I'm glad I could be of use! You could also adjust the frequency of enemy attacks and add a tell for the player to be able to recognize they'll be attacked and run away in time. But yeah, congrats again!
eklisi
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I think I would manage differently if I did it again. I'd draw a whole scene in the target resolution and then cut it into smaller sprites so that they were already in the right size. When I did it I just kind of guessed which resolution would be good for each thing and did them separately, so I had some trouble putting it together. But anyways, thank you a lot!
Your game has an interesting concept and gameplay loop and was the one in which I felt the most power of choice. Combat was a little hard and I also felt a little lost before learning that I should spend money to proceed. Maybe the player could spawn with a seed and 0 money instead of some money and no seeds. Good work!
Went to the end! I think the enemies could have a color scheme that contrasts more with the background. And the transparent objects left me a little confused. The platforming was interesting in a game of this type. And the Hotdog Rat is cool. I'm impressed that this is your first attempt at a jam, congratulations!
Thank you very much! I totally agree about the sound design. I went with a more silent approach so that the music could deliberately help to tell the story at the start and at the ending. And I'm glad you found the hidden walls! It felt fun finding them out when I was play testing. I was wondering how many of them people would find.
These UI issues arose on the last hour of development as I had to downscale the UI Canvas for it to fit in the 64x64 constraint. But thanks for pointing them out, I'll keep those in mind!