89980
jupiter's savior
I completely agree. We'll adjust the aiming system as it's still not working as intended, and this issue with the boss just makes it worse indeed. We have a similar system as you have mentioned (except in jam spaghetti code), so when we refactor it properly we'll tackle this issue too. Thank you for taking the time to break down a good direction to solve it!
Party hat meta!
The achievement is a funny story. Matheus thought it would be nice to have it in the game, so he stopped everything he was doing at the time (which was objectively more important since it was the last day of the jam) in secret.
Lo and behold, he took a screenshot of the steam achievement UI and pasted our character on top of it.
I was not amused. So I also made him add chickens in the game.
Hey, nice game!
It's a solid implementation and solid design. I definitely like the idea of a mix between 3D and pixel art, although I agree it's also even harder to implement a visual direction like that in a jam. The controls are extremely tight and the levels are challenging. I had a lot of fun with the last levels!
Nice job!
I love it! Definitely in my top 10. The way you introduce new elements and how it all ties toghether feels awesome. It had a lot of content for a jam scope. Music was awesome too, everything made me feel like I was playing an old-school game, it was really challenging but relaxing at the same time. Would love to see the concept applied on a mobile game, feels like it would be a good fit for it!
It's a really nice concept for the game, although it was quite buggy on the first version (there still needs to have some polish with the mechanics and physics of the game). Overall, I really liked the gameplay, and felt like this is the best take I think one could have for a single-digit platformer. It's a fresh approach on a genre that doesn't have much room open for originality. Good job and keep improving!
I like the idea, it creates a lot of challenge and resource-management! It feels a bit complex to grasp the controls at the beginning though (although I imagine implementing a more contextual tutorial would take more time and effort for a jam scope, but still, food for thought). Would be nice if there was an indicator on the left/right of the screen when there's an asteroid coming so it creates more urgency and feedback to the player.
I love it! It's so tense and weird (in a good way), I got a couple of jumpscares on my playthrough.
The mechanics work in a lovely way, this definitely has the perfect balance between suspense and exploration. Definitely in my top 10 this jam.
The art is superb too. Colors are great, the screens look rich yet simple. It's a great art direction overall.