Great game! Quick concept testing, expanded into many well designed levels. The colliders may be a little too big like others have mentioned, and those darn bats might have accounted for 97% of my deaths because I'd forget to switch the character or would time it wrong, but other than that I think the difficulty is well balanced and the added challenge for the stars is really good.
breadrock
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The concept does seem solid, but the balancing and bugs really affected the experience to me.
On my first try I couldn't understand why the acorns would take so long to shoot and even then sometimes they'd just disappear with no explanation, specially after the second or third day. I also didn't get why birds seemed to have such a longer cooldown on them if they were 4x as expensive, they just didn't seem to make quite a difference at first. Most enemies got through me pretty easily and I lost on day 4.
Then, on my second try, I understood I had to place the first few shooters more strategically and then put a giant amount of them around to make enough damage and have an overflow of acorns in my balance. Then I put some of the things that slow down the enemies around and, lastly, spammed the arena with birds. From there, it seemed like there was no challenge at all, I got to day 9 but it felt really pointless to go much farther than 5 (and there being no fast-forward button also made it slightly more tedious).
Overall though, the art is pretty good and, other than bugfixes, the main thing I guess the game could benefit from is just more work on general polishing and game feel, like showing a health bar for the enemies, sound effects etc. I may be biased for not playing a lot of games of this genre, but I sincerely felt it ended up lacking fun, mostly because of the stuff I mentioned. Still though, congrats on submitting, the skeleton is definitely there and I hope the feedback does help you improve it in any way!
I loved this game! I don't even know anything to complain about, it's amazing how I didn't wanna stop playing. Just to have it registered, the best strategy I found was to put the king in a corner and surround it by 3 regular ducks at the start, then throughout the match I'd move one of them out and put another one in the same place during the same turn, in such a way that I can take some ducks around the arena while keeping the king's defense at all times and rebuilding it regularly. I feel way you designed it just allows for a great amount of variety and it's not only super polished but also really fun!
Cool game! I really like the concept of karma defining your playthroughs. The dialogue was very fun and the presentation is great. Maybe the fights could be more challenging, I might've oneshot most enemies. Also, it's a minor nitpick but I'd really appreciate the movement to be a bit faster, I'd rather spend more time reading dialogue and fighting than watching my character walk between the rooms. It didn't get in the way of my fun, but I was less inclined to replay it. Overall though, nice entry!
The concept is good and the art and music are simple but quite nice. I think the base game is mainly there, just needs polishing. On top of what others have mentioned about visual feedback and stuff, I personally felt the keybinds were quite tricky, maybe I played it wrong but my hand started to hurt after keeping my fingers in Ctrl and 1 at the same time; I'd prefer the shoot button to be something like Z, or maybe J if WASD is added for movement. Settings for remapping those would definitely go a long way as well. Either way, congrats on your first GWJ!
I liked it! Took 9 mins. The movement and levels felt pretty matching and the boss fight was cool. I think the only thing I missed was some coyote time for the character controller, I'd recommend looking into that later as well as jump buffering if you haven't; they really level up the platforming feel, specially for a runner.
Got stuck on level 6 I think, no idea how to get up those platforms or high enough to get the key. I solved the first few levels instinctively, pretty quickly and barely knowing what I was doing, then I had to think harder once I got to the longer room, though it was fun to do once I got it. It's a nice concept, though maybe it could use a softer difficulty ramp up to get used to the logic and timing and make it a bit more obvious.
The concept seems interesting, though the difficulty ramp up feels way too slow, I only felt the enemies getting slightly faster after a couple minutes and it still was nowhere close to challenging. It could also have more of an incentive to use the matching mechanic, as it's riskier to pull off and does add challenge but most of the time doesn't offer that much of a benefit in comparison to just shooting away at the enemies. Still a cool idea, though.
Got to 255. The thing that mostly annoyed me I think was the laser, which felt almost impossible to dodge sometimes considering you can't control the height of your jump. One of my deaths was right after a special jump as well, in which case I had no way of even knowing there was gonna be a laser right where I'd land. With that out of the way, the controls did have a cool feel. I think it's a pretty fun game and the idea could get mined further.
