Do you think you could export to Linux? Some GUI elements that I saw in the trailer didn't show up while I was playing it using Wine, and right where the bad guy stabbed the player it froze.
BTW, 4 months of development is impressive!
I like the audio! Especially the click sound.
I don't know what the bars in the top-right corner are, but they look like health bars.
At the game over screen, sometimes it would still remain visible after I exited to the main menu. I think it might be because I clicked the on-screen button to go back instead of pressing Enter.
Adding an interactive tutorial would be cool.
The C button was confusing, and I didn't understand what U or Space did. The arrows were easy to comprehend.
Enter was intuitive, but conflicted with the UI controls. So sometimes I would hit enter by mistake and not get to see who won the game.
The physics could use some improvement. The car didn't steer like a car, and the plain didn't feel like I was flying because I could stay still in midair.
The plane was my favorite! I liked how it would drop bombs, and the better view was nice, too.
I liked everything but the map. Z-fighting was visible on the road intersections. The high walls gave the car a slightly claustrophobic feeling.
Nice job!
I loved the crunch to shooting bullets! At first, I didn't realize that when the enemies slide, they're dead, so I kept shooting the dead bodies. The bodies didn't feel like much of a problem until difficulty 8 when they would act as a meat shield for enemies. :D
There didn't seem much reason not to press shift, so using AntiMicroX, I made shift toggle to be always on.
The music wasn't bad, but it felt like it went against the fast-paced gameplay that the game supported.
Indicating whether a level was safe or not was a nice touch. Starting back at difficulty 1 when the player character died felt pretty bad. Maybe rough-likes get away with it because most of them have procedural levels, preventing the player from feeling like he's just repeating things he's already done before.
I couldn't tell when/why I got hit very easily when a shooting enemy would attack me. If the bullets were a different color, they would stand out more?
The water ripples looked good. It might feel even more like water if it slowed you down or something else to affect the game.
Difficulty 7: Starting right off with a bang was fun, except that for the first few seconds, it's hard to know where the player is.
Would love it if there were a downloadable version! (I don't have internet at home) Also, a full-screen option for the web would be nice.
A fun game which I still have yet to beat... Looking forward to future development!
EDIT: Just noticed the health potions in the castle level. It's a lot easier now.
I had to play with brightness to the max cuz I'm a sissy (ΘεΘ;). The wording of the instructions was pretty good! :) I liked the look and feel of the map. The mix of pixel art and hand drawn art on the UI looked a bit strange. Sometimes I wouldn't take damage from hits, but it didn't really feel bad. Health felt like the most important score. Checkpoints might help. The hurt box sizes felt just right. I wasn't really satisfied with how the story ended, but the ending choice of music was excellent!
EDIT: Just remembered: Occasionally it would crash at random points. I was using the Linux export.
High quality art, and I loved the voice acting! It took me a little bit of time to figure out that space is thruster. The controls were pretty difficult to harness. It was hard to find out the objective of the game until my brother stumbled upon the cutscene area at the satellite. But the cutscene looked very cinematic!
Nice work!
Very polished game! The laser shooter didn't feel much like a threat, but I still tried killing it for fun. I really like how you implemented the theme! Also, the bombs blowing up in a square added to the glitch feel. The music supported the fast-paced game play very well! I guess this game just goes to show that you don't need an overly complicated game like the one I made to make a good game.
Fun little game! I liked how it would jump for you in some parts of the level, but in other parts, it felt like I should have landed when I didn't. On the sideways platform, if I hit it at the right angle, it would bounce me away. Pressing spacebar more to jump higher was an interesting mechanic.
BTW, the Linux export only contained the .pck file, but I was able to run the Windows version using PlayOnLinux. Do you think you could add the .x86_64 file to the Linux download, or embed the .pck into the Linux executable?
The controls felt as smooth as silk. The overshooting made movement hard, but it still seemed fair. Losing all coins when you died by lava felt unintuitive. It was hard to see the lava. Maybe the screen could go down by a small margin to show the lava when it's close? Sometimes the character would get caught in a loop of ding at his spawn point. The story was funny, and I like how it was incorporated into the gameplay! :)
Great game!
The amounts of levels you made in just 9 days is impressive! The difficulty curve felt just right.
I liked how the lights would pulse. But placing them felt like a chore. Maybe if RMB only removed the last light, it would help that? I liked the flying mechanic, but when it was introduced, I had some trouble figuring it out because I thought the flying pickup was a mouse icon telling me to click. Crisp pixel art!
All in all, a very fun game! Thanks for sharing!
Loved the writing!
After getting to the studio, and reading the message on the canvas, I wasn't able to figure out what I was supposed to do after that. However, the characters could go through the wall in the back right corner of the room. Did I miss something there?
After clicking the "Turkey Feathers" can, the game crashed. But after that, it worked just fine. It also crashed in the studio after I clicked the canvas while my mouse was near the edge of the map.
The code was a fun mechanic & I enjoyed the smooth controls. And again, the writing was great! Nice game!
Thanks for playing!
One of my alpha testers wanted fewer sharks, too! :O Might try making less sharks, the lower the rate of the player's score increase, to auto adjust difficulty.
Originally, I didn't intend it to work on the browser, but then I realized that I had to either export it to Windows, Mac, and Linux, or export it to the web. And as I don't own a Mac, I wasn't able to export to Mac. So I had to go with the latter option.
The graphics are nice. The gameplay was dull to me, but that's probably just my personal preferences. The first time through, I couldn't find out how to get to the trash compactor, but after re-reading 'How to Play', it was clear. After finishing a game and going back to the main menu, the buttons wouldn't pop out. They still worked, just no visual feedback on what button you're currently on. The mini map was super helpful.
Thanks for sharing your game!
1. The rules don't seem to specify that the games must be created during the submission period.
2. Under the Prize section: "Also,the winning game will be CONTINUED developed by other devs(Of course we will ask your permission) and will be submitted on another game jam." What is the other jam? Do the winners still retain full ownership of their game?
3. Is vector art allowed?
Cool game!
I liked all the shaders, but I had to disable the heat shader in settings because it was making the game lag. I enjoyed spamming the left mouse button shooting aliens. Tried holding it, but it seemed to shoot a lot slower (about 1–2 shots per second).
The fast movement in combination with being able to fall was frustrating, but I guess that's part of the challenge. The spinning earth on the title screen was interesting! I didn't get what the pickups did (except for armor; found that out after paying more attention to the health bar), but figured they did something good (perhaps more visual feedback would help?). The heat damaging the player slowly gave an intense feeling to the game.
Thanks for submitting the game!
Great game!
The art looks amazing, and the music fit the mood well! It took me a while to figure out how to use the fire bolt jump boost, but it was still playable without it. I don't think Orcus dealt any damage. I liked the large variety of different enemy behaviors.
The village was a nice way to make the story feel like it's part of the game rather than an independent chunk of text in the game description. A finishing touch could be to have a cutscene or something at the end of the hero saving the town.
Thanks for creating the game!
Hello!
I liked the billboard art style! The weapon switching mechanic was hard to understand, and it was a bit hard to see. Reducing the movement smoothing might make the controls feel more responsive. The giant boss was fun to fight. I wasn't sure what the weapon icon at the top of the doors meant, but assumed they told what weapon I would get by traveling through that door.
The music got a bit annoying. Maybe a longer loopable track that continuously goes on in between the levels? In the win/lose screen, it seemed as if the game was still running in the background. But other than that, nice arcade feeling!
I think art and sound/music are supposed to be credited in the same way. with the love studios would know for sure.