Thanks for the feedback!
Yeah, powerups were in our minds, but we had no time left to implement it. Would definitely make the game more interesting. :)
Nice game, interesting idea. :)
You should add an explanation somewhere that you have to kill X villagers in Y seconds or you lose. I didn't understood that concept and that the red moon is the indicator for that, so I hided on daytime and lost. Moving around on daytime was almost impossible, you get easily killed by villagers and there seems to be no way to refresh health.
Nice game! Dropping cubes is a cool addition to the normal 2d jump and run shooter. :)
Graphics are nice, but the background music was too repetitive.
Controls felt a bit counter-intuitive to me, but that is just personal flavor. Would have been nice to adjust the buttons but that's probably too big effort to add for a game jam.
Game suddenly was way too hard for me when I reached the second container to protect. A ton of enemies + flying enemy were too much to protect it for me. Probably I didn't understood how to do it. :D I dropped a lot of containers in advance to block the container, but that didn't helped much.
Really nice game! I like the light reflections on turrets and monsters. Seems like you change the sprite for it or did you use 2d light?
I had issues with unresponsive buttons and stuck placement cursor when close to the shop tabs. Played the HTML, so maybe it was a browser issue, I'm on latest Firefox on Ubuntu. I had to click on other buttons to "unfreeze" it.
Thank you for your feedback!
All humor credits go to Akien, he wrote the story. :)
Yeah, I guess the game is quite hard from the start. There were too many parameters to adjust and we only had time for a rough balancing right before the submission deadline. Also, we play-tested the game a lot while creating it and got used to the controls so much that we forgot how it must be for a new player.
Hey, thank you for your feedback!
Yeah, Vegeta is really strong, you need a bit practice to beat him ;) Difficulty was hard to balance, there were too many parameters and too little time left for the jam.
About the collectable items and slow motion: Nice idea! We had a similar one with upgrading your bullets or shield by shooting down passive drones that fly by occasionally (like in Contra). But we had no time left to implement it.
About mute: Yeah, I wrote the code for muting the sounds. At that point, I had no experience with Godot's audio buses, so I didn't distinguish between music and sfx. I had no time to learn how to make it the proper way before the deadline. Now I know that it is super easy and would have taken 5 minutes. :D
Really nice game!
Sadly, there seems some out-of-sync issue with timer and movement of the objects:
- In Firefox, level 4 was broken. I couldn't pass it, the first interval always threw the object on the ground.
- In Chromium, some of the levels I had to restart once or twice without changing anything until it worked. First tries failed due to fast / slow movement of the objects. I got stuck at level 9 ( "7 left for start"), because the top yellow always fall in the blue box at the first interval, no matter how often I tried.
Good game, but sadly I couldn't go past the demon horde coming from both sides, when you have to move down the road. Whenever I reached the path downwards, the daughter started to shake on screen and getting stuck in the middle of the road. I tried it 10+ times with different paths, always the same outcome. I was playing the browser version on Firefox.
Also, I think your game page's itch.io theme is misconfigured. Text is black on black background, you can only read it when you highlight it all.
Hello there, sadly I couldn't test your game :(
When I start it, I can toggle the sound buttons right away. Sound starts to play after waiting few seconds. But after that, I can wait forever but nothing else works. I clicked all the buttons and "how to play" and everywhere on the screen, no response...
I'm on Ubuntu 20.04 with latest Firefox, any idea what I can do?
Nice game, very challenging!
The flags are placed a bit weird though. I already reached the "2nd level" (after sewer), touched something and my bug walked all the way back to start, even though I passed two flags at that time by flying over them. That was really frustrating. I did expect it walks back to the flag that I already passed.
really good work for a jam game!
Game mechanics need a bit more love though. :D (add shoot while jumping, pre-shot animation takes too long)
Those sorcerer owl guys are barely beatable. You cannot shoot while jumping, and once you stand on their ground, they shoot faster than you. So you cannot dodge their shots if you want to kill them.
Nice concept, really good art and sounds.
Only issue for me was that I didn't understand where to go. Now I found out in the comments that I should have followed the arrow on the minimap. :D I tried it first but it felt like the arrow is not adjusting, so I thought its just part of the settings button and ignored it. After all, I didn't find the portal ;(
Overall nice game :) I like those "River City Ransom" style games.
Although you didn't had much time, the gameplay itself is really solid and feels bugfree.
I think there should be an indication about touching enemies in the y-direction, e.g. a shadow ellipse like @renato_grottesi 's comment suggested. I lost a lot of health because of it even though I didn't noticed.
Music and sfx are nice, but sometimes there seems to be sfx missing (e.g. bow, enemies)
I had the same issue like @renato_grottesi with the speed of the text boxes, I couldn't read it all in time.
I liked the text that showed up on the middle door :D Don't want to spoiler it for others.