Some beautiful and fluid animation mixed with v i b e s
Nice work!
This turned out to be a surprise favourite of mine! Its very addictive and seeing the enemies go down quicker and quicker was lots of fun. The enemy spawning really discourages the movement which is a bit of a shame, and the enemies don't spawn on the left, but it does keep the focus on shooting the enemies quick enough.
As I upgraded more (with about 12 cannons in total), I found a bit of a performance issue, it seems like its tied to the amount of bullets I'm spawning. My best guess is that you aren't deleting the bullets fast enough / at all? But its so far into the game that it isn't really an issue and hence why you shouldn't care :D
The music is, of course, a perfect fit.
Overall, an addictive game that I could play even more with a few tweaks and additions.
Well done!
What a great game! The length is more than made up for by so many amazing fine details! I can't stop playing around with the character controller. Even the subtle things like squash and stretch make the player feel so much more alive.
The options menu is a nice touch and, while the game forgoes including more features, seeing how both sides play into each other during gameplay is just as much of a thrill as a more expanded feature set would create.
The sound design is also gorgeous. It plays well into the aesthetic of the game and really feels at home!
I would love to see this turned into a full release with more strategy elements as to which side to pick e.g. what the players current skillset looks like and what might be easier to handle.
I love the sound design and the art in this game. However, the gameplay is a bit annoying to deal with. The character is always catching (I would suggest adding a physics material 2d with 0 friction to the player's rigidbody). The buttons confused me with what doors they activated (but I think I might just be a bit daft!). I wish I could see past this because this game looks really good with a few minor tweaks, but unfortunately not. These fixes aren't too hard to implement so keep it up! I would love to see some more games from you in the future!
Wow I love this game! It's so addictive! I loved the moment when I came back to where I started and realised just how big I had become. It fits the theme quite well and I love the low res aesthetic. The only thing that I think you could add might be a dash/sprint mechanic but apart from that I'm sure this game is gonna do very well!
Thank you for playing and commenting! I felt the UI was a bit too big, but after I shrunk it it was a bit too hard to read, I think I should have put the selection menu to the side so it is a bit less intrusive. The problem about not being able to press the button was something I faced when making it, I had an event at the end of their refilling animation to make them be interactable again but if I pressed it too quickly it didn't work! I spent a while trying to make it go away but I almost ended up breaking it more! I'll try looking for a reason that's happening but for now I'm just glad I managed to submit the game.
Edit: I just saw you said about making it into a full release, thanks so much!
Thanks for playing! After I got someone to playtest it about 5 days in, I realised it was a bit too hard, I spent a bit of time making the people have slightly more fun AI, but I think in the end the game was based around a bit of a difficult concept. In regards to the AI staying away for too long, I think I more based the game around moving around and trying to place things where a lot of people were bunched up, but in hindsight making them come to the player would have been a good idea!
Thanks for the comment! I can understand the whole full screen thing, I'll take that into account in future. When it comes to the levels, I can understand that there weren't enough and the lack of diversity. I was thinking about that but I didn't have enough time left (or so I thought), I'll plan for many more levels next time! Thanks for mentioning the UI, I probably put a bit too much time into it that I could've put into the other things you mentioned. That seems to be about it! Thanks for playing!
Wow! Great game! I love how you implemented the black and white constraint, and it worked so well I didn't realize it until the last level! The only thing I would change is the character controller. I found that at the peak of my jump, there seems to be some force applied to the character to send it going down faster. I don't want to make any assumptions, but I assume you just wanted the jump to feel a bit less floaty. My way of fixing this would be to turn up the gravity scale on the character's rigidbody (assuming you use Unity!) and turning up the jump force. Sorry for the long comment, but apart from that one small thing, I genuinely think it is one of the best games submitted so far. Keep up the great work!
Edit: I forgot to mention the amazing feature of flipping the stage! How did you even come up with that?!! It works amazing and it makes for some great puzzles! There's so much more I would comment on but I'll leave it there.
Wow! Thanks so much! I was animating the transition from the endscreen to the menu and I thought I'd give the camera a bit of character! Thanks for the comment! Also I can understand that you would want it longer, I was thinking of doing that but ended up not wanting to do 20 and 15 didn't seem right, but I'll take that into consideration.