Great game, love the vibe and the voice acting
I found it a bit difficult to see the doors that could be opened. I went to a marker but didn't know what to do after that because I couldn't see the door beside me!
Nice job by everybody involved!
Depending on your sprite resolution, a possible fix may be to first find the camera zoom that makes the art look good when zoomed out max. Then every zoom-in is an integer multiple of that (like 2x, 3x, 4x). You could still lerp/tween between 1x and 2x for example, so there will be aliasing as the camera is moving, but once it reaches its destination it should snap the pixels correctly
--- though looking at the art again, I don't think this solution is possible unfortunately
The genre isn't for me, but I like some of the ideas here -- the exchange rate, and timing it with the arrival of the truck and mice
Would be nice to know what the upgrades do, and where the mice are coming from and what they're attacking exactly, because I don't think it was the cheese
Also I accidentally put a turret on top of the shop interface and it blocked that button the whole game haha
Nice submission
"I wish the physics played a bigger role"---immediately gets hit by a stormcloud that launches my wall into the tower, knocking over the entire structure
"I wish there were enemies that came from the sky"---immediately gets pelted by truck sized balls of hail
"I wish the enemies came faste--"
Super fun game, so much personality in the art. Honestly the calm phase is the first 15 waves, after that the game has no chill. I'm in full panic mode trying to rebuild the entire structure again, while my character smiles back at me knowing this is it
Slight critiques:
- I do think you could truncate the first 10 waves or so, cut it down to 5 and let the player get to the chaos faster so they can see the game for what it really is
- The timer blocks the center of the player once the camera zooms out, making it hard to see that area when building
- Not sure how to fix this, but when the camera zooms out, it aliases the art, making it look suboptimal. I think the resolution should match the zoomed out camera, and then you can zoom in from there
Great submission! One of my favourites!
Yeah, the player will be lower to the ground in the future
Here's the general dev breakdown:
Day 1: Player movement. basic level and level transitions. spikes, death and respawn
Day 2: Player animations, keyboard control indicators, bubble mechanic
Day 3: First music, levels 1-3, currents, dashing
Day 4: Jellyfish, 4 more levels
Day 5: Backgrounds, rest of the normal levels
Day 6: All the sfx came in, final level, menu screen
Day 7: The rest of the music came in, pause menu
There were many other things we wanted to add but didn't get the time. Will come in an update after the jam :-)
Strangely immersive. Unfortunate that you couldn't have real VAs for this, but it is what it is
Not sure if intentional but it seemed the end scene still triggered prematurely despite me never pressing M. It would loop the word game twice and then end in the middle of the second game.
The boat actually feels nice, I wish the game was more central to the boat rather than the word game
Cool submission
The music in this game has a weird grainy sound that does NOT feel good on the ears. Had to mute the sound for this one unfortunately
Currently there is no punishment to going slow. Wish there were more hazards as well
The plane feels great though, and the transitions between the desert and cave look nice
Wish there was more to the theme, nice submission otherwise!