The intro was cute! I'm not good at playing bullethell games but I was drawn into retrying until I got the hang of it and finished
My brain adjusted to the movement so now that I'm done playing my vision feels like it's spinning leftward lol
I'm glad I stayed up late watching the stream last night, was super surprised when mouse mentioned planning on playing them tomorrow and then I checked and saw I didn't see this post :P
I'll try to rate some more games but between that and emergency bug fixing I won't be able to rate many more but I will give them all a play at some point even if it's too late to rate them it's never to late to leave a comment
The trick is using up a bunch of time repainting it 3 times in the final 24 hours of the jam because Blender keeps deleting it, really adds character ;)
The best modeling advice I can offer is:
I hope you'll give playing it another shot after the quality of life update is allowed to be released! <3
Yeah I'm debugging for the post jam version and it turns out the lag from all the enemies stops the signal that the attack animation is done from sending, same thing with the enemies not dying I really messed up with the whole 10 second wave thing :P
And thank you so much I am super proud of the visuals! Mouse and Bubi are easily the best two character models I've ever done
It's like Buckshot Roulette but cute! I like it, it's got a bit of an art style vs gameplay gap moe thing going on which is fun. The inverted mode is a nice easter egg
Also not to offer unsolicited help but if you're looking for an artist for you're remake I'd be down to help you as long as it's in Godot, my specialty is everything 3d
Yup I made the model! Thank you it's my pride and joy and also the reason I barely had enough time for anything else :P
I wrote the enemy spawning right before the deadline so I didn't take the time to stop and consider the ramifications of 10 second waves spawning Wave Number * 10 enemies. Getting 3.8 minutes in like you did would means enemies were spawning at a rate of 23 enemies per second... Whoops :(
I'll definitely release a patched version with bug fixes, longer wave cooldowns, and enemy code optimizations as soon as it's allowed by the jam
The grey screen is supposed to be Mousey going all chaos-y due to the loss of her bells unleashing her power and obliterating all the enemies around her but I forgot to mention that in the prologue. Fun fact originally it was a quick fade to white but that meant accidentally flashbanging the player lol. Oh and you are spot on I took various snippets from Devil and mashed them up!
Next time I'll work with a programmer/team for sure, I joined the jam late so I assumed teams were sorted out and there'd be no place for me