Definitely could have used a timer or a goal of some kind, but fun nonetheless! Had a fun time discovering that the window bonus was infinite.
cmdr0
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Hmmmm even if it wasn't positionable camera angles, I think a floor, a drop-shadow for the ball, and ray-cast enemy sprites (like in Doom/Wolfenstein) would be good; the enemy size would allow you to see how far back an enemy was, and you could watch the shadow pass along the floor to get some depth perception. But I'm sure there are a hundred ways to skin this cat :]
I love the visual aesthetic! There were a couple ways to cheese the running mechanic, though - one was that the battery never drains fast enough to be a fail condition, and holding diagonal moves you faster through the level. It'd be interesting to figure out what the fastest possible time is based on these.
I got stuck on level 2, until I... didn't. I think that the issue may be with the bullet hitbox "skipping over" the target hurtbox (since when it does work, it looks like it passes through what would be the corner of the hurtbox). It would have been cool to, instead of the levels having more varied walls statically placed, those were added to the player's "toolbox" of ways to interact. But still, a really interesting design!
The art style is great, though I wish some of the sprites were as informative as they are expressive (Is that melted cheese? Why is the cutting board the correct station to melt cheese?). Aside from that, I wish I could access a given station from any of its sides. But this is still great, congratulations on submitting a game for the jam!
I love me some tower defense! Some balancing on the towers, or maybe giving two towers per roll could have been good - it wasn't great game feel to get slow tower round 1, but I had a ton of fun when I accidentally found the 'spawn a tower' button and could really build a strategy. Congrats on your jam submission!
Oh hey, thank you for keeping us accountable on proper artist credit. Seriously. Not to make excuses, but I don't think anyone on the team expected the amount of work that comes "post-jam." It's corrected now. I also took some time to tighten up the info delivery in the description, we'd gotten some feedback about that previously as well.
We had some ideas for the 'hide and wait' issue - but they didn't quite make it in time. I don't want to talk too much about cut features, but hopefully post-jam you'll get to see some of those ideas implemented!
As for different colors of dice, they were originally to be another visual indicator for when the game eventually got complex - if a Goblin and a Skeleton both had a 'dagger' attack as one of their faces, the colors would help differentiate them to the player if they both had daggers face-up. I think it was a little less important in the product we delivered, however.