That was great all around, and these controls and gameplay are some of the most butter-smooth I've ever seen. I love the unusual visuals, too.
Thank you for a lovely experience.
I love the visuals and sound, but there are a few mechanical problems that really hurt my enjoyment:
1. It's way too easy to get stuck in doorframes, and that makes it a huge pain to go around.
2. The camera movements are very choppy, which is tiring on the eye.
3. Because you don't know where the admins are when a level starts, it can be very frustrating to know how to start. For example, in level 3, if you go up to the computer, hack it, and then you're facing a straight hallway with an admin coming at you. That feels like a cheap trap.
I like the concept and presentation, but the mechanics need a bit more polish to shine.
Oh hey, it's 2048.
Nice music. There are some elements that I'm not sure I understood: What was the spider sometimes poking its face up on the screen all about?
Also sometimes there would be a long sound that seemed really important, but I couldn't figure out what was triggering it.
The fact that there's no visual indicator of the order the bugs go in makes it a little hard to follow sometimes. I think still giving them a number, or some other obvious form of sequencing would have helped.
Not making much use of the limitation, though.
I could probably have added an endless mode, yes. I figured if a player wanted to play more they could just play it again.
The theme is present in the form of software bugs, rather than insects. The fact that the player never shows up because they used a bug in the game to skip the level is a major driver of the story.
Also, remember: Mini jam has the theme as optional.
Thanks for playing!
Nice graphics, fairly good gameplay. Could have used a little music.
I think you made it go for too long. I got bored around wave 11. For a game jam, I think you'd want your game to show everything it has to offer faster than this.
Also, the little red bugs feel like they're a bit too fast. It makes them feel like cheap difficulty.
I feel like you're not making much use of the limitation here, though. That's a bit disappointing.
So, I'm a bit ahead of the evaluation period, but I figured I'd give this one a shot.
All in all, a great concept and great presentation, but hurt by the two big issues higlighted above.
Great job!
My feedback after playing:
Nice graphics.
You never explain the controls, which led to me never figuring out how to attack until after taking some time to experiment after beating the game. I don't understand the control scheme. Move with arrow keys, jump with space, attack with... mouse? Would I need three hands to play? I only realized later still that you can also move with A and D. The control scheme could have used a little more thought. Generally, it's better to avoid using both mouse and keyboard if you don't need to aim or such, and to consider a variety of players. Offering both the arrow keys and WASD is good, but the jump button doesn't account for it. Think having the attack button on the keyboard somewhere near jump would have worked better.
The music is... very dissonant.
Still, a fairly solid game over all. I didn't see much in the way of bugs, which was good, though the large robots did seem to react oddly to running into a platform.
Some things made the game feel quite unpolished to me.
-The character and backgrounds having different pixel sizes made the two clash a lot, in terms of art style.
-A lot of the level design feels very haphazard, like a bunch of blocks were just scribbled around a bit at random.
-In the level where you go down a shaft with many slimes, when you reach the bottom, there are many slimes overlapping the goal. It seems impossible to get past that without taking a hit, and that's kind of cheap.
Having them impossible to dodge without a power-up wouldn't be that much of an issue if there wasn't also no way to anticipate/avoid them. Imagine playing the game for the first time and suddenly there's an enemy that is absolutely impossible to dodge because you haven't found the right item, and you're forced to take damage. To a player playing your game for the first time, that's a profoundly unfun moment, and is likely to leave a very sour first impression if your game.
Thanks for playing!
It's true that there's not that much variety in the actual card game, I quickly found out that the game of blackjack can only vary so much. That's why I went with varying enemy attacks and composition a bit more.
I agree that battles being somewhat similar would be an issue to overcome if I was going to make this a bigger game.