to semi unconstrained logistic puzzle is a bit jarring with some "design slop", especially once you realise you're expected to toggle station pick up/drop off, which seems like it can trivialise the track layouts if you want to play that way. I really like the ending too, even if it is a bit of a waiting game. I'm also not sure if you're expected to connect all 4 colours at once and let it run. It didn't seem doable, or at least quite challenging, so I just left yellow to last.
Thanks for the feedback! Shout out to Pixel Composer for the particle effects, it's a great tool! While I find asteroids-like controls difficult inherently (mouse to aim ship is easier for me), I definitely made it worse by leaving a quirk in the ship controller where your rotation stops faster if you give no steering input than if you counter-steer, which doesn't make much sense :D