Thank you!
ethyl
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Enjoyed the puzzles, if not a little slow-paced and easy; strong concept and great execution which reminds me of a rhythmic chess game
a few things I would've liked to have would be a way to speed the game up (moving across the map when you've beaten all the enemies on one side is mildly boring), more enemy variants (maybe a smarter enemy which chased u around like the ghosts in pacman, then would know when to leave when u are powered up, thus needing to use your positioning to trap them, or just steal chess pieces, idk), explanations on current enemies (it took a second to figure out how the red triangle w/ spikes moved), and more lore
I think i'm repeating what others have said, but I think if there was a dynamic camera system in play it would ease off a little of the frustration (+ having a background w/ layers would make visuals even better) as well as the character design could definitely be given a few more minutes of work, but overall i think this game has a strong concept and is pretty well executed
While i did have the same bug where deaths/changing levels required expanding the screen again and again and took a sec to get used to the controls, the level design was engaging (lvl 7 was funny) and concept is solid
one thing i would've liked to have is a mode where you can practice moving around each level's map (no time limit but w/ time displayed) especially if maps get bigger, so you can practice the parts of a map you are having difficulty w/
Although there were minor issues with screen formatting, i thought this a pretty unique and interesting concept with intriguing puzzle design
a few things i wished the game had are: when dying, placements aren't undone (so if you are only a little off from finishing a level, like rotating a blower slightly left, then u don't have to set it all up again and again), clearer explanation of what terrains do what and what items do what (i wasn't sure what the torch did until way later on in the game), visual explanation connecting the target button thing to unlocking the door
Pretty interesting concept albeit on the simpler side
One idea to create more variety in the gameplay would be to add more elements (the french version of rock paper scissors has an additional element called well), or a shift in icons to represent other cultures (ex. Malaysia's wan-tu-som), and maybe just make the game more ridiculous as it progresses (adding on to the whole rock paper scissors spock lizard thing)
while there were a few bugs (artillery w/o visible health bars, the bottom row of the grid sending units all the way up (which might push the sprite of enemy units, making them untouchable), being able to create omega units (units stacked on each other all on 1 tile) by abusing the grid movement system, being able to move diagonally (very finicky tho), I generally enjoyed the game
if u do work on this more, i hope u lean more into the countryball side of things (like having the units be countryballs (whether they wear helmets to indicate infantry, sit in a tank, etc.)) and some more polish on the art (e.g. have the stripes of the US curve around the ball to give it a more 3d look; I'm sure u can find the full speel on r/polandball or something, but i do understand that the art was probably rushed for time's sake); clearer indicator of what keys do what (+ having pause button show pause and play and making the dialogue arrow clickable), arrows pointing to where units will move, being able to cancel unit movement, and one thing that would be nice to have is the ability to take 2 low-health units and consolidate them into 1 better-health unit
also also a visual indicator of where artillery can hit (+ in the 3rd battle, the top left US truck is in the artillery hit zone, so it drains as soon as time starts)
also enjoyed the map indicator of location (reminds me of the Oregon Trail)
also also a tip as someone who made a game w/ balls just one jam before this, i would recommend adding tags like "countryball" and "polandball" to make it easier for people interested in that kind of thing to find it
I found the difficulty to be easy-medium (~1 of the levels didn't need a triple jump to finish), but the concept and execution are pretty good
One thing I would've liked to have is some visual indication when I'm on 3, 2, and 1 jumps (like the sprite of the character changes (like in Celeste) or maybe the background color shifts, idk)
awesome art and sound design; great work on the concept and progression of introducing new enemies too
one thing I would've like to have is some way to heal between upgrades (whether that be drops from the enemy, items that just spawn on the map, etc.) due to the big difficulty curve after a few waves
Neat concept and good execution; albeit on the more basic side, this game definitely has more room to grow. A few things I think might've been neat for this game would be that each shape is matched with a type of rhythm (then, its less of a watch when the red shape appears on the screen and more focused on the timing), additionally, a combination of the 3 shapes as later levels (with each shape bound to a different key) combining those rhythms could create an interesting experience. It might also be more visually interactive if each shape had its own way of needing to match (what I mean by this is maybe rather than having the circle shrink, have the circle go left to right, thus creating more variety for the eyes). I had no issues with level 1 and 3, though the tempo of level 2 could probably use some tweaking.
