I thought both bosses had great mechanics and were enjoyable. I had the crash issue upon death but understand that could be fixed at a later point and you added the ability to skip cutscenes so wasn't exactly hard to get back into the game. I really enjoyed the snooker boss and having to get the hands to pot to clear up the stage.
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I appreciated this game was simple enough to just pick up and play. The control set up was also great as it was very easy for me to play and feel like I was in control. I liked that you could get different abilities, but a few of them I couldn't tell the difference between them. I may have just got unlucky and got lots of similar abilities from each boss.n Others like the lazer were much more obvious which was good, but maybe a clearer description of what the unlock did would be good next time.
Theres a lot to like in this. I though the mechanics were easy to pick up and there was enough environmental storytelling that I could work out the mechanics and what I needed to do. I thought some of the boss attacks were not well balanced, as one mistiming and you would instantly die e.g. the rock boss could snare you then hit you 4 times straight away. Given the rest of the attacks seemed balance, it made the experience sometimes feel unfair.
I like the way the theme has been implemented here. I think its clever and gave the game a unique challenge. My biggest issue (and may be a skill issue) was I spent too much time focusing on the wheel - it was difficult to focus on the actual fight. I wonder if the wheel could be repositioned or have a different UI option.
I saw after the fact that the bosses had a weak point indicator which I think could have been made clearer, but think you've acknowledged that in the other comments. I thought the story was silly fun and the actual mechanics of an autoshooter to focus on the movement / dive was great as it really helped highlight what I thought was unique about this.
Originally I had a single background image with the arcade machine and used trial and error to align it, but I couldn't guarantee it looked right on every aspect. So I just split the top of the machine into the header image, and the bottom into an image embedded in the description.
Thanks for the feedback!
The first step to success is trying. I think you know there are issues with this and it isn't a complete game, but for the positives I think you had a good concept with the tower and the battles going to the top, and the way you tried to implement the cut scenes was sensible and would work in a complete game well. Maybe for the next jam, start with a smaller, simple scope for the game.
I liked that the game forced you to randomly try the moves until they hit, as meant I couldn't just only use the ability I liked the most. I did work out I could just infinitely heal but I think thats ok - I can choose not to do that if I think its not good, but its there if needed when it gets harder.
I really enjoyed the second boss in particular as the skill reward of if you can parry you won't die, but it gets increasingly harder was perfect design. My biggest issue was the very first boss, until the phase with the green tops, I didn't feel like I ever had enough time to regain the health. Maybe I was missing something, but it took 3/4 tries before I could even get into the later phases and even then only had a little health. After I made it through that, I thoroughly enjoyed the experience.
Thanks for clarifying. I just went back to try it again. The part it is mentioned in the tutorial is very easy to miss, as only triggers in a small section that focuses on the pause controls. I think including the toggling for this in the pause / options in future would be good as thats where I'd instinctively expect that to be.
I appreciated a good use of the theme and the balance between the need to spin and normal attacks. I also liked the art style and juice in the game. I did find the screen movement a bit disorientating, so would recommend a way of turning that off or limiting it for some people. I had a bug where the boss could continue to move and attack when the game was paused. A great experience to try all in all.
This was actually really fun. I appreciated the simple controls and think it leant really well to the game play. My only real issue was I found it quite difficult. I would have liked something to make it a bit more accessible to start with and get used to the mechanics. I understand its intended to be high difficulty, but for a game jam game having an option to make it easier might allow more people to get more from the game. Still a fantastic entry and could see this progressing beyond the jam!
I saw this many times during the month on Discord and have been really looking forward to playing it. My only critic is the tutorial needed maybe just a bit more love to explain the actual attacking mechanics, but I was able to work it out pretty quickly which I think speaks to the way it is implemented. As others said I did originally think the boss was quite tanky, but after realising how I could quickly build up the combos, it got a lot easier.
I think the combat has more depth than a lot of games, which is why it isn't quite as intuitive, but that isn't a bad thing. I also think this is original compared to a lot of the other entries i've played so far, which is great and refreshing in a jam.