Pretty addicting game, really enjoyed playing it :)
HackTrout
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Recent community posts
+ The animation work in this project is great! It gives so much life to it. My favourites where the popping the crates of seeds that spawn flowers and the planet transition in the menu.
- The platforming was quite frustrating though, I felt it was too floaty and it din't go quite high enough. This was made worse when I was sent back to the start of the level every time I missed a jump.
- The enemies were pushovers as well since I could spam shoot and shoot through walls.
Congrats on the entry! :)
Really cool game! I think forcing the player to switch playstyles is really cool, it's just that the guns were all very similar with teeny variation. That's obvi down to time constraints. Also pausing the game to choose a dice to roll is annoying and cuts the pace. I'd suggest having the player choose which dice to use in the time between waves.
This game looks lovely and the itch page is super clean. I think the wall jump has undermined the point of the dice completely because once I discovered I could do that I avoided using the dice as much as possible just to see how far I could get. I ended up using them only a handful of times despite being given so many dice to use. I really like the idea of being able to solve a puzzle with a varied toolset like these dice but they don't get to shine very much here.
Nice game with well suited sounds and polish. I wasn't really encouraged to switch rails though. I was mostly focused on the abundance of bats and ghosts from above that one of two green ghosts ahead of me didn't force me to move. Instead road blocks that can't be killed would force the player to pay more attention to the rails.
Great job on the look of the game! Although hit feedback is a bit lacking, effects like hit flash, frame pause and screen shake could really juice up the game and make it clearly know you or an enemy was hit. The attack animations also felt sluggish, the light attack should be way quicker than the heavy to justify the long wait time compared to damage.
This was cool idea but needs work in a few areas. Like I had no idea how to put out Miz at the start, having a puddle of water there would've cleared a lot of confusion as it took me while to find a pond. I also had no idea that I could use the arrow keys to move which could've been included in the text at the beginning or the details below. Nevertheless, it was an interesting core concept that I'm sure with a bit of tidying up, could be a great game!