I really loved it! My high was 620. Simple game, yet wonderfully themed. I really adore that art style and the whole take on the feeling of void and loneliness (and I'd be definitely surprised if OMORI weren't a big inspiration for that xD I love that game too!). The phrases appearing from time to time were a nice addition, and it never felt so cool to see a gameover screen. The soundtrack is beautiful, though the upbeat music felt a bit off at first but I guess it does fit for a runner game (and it slaps). Greatly done!
That's a fun space idle game! I feel like this gameplay loop of building your own ship really opens up many possibilities for the player. Only complaint is that it wasn't too clear when I'd level up next, and I also took some time to realize that just opening the shop automatically forces me to buy something. But overall, it was really cool to progress and feel the difficulty ramping up as bigger enemies and mini bosses came in, and the presentation is great. Nice job!
Hey, I loved this one! The tree and rock fellas felt really alive and the game reminded me of PvZ in some way, which is cool. Unfortunately I couldn't make it to the end, I found it extremely easy to just fill the whole area with the characters up until around 40s left I think when a wave like 8000x bigger simply decided to come and destroy everything almost instantly. I'd love to give it another try if the difficulty is rebalanced though!
Great game! I love space travel sci-fi stuff, so the exploration was really fun and the lore books were a cool addition. For the criticism I can give:
- Sometimes it felt the eyes were coming from below me in the planets, though I didn't get killed for it at any point;
- I did like going through the planets, but I skipped the last one because it didn't feel worth it to face more danger if I already had the mothership on sight (and because my life support was almost dead already :P but that's a skill issue);
- One minor accessibility nitpick I have is that the sensitivity slider didn't seem like it ranged enough, I had it at max and even then it was a bit below my standard (which stands pretty low on the sliders of most games I play).
Overall though, the game looks and sounds good and I very much had fun with it. Awesome job and awesome entry!
Yo, fun game! I only died once, and I'm surprised it wasn't on the bricks xD
My only nitpick would be that sometimes it's a bit hard to see the platforms considering the distance the camera is from the player and the background colors sometimes blending a bit with the platforms.
Other than that though, nice job!
Great little game! My high was 2:08. It just feels so smooth to play, and I think a big reason for that is the visuals and audio design, which I really loved. Shooting the thing you use to kill enemies and have it warp back to the field in the borders is such a neat mechanic which really adds variety. I like the design of the enemies and the difficulty ramp up was well balanced. Even if you had to cut down the scope, this is already really good and well made! Nice job!
Neat game, I had fun! Despite the amount of info in the tutorial, I think it was still explained it quite well and it's good you could break it in some parts throughout the gameplay rather than just having it all in a manual.
Other than what's already been said in other comments about the enemies fading out a bit too quickly right as they appear, I think my only suggestion would be good to limit how much the player can hit them at a time before they disappear. I realized I could just spam click if I had my mouse on them fast enough, and this would grant me at least 3 or 4 clicks and making it far easier to kill them. Though it still wasn't trivial, you might prefer to have a cooldown or make them disappear more quickly if they're clicked (so as to limit it to one hit per appearance).
Either way, great job!
Though the concept seems pretty good, the controls felt quite janky and the game isn't running very well on my end. I think other comments have explained it well, it'd definitely be better to get rid of the jump cooldown, have the dash cooldown be way shorter and work a bit more on the box grabbing. I also fell a lot in some of the early pits that were (I assume) impossible to get out of, and I'd have to wait for the light to kill me every time. I suggest making it possible to jump out of them, or just putting some big spikes for a quick death.
Despite all that, I can see there was effort put into it and the concept is well thought out!
I assumed it's a rage game, which is a genre I do like, so I just made the review ironic (sorry if it was actually unclear). The W and A controls really didn't work correctly by the way, only S and D did, and apparently somehow Q is left and Z is forward. I use the standard QWERTY keyboard. I didn't try the other keys at the time so I played the whole game using right, I've seen some games that restrict movement like that on purpose so I just went on with it. (it really added to this very specific mood, combined with the troll platforms and the loud death explosion :P)