Thanks! In a future update, I’ll be adding audio and improving visuals, including animations (there’s an attack one, but I’ll change it to make it more noticeable from behind).
DakeDekaane
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Thanks for the feedback!
There is an attack animation, but I guess I should’ve exaggerated it a bit so it had a better appreciation from behind. I have planned audio for a future update since I’d want to polish this (textures, lighting, all pretty visuals, perhaps as a dungeon crawler). I got sick during the jam, so I couldn’t deliver at its best. I’m really glad you liked it.
Thanks for the comment, I appreciate it!
I'll be polishing the camera controls and movement once the voting ends. Original intention was to just tap to rotate, had to modify a bit the idea for the sake of having something working on time (I didn't want to risk the chance of taking time assigned for non-programming stuff).
Liked how the tutorial was embedded in the start of the level, made it very easy to grasp. Swinging felt a bit weird (Frecko seemed to ignore physics, but I understand it as it couldn't attend school... or can it?) , but as a person who is bad at platformers, I was glad I could somehow control it.
The art and music is lovely.
Overall you guys did a good job!
I totally loved the idea behind your game (I used a similar concept myself) and liked the other mechanics such as moving platforms. However, it felt a bit confusing: in the first level you introduce a button mechanic, yet the rest of the levels use sliders to rotate the platforms; and in certain moments it wasn't clear where the snail could move, Also the camera movement was a bit odd in certain moments, perhaps I did something I wasn't meant to while trying to move the snail.
I can appreciate the effort put in level design, mechanics programming and art for this game and I have to say you did a good job, keep it up!
Considering the solo development and the time, you did a great job here. Had a lot of fun delivering desserts across dimensions, that I should say, I liked how smooth the transition between both dimensions is. The simple mechanics help to grasp the game in no time.
Now for my observations: Nothing that harms the player experience, although I felt the character speed a bit slow and some SFX were missing in the 3D world. There was also a 2D object in the 3D world (the stove clock), idk if it was on purpose so I'll just point it out.
As a suggestion for the future, for an "endless" run, you could use a strike system and a faster pace. Also, switching the UI from 2D to 3D when dimensions change could be a nice touch, although not needed.
I was having the time of my life with over 30 crabs then mom came and bye bye game night (I skip ads, sorry). Never expected to have to watch an ad to know the game instructions, nice touch Crabtendo.
I can forgive the lack of confetti because the experience was fun, although an option to play again would be cool.
As a city simulators enjoyer, this clicked instantly for me. Good job so far. Although there's so many stuff to play with, I like that the player isn't forced to use every mechanic to win: you can just keep building stuff until you win or you can finetune every villager to optimize resources.
The random events are a nice touch, although sometimes the resources asked may be a bit too much for early game. The font for the UI is nice, but I think its kind of rough to the eyes when the size is small, but that may be just me.
The chosen audio are a good pick for the game theme. Personally, the level gets a bit too crowded with enemies and the advantage system you use could just get ignored. Overall a fun experience hitting through all those enemies (and eventually dying).
I have to say that in my way to cheese the enemies with counterattacks, game closed (played the web version).