Solid entry. Plays decently. I didn't understand some of the mechanics inherently, but shooting enemies was pretty satisfying. I'd tone down some of the SFX, and maybe have an option to toggle only 4 directional firing instead of 8. Good work on getting this completed.
Idle Worker Games
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I could not get on that leaderboard. :D
It's a unique concept for sure. Pretty well polished, simple gameplay. Great jam entry.
Thoughts:
- Hit boxes are too unforgiving. I would clip enemies that didn't even look like they were visually touching me.
- I'm not sure what I would change here, but I kept mixing up what buttons did what. Maybe try directional controls? Pressing upwards relative to your position is flip, forwards is dash, and down is shrink?
- I kept losing track of what abilities I still had and what I didn't. Maybe some color coded dot indicators on the player in the direction of the motion?
- My biggest frustration is when enemies would spawn immediately in front of me with no time to react and it was just an insta death. I'm not sure if you have a spawn range or not, but adding or tweaking it would be welcome.
- Some abilities would trigger in the wrong direction as I approached corners. I'd do a 1-pixel sideways dash when I meant to do an upwards dash. Adding some sort of threshold for the dash that either takes you around a corner or leaps off of it might help.
All in all it's a fun little game that has potential to be even better. I hope you do something with it!
The mechanic looks there, but unfortunately as a game it feels a bit unfinished. If you really want to jazz something like this up, my advice would be to increase the pace by a lot, have boards just moving in constantly, and have the meter rapidly moving up and down and you have to keep hitting it just right at random levels throughout. Difficulty ramp could pace upwards by making the pace of the game move faster and faster. Congrats on getting something in!
Solid submission. I like the simple monochromatic art style and it was a good choice for a quick jam. Felt a bit sluggish and knowing where the hit boxes were was tough sometimes, so making it a bit faster paced and maybe color variations on the parts that hit vs. those that don't work improve things. I'd also like to see a version where the web doesn't shorten as you swing, but that might just be a design choice. Good job overall.
Congratulations on getting something completed, that's always a victory in jams. The guns worked pretty well and the game was pretty straightforward. I would like to see more variety with the terrain, maybe staying on paths allows you to move faster, and you can hide behind things? More juice is always welcome too.
Interesting concept, and not a bad entry for one day's work. If you want to make it more interesting, I'd like to see some collision and obstacle avoidance, as well as ways to be tactical with gathering enemies. Right now I just keep forming Ls forever and they just keep coming without being able to touch me.
Fun concept, simple execution. I agree with the other reviews that you need to put the interaction on pointer down instead of up. That would really make this come alive. A larger board would be welcome to make it feel like I can maneuver, and would also allow for some pickups that could be interesting.
Great concept, and a solid start. Visuals and audio are pretty solid and the game is pretty well scoped. Animations unfortunately do not really align with timing, so parrying was extremely difficult to time and I pretty much just spammed the button. If the timing could be addressed and made to feel less sluggish overall, this would be more entertaining. I did feel compelled to at least claim my initial spot on the board!
100%. There was so much I wanted to do to differentiate it, but lost a week to the hurricane. Fortunately this entire project is actually part of a much larger game where all the current art (a free art pack on itch) is going to be thrown out and rebranded to a different IP, and hopefully that's when I can start adding the differentiating factors.
Yep, my daughter hit this too and I was like oh, no, did it break? But it turns out the leaderboard service was having some sort of outage or hiccough briefly. Post-jam I might add some scaffolding around this to make the UX better in case of service outages since it doesn't give you any indication of loading progress.
Very good take on the theme as a concept. Has a rough difficulty ramp. To encourage more leaderboard attempts, you might want to accelerate the game over animation. For the difficulty ramp, I'd probably open up in a much more easily navigable space with easy to kill enemies, then ramp up the terrain difficulty as you reach the outer edges. Fun little minigame.
I'm not entirely certain if it's one-shot, or maybe I'm just playing the game wrong, since I can just keep charging up as many times as I want to spam enemies. Seems a bit unfinished and the buttons are missing text. I think with some adjustments it could be fun though, maybe more high level direction about the controls and intent?
Neat idea, though plays a little slow. Ramping up the speed by a lot could help. Could use some more cash in the beginning, or maybe some quantity of smaller items to show you how to use them since I didn't realize you had to earn small amounts of money with multiple launches before needing to buy them. Not bad for a quick entry.
Good effort for a jam. Tower defense games are tough. I think I mostly got it, though it was hard to determine exactly how placement worked, and I don't think I fully understood ability cards. If you work on this a bit more, I'd tweak the art a bit to clear out the gibberish map text and unit placements to make it more obvious how their positions will effect damage.