Thanks for the canvas_items suggestion, I tried it out and it looks way better.
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I'm glad that the Crash influence was noticed. I'll try making future platformer-based levels less strict with obstacles for more beginner-friendly gameplay (at least for the starting levels), and make things like theming and objectives clearer. Thanks for the feedback and for trying the game as always, Scrumbo :)
I love Plants vs Zombies and Steamworld Tower Defense, so this game is epic in my book. I'm not a fan of the game immediately starting, since it'll take at least one death to grasp how the objects work. I was also confused with the blood spawner object having the same icon as the blood, since I thought I was spending blood to get blood (that's technically what's happening, but the sunflower in PVZ doesn't use the sun icon so it's clear what object you're dropping onto the field, and the mechanics are explained in tutorial levels). The game is still fun, especially once I understood each object's purpose, and it gets tense and exciting in the final stretch. The visuals and animation are great and the music is heart-pumping. Excellent work.
Very confused with engaging in combat and why the robot is brought back to the upgrading menu often, and the intro music playing during the mission was distracting too. Although, this flavor of game isn't one I'm experienced with, which probably affects my enjoyment and understanding. I like the perspective, though.
I like the simplicity of the controls. I wasn't paying attention to the health value on the bottom of the screen, which led to me dying quickly. I was slightly impatient waiting for the storm to subside; boarding up the windows is pretty simple, so it doesn't keep me that invested during the storm. Great first game, however.
I love the idea of being a tornado that's defending nature. I felt stupid for not realizing that I had to suck up the houses to keep the number of settlers in check, but once I figured that out in my second run, I enjoyed planning the best path for absorbing as many houses and settlers as possible. I love that the tornado becomes larger the more a round goes, with increased velocity and a larger hitbox adding some tension and excitement to each round.
The feeling of flying around is relaxing, although I got to a point where the islands started despawning, which was annoying. Having something like a landing accuracy test for a future build might be a great place to start for adding more mechanics, but the experience itself is valuable on its own with its calming gameplay.
I appreciate the twist after obtaining the last collectible. The background track and sfx add to the atmosphere and tension. The physics could be improved to prevent walking off platforms for a moment after walking up an incline (it makes sense for a Sonic game, but not for a game where physics are simpler). Great game overall, short and to-the-point but fun and charming.
The sleeping mechanic is very relatable and fun to see in a sped-up form. However, there's too much randomization to create a solid strategy for the game, which is unfortunate since that means getting to see more of the dialogue is up to chance and how often you wake up and oversleep. Some hints about how long the main character will sleep (before falling asleep again) would be appreciated. This is still a great concept, gameplay- and story-wise.
I love how well the gameplay, art, and music combine to provide a calm game that generates a bit of tension when the water begins rising. I like how the player still has a chance to push trash past the line when the storm surges, as long as it doesn't touch the water. Making the game playable with just the mouse would be cool, since the 2 mouse buttons could replace the keyboard inputs (but this is a small preference). Awesome game overall.
My favorite part was guiding the square; I think a game jam entry made with only that mechanic would be awesome. The scenario itself was easy to digest, and the other parts for setting up the planet's barrier were simple to understand, although the scrolling section might be trouble for someone playing with a touchpad. Great entry, and good luck with future projects.
I enjoyed the movement options, and killing enemies is simple but fun, especially when eliminating a large group. Just running into enemies might get repetitive for a longer game, but it makes for a perfect game jam entry. If this game does get expanded, I'd love to see the extra features mentioned at the end. Excellent work.
First off, perfect title. Second, I like the simple controls and enemy/obstacle mechanics. I think making the storm take less time to pass (maybe by making it a 1/2-second full-screen attack that's telegraphed by a sound effect or darkened screen) would improve the game's pace. Also, the music and visuals rock. Overall, this is a great game and an awesome jam entry.
Charming game that encourages observation and environmental exploration. The look and sound add greatly to the calm atmosphere. I'm interested to see future scenarios implemented with the same game style. I'd prefer less waiting during the in-game hour, with the game instead using the amount of dialogue the player has triggered as the basis for restarting the hour. Great concept overall.
The premise is great and easy to understand, and the cars purposefully pursuing the player and getting off-road is exciti ng too, especially while keeping the package inside the bike carrier. I wish picking up the package was clearer, since I assumed that the package would just spawn in my carrier instead of falling from the highlighted space, but once I understood that then there was no problem. The music and sounds are great too.