Oh man, sorry for this.. Next time I try to make a game in 3 hours, I'll do a hacky algorithm instead of trying to do something proper xD
Mousecontrol would've been easier and that actually gave me an idea... thanks! :D
I finished by exploiting velocity I think .. I gained so much acceleration the ships weren't able to hit me even once by just going left and left and left ...
Super interesting take on an old classic! Impressive work for around 3 hours.
The music didn't loop properly which was "mildly annoying" but it did have music and this somehow added some sense of "impending doom".
Holy .. well I can't play this at all, the camera feels so very disorienting but I've also never played Starfox (just the gamecube one with the dinosaurs which was... not good.), but for 3 hours this is suuuuuch a solid foundation. I'm very impressed. Also feels artistically solid which is very rare even for game jams with much more dev time.
Very interesting. The model for the slice-saw-thing is actually pretty cool. The movement feels super mushy, which adds so much to the gameplay. However sometimes I feel like the berry gets stuck (especially at the bottom) and some super acceleration kicks in and i immediately rocket to the top.
Still very fun. This could be very cool on mobile using an accelerometer.
I love the idea, the simplistic look and feel. Please continue this one!
I am however ULTRA low skill at jump'n'run .. I couldn't find a dedicated jump button, only the up arrow and was unable to figure out how to perform even the first jump .. somehow I mashed so hard I double or triplejumped but ended up dying to something.. and I wasn't quite sure what.. for every game that includes jumping, please have the jump button not as "up", that's impossible to access on a keyboard xD
From what you wrote, this was a learning experience and to kind of test and idea out, exactly what jams are for.
Platform controls were very smooth, I liked that :D
For a jam, it's pretty good. I personally didn't enjoy the music because it was quite distracting from the game. I'd love to have some more clear sounds.
The enemies felt kind of unfair. When I lost, it felt like I lost to chance because everything was too fast and there was no skill involved. Maybe have enemies telegraph their attacks a little bit earlier by some kind of indication.
Maybe also have the screen zoomed out for the beginning and get closer over time to make it a little little little bit easier in the beginning?
Maybe I'm also just bad at games. It said Hard and Fast on the box and it delivered.
I love it. This is the most creative entry so far. Really cool, really fun and very well designed for 3 hours. Limited replayability but super solid.
The only real issue I had was that it pretty much comes down to randomness too much. If a lot of the feathers hit the nose already or fly by very close, you'll get a much better result than if you have to bring each and very one from very far.
I don't know how, but I'd love to see this get a bit more polish :D
Ok, so I think this could be a relaxing endless-game but the checkered pattern makes my eyes hurt so much :( Still, a game in 3 hrs and even 3D is pretty cool.
Some ideas for improvement: the player can see the obstacles and powerups being spawned in, maybe add a fog at the end or have them fall down (physics?) from somewhere, also adds some randomness. Some of the powerups where impossible to get without running into a wall.
Maybe add speed over time (or if it already does, maybe accelerate it, I couldn't play very long because of the pattern).
Pretty nice. The jumping system reminded me of Bennett Foddy games xD I was raging pretty hard and even when I eventually got to the first platform, I immediately fell off and couldn't jump again.
This could be one of those mobile rage-games like Flappy Bird with a little more polish. Really like it, even though I'll never touch it again since I'm too bad at it :D
Thank you so much for playing and for the extensive feedback!
My initial idea with the theme was to give the rotating pipes more "juice" with a screen shaking animation and all sorts of fun interactions to cover the "hard" part and to have the time run out instead of a highscore system for the "fast" part .. but in the end, 3 hours wasn't quite enough to make it fit.
Still.. thank you!! :D
Thank you so much for playing! I was thinking something along those lines as well. I ran out of time after I realized the "lines" were moving weird when changing the resolution, so I fixed everything up as best as I could, but I think I'll revisit this idea in the future without a time constraint :D
On webGL version for some reason the player sometimes loses control and just does whatever. Still very fun and impressive. I like that if you spam shoot at enemies, you'll be left without ammo for a while, adds an element of strategy to it. However, the enemies were too fast, so if I miss one, it's going to get me for sure.