Hey thanks a lot! I agree the controls seem take time to really get used to for new players, though once they get it most people say it's a blast. Also nice you found out our little wordplay :D
Geek_Joystick
Creator of
Recent community posts
Hey,
Actually I don't mind criticism, so long as it is constructive :)
I am sorry that the controller part didn't work quite well for you. I just didn't have any way to test it and make it work for any controller.
The level design is made of premade chunks placed semi randomly (harder chunks spawn only from a certain height onwards), although it is true that said chunks could be more polished and balanced.
For the menu navigation with controllers, this (also) went untested, I couldn't caliber it for controllers.
As for switching options it was actually designed to not allow going from C to A, because I had some bad experiences with menus like that in the past, but I do understand that when done right they do feel better. (I think I'll change it to that after the jam)
Finally, I'd like to point out that what you think is fire is actually sand (also, fun fact: "ammos" means "sand" in Greek :D)
Anyways, thanks a lot for all the feedback, positive as well as negative, it helps me make better games in the future :D
I think I'll try changing the controller mapping after the jam, but I can't guarantee it'll be 100% perfect.
Thanks a lot!
We worked really hard to make the graphics and sound as best as they can.
As for me I worked as hard as I could to make the game feel the best it can when playing :)
Not using the mouse controls was actually intentional, we wanted to design the controls to be closer to those of an arcade game.
Well, thanks for playing, and taking time to write a comment :)
It does feel like it after some time, and I ended up in your situation. It's got to do with the way we handle enemy spawning I think (Basically it spawns more and more frequently, but at one point it spawns so much you're overwhelmed)
As for the merging, we did write about it in the game description.
Again, thanks for playing, and giving feedback :)
Thanks alot :D
First off: the piece-that-can't-move-somewhere is a bug that I knew about, and I assume it has to do with how I manage collision, so that pieces don't go off the board. But I couldn't afford the time to fix it, but if I do come back to it, it would certainly be on the todo list.
Second: yeah the end is not very well planned. I used the timer as a mean to end the game, either by not placing a piece in time, or because you don't have pieces that fit. Again, proposing pieces that would fit would have taken too much time (especially checking if any piece could fit anywhere on the board, considering all of the possibilities, between positions, rotations, and flips)
With three hours you can't do much, but it is a very good way to prototype stuff, and if I get back on the project someday, I would polish it out as much as possible.
Anyways, I'm happy you liked my game (btw while in dev I think I managed to get over 210 points or something, but since it was while developping the game, and I don't remember the precise score, I couldn't put it on the highscore)
(Feedback is always great to have, thanks alot :D)