I liked the core concept of the game a lot, and there's a lot to expand upon! I'd be happy to see if this game ever gets an update (even if just a little one) after the jam ends.
breadroll
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I've never seen a Scratch game in a jam before, but this is really cool! Excellent work.
(you can also embed this game so it's directly playable on the itch.io site! In the project settings, you can set the Kind of Project to HTML and select your file as playable in-browser from there. Again, this is cool!)
Oh! I just realized a mistake in the HTML build. The instructions aren't updated in that version, so it doesn't tell you how to sprint (Hold CTRL/SHIFT to Sprint). With sprinting, catching up to the intruder shouldn't be near-impossible.
(another tip is to place tripwires in locations the thief is likely to cross!)
EDIT: I've just added the instructions for SPRINTING in the description below the game.
Sure, I'm playing yours right now. Check mine out! https://itch.io/jam/gdb-juice-jam-ii/rate/1907234
The game isn't fully functioning, but what's there still isn't doesn't work very well. I like the weapon switching idea, but if you get two weapons you like, there isn't much of an incentive to switch them. The artwork looks nice on a surface level, but it lacks cohesion because the asset pack art is mixed in with the basic no-outline guns and the placeholder-looking bullets. (also, the player character just rotates to look at the mouse, and it doesn't look great.) There's no audio in the game whatsoever, and the overall experience is pretty flat.
The sling mechanic is very hard to use (and basically impossible to use in some areas), and I think that the air movement is way too hard to control with the other abilities. The concept's neat and makes every playthrough different, but it's really hard to complete one when the game's so hard to control.
I chose mouse controls because deeper zones required quicker and more precise aim, and the goal was to give the player a control scheme that could give the player that. Having it be keyboard controlled makes it quite hard to aim where you want it to go, because locking it to eight directions and having it attached to the movement keys was surprisingly clunky.
Because some graphics processing didn't initially work for the HTML build (I was using GLES3 and it's way too transparent there), the way I made the UI didn't work properly. I didn't notice that until after I submitted the HTML export, so it was a quick fix.
Yeah, the organic generation wasn't very optimized, so it has some trouble running on the web. And I guess the roguelike aspect of it makes it incredibly difficult, as all progression had to be ended when you died (this is why I prefer roguelites over this). I'm glad that you took the time to get to the last level, though!
maybe I should've checked the time zone on my computer
https://azurspark.itch.io/sweeping-services