I didn't understand when I'd want to make bullets bigger, but it was pretty fun!
DwarfWoot
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I didn't understand what was going on or what to do at first, which felt pretty bad. Eventually after I understood what it wanted me to do, I found the general idea to be interesting. On top of basic instructions, I do wish there has been some kind of health system for the Player, and maybe the player's movement could be smoothed a bit.
Pros:
- Nice music
- Simple concept that seems like it could be fun
Cons:
- This doesn't fit the theme ("Reducing the scale of enemies" feels a lot like just trying to come up with a sentence that sounds like it fits. You could say in war that the goal of one military is to "reduce the scale" of the other military, but that doesn't exactly feel relevant to this year's theme.
- Either it's very easy for the music to desync a bit, or there needs to be a tweak to your character's "pulse", or there needs to be a calibration: In my experience, the character would start a pulse right in the middle of the beat/snare, but if you clicked at the same time then it counted as a Miss. Instead, in order to get a Success I needed to wait for the snare to happen, and then click a moment *after* it (while the character was expanded). This felt pretty bad, since I was basically lagging behind the beat.
I definitely agree with others saying that I would have loved to see "Bee-coming the Bullet" used a lot more-- it currently feels like it was a game that was already planned, but the "finishing move" was tacked-on to meet the theme.
That aside, the game itself is fun, and I personally do always love when you get to fire as fast as you can click
Thanks for the feedback!
And yeah, the current mechanics are definitely not the most comfortable. It was a case of getting *some movement mechanics in ASAP* so that the Levels could be made well; but then the movement couldn't be tweaked because the levels were based on it.
Personally, I want to work on a post-jam update for it, and kinda fix-up the problem stuff, so that it's a nice small game, and then later start working on a new game from the ground-up that has the core idea but done on a larger and slightly different scale.
Yeah, we made sure that the game can be fully beaten regardless of what order you turn in your items. We did discover later that some orders are significantly more difficult that others (primarily the Top Two options are a lot easier to do as the first two), but the idea was that the player could take any approach that they wanted, and the game would increase in difficultly regardless.
Your game was definitely a really fun alternate approach to a similar idea!
Yeah, the gameplay can be challenging (especially depending on the order that you give away your items). While all areas are possible with only their required item, we did discover that the Crouch and the Wall Cling areas specifically require very precise movement/jumps, and a future update should probably tone them down a bit.
Thank you for the feedback!
I thought that it was really cool to see another person that went with the idea of "Have an adventure hero that has everything, and then must give it back"! 😄
This game played pretty well, and the idea works really well! It's *very* punishing to memory mistakes, but that also feels essential to the idea of it lol
As the other mentioned, this is probably because of your Keyboard.
Here's more information: https://en.wikipedia.org/wiki/Key_rollover#Ghosting
I liked this game *because* I love fast-moving First Person platformers.
I don't like this as an Entry that much though, because the use of the "Theme" feels very tacked-on (like it's the same as a normal "goal zone" but visually it's Spikes). It was also weird to me that the Tutorial teaches a Crouch that doesn't seem to be used, and that the third level has a bunch of invisible barriers that just don't make sense.
- The Main Menu / Sub Menus (Settings, Saves, etc) were incredibly professional and impressive! Out of the couple of hundred games that I've played this jam, this might have been the best Menus that I've seen!
- The gameplay concept was really unique imo, and I had a lot of fun playing it!
- If there ends up being a future update, then I'd love more variety in the levels, and more "dungeon crawling" levels. I'd also love if the player was able to Buff their Partner more, and if the "Call" option didn't freeze the Player (because that felt a bit uncomfy to play).
Goodluck in the jam, and in your future endeavors!
I liked the idea of this game a lot! lol
The need to learn the controls is a nice touch, and leads to some amusing gameplay.
Honestly, my biggest problem with the game was the audio balancing, because if I had the audio so that I could hear the game well, then the Crash Explosion was *way* too loud. Everything else was really nice though!
Like others I've seen, I had some issues with the characters actually working correctly (they seemed to drift away). The idea seemed nice, although even if the characters had worked, I'm not sure if I would have been able to play too much because the large info-dump was a bit much to take in without having any in-game experience.
This is an amazing entry!
I had a blast playing it, and the sounds were all amazing!
I really wish that the player would have popped out of the ground, and gone a little bit into the air from the ground, or been able to launch a little bit from walls. I do think that this would have meant that the puzzles would need to be slightly tweaked, but I also think that it would have felt *a little bit* better.
Goodluck in the jam! (Although I don't think that you'll need it! lol)