I'm absolutely sorry about that whole color thing; that never came across my radar as a possible problem during the jam. For the map, it isn't necessary to read the map to play, but I can see that being frustrating for people who do want to read it (for immersion, etc.), which might be fixed by just scaling up the image (or it might break everything, idk). For the music, I think it might just take a couple seconds to kick back into action after toggling off and then on again. Thanks for the detailed feedback and for playing!
saw you lost a rating, so heres another!
this game is so polished i feel like it's 2012, I have a PlayStation Move motion controller in my hand, and I've booted up my ps3 with a disc of this game loaded in given to me as a birthday present
these kinds of games where you move the whole level tend to make me a lil nauseous, but that's not something anyone can fix for me; one bug I encounter was when opening the pause menu while in game, the UI kinda glitches there, and just wish there was more levels
great work on the team for UI, art, music, concept, and gameplay
Honestly a very intriguing concept and well executed gameplay; the sound effect detail when someone dies is mildly haunting, and I liked the details of health being visible from the shift in skin color; one thing I had problems w/ was when there is a clump of skulls, it just a block of death which can't be passed w/o losing; two things I would've like to have is an indicator that you've already infected someone (without having to hover over them to check), and in general more UI (like being able to replay w/o refreshing, etc.)
Overall you did a good job and I had fun
It took a second to understand what was going on, but pretty solid concept and fun game! The only (very minor) bug I encountered was the sound of the engine still playing after dying. A few things I would've like to have is a minimap (which can show you the playable area (maybe instead of a wall, have an outlining area where you are slowed down, warned and then destroyed) or some indicator of where the enemy players are relative to you, powerups (whether that be for speed, shields, or firepower), a health bar (so you don't just get one-shot), obstacles (like an asteroid belt to hide/navigate in), having firing go towards the mouse rather than the front (making aiming easier), have the laser beams fired travel with the velocity of the player in account, have ships that can take more and less hits worth an equivalent amount of points
another thing to make the game make more sense would be to create a reason why the enemies can't fire at you at times and why you can't fire at them at times (maybe the player's shields against lasers only work for a certain amount of time or there's a special emp that stops them from firing, idk)
Neat concept and pretty good execution; there were a few (non-game breaking) bugs like being able to place blocks on the flag and where the player spawns, you can cheese levels like the mountain one by placing blocks outside the intended area (going underneath from the left side and then across the bottom then push the player up on the right side)
a few things I wish this game had is a limited number of blocks (and/or deletion) the user can do, more substance (other kinds of blocks to place (like springs) (which could cost more), or other game factors (like wind))
maybe a mode where you actively deter the player from winning could be fun, idk
As you probably already heard, awesome job on concept, artwork, animation, background too, level design, music and sound, UI, etc.
while i did experience a few (and very minor) bugs like not properly getting squished between 2 moving platforms and a frog with cannon abilities getting stuck in a corner that has a portal, the amount of freedom the player has to figure out puzzles is amazing
one thing I would've (personally, other people probably don't need this) like to have is some visual indicator of where the range of swapping is when not pressing x, so you don't need to unnecessarily click to check if you are in range of something else (maybe a highlight on the other object, or a less visible version of the circle range thing, idk; maybe make it togglable)
Pretty neat design, for the areas without issues the game seems pretty polished, though there were a few things I wish the game had (that aren't bug fixes): if s is crouch, then it should be made clear if the player must use the s key in tandem with a or d (which is currently the case), and if not, have sprite change to demonstrate crouching when not paired with a or d; more clarity with level design (at the part with the pots and the air blowing up, I got confused what I had to do because I didn't know I was supposed to jump myself, not just be lifted up by air); consistency in art direction (the pixel detail of the blender compared to the rest of the sprites)
Pretty cool concept and great sound design with a lot of room to grow; one thing i would've like was a proper tennis scoring system (love, 15, 30, 40, the whole deuce thing, etc.), maybe limit when you can affect the ball to certain times (like when it is being hit back to you) (or maybe you could pivot to like saying wind is pushing the ball left or right, and then have the player use it and the wait for it to recharge); for a full game you could easily create a bracket with harder and harder ai as you go up
Out of all of the "you're the platform" games I've played, this ought to be one of the most fun and intriguing of them (great puzzles); one thing I would've liked to have was an indication of what space is needed to rotate blocks; a few bugs (which weren't game ruining or major) I saw were: when dying, sometimes you die again (for whatever reason), and then you respawn as normal; sometimes the ball's gravity was incorrect after respawning