That would be sweet! We can link up on Discord. We have a whole document full of potential ideas that were out of the scope of this jam and a ton of great feedback.
jcavazos19
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Some really solid ideas here. The concept of a block puzzle game being a sequencer is neat. Getting all of these elements working together in a week is impressive.
I do think the UI gets in the way a bit, especially when there are more objects on screen. The last level in particular is visually difficult to navigate. Maybe it would be clearer to have the arrows only at the spots where items are supposed to go and the objects instead would be the goal color or have that color as the object outline.
The angle also makes it difficult to parse all of the UI elements and whether or not you're going to push something toward the upper edge since the (really nice) hand-drawn artwork is flat and has no depth. With the 2D art style, top-down might be more effective for separating things out a bit more.
The cat and zombie sounds are funny and charming at first, but over time they are a bit too loud and grating. At a certain point it made me want to address them first in the puzzle no matter what, which may be the intention! It's a little bit of a shame because the loops are otherwise so lovely and cozy, especially the last one (I still have it playing while writing this). It would also be awesome for the restart of the sequencer to have a cleaner-sounding loop.
Love the title screen theme!
Thanks! This is great feedback. We're definitely thinking of ways we can better balance things and provide some more feedback that things are actually happening. Kind of a broad question, but do you have an idea of any elements currently in the game or that could be added that would pull you to replay it? Anything that would make you say "one more run" after dying or finishing waves? I could see this becoming a deck builder where you start off with Regular bullets and can get card packs with drops of varying rarity that have these effects over time.
Ah man I played this one the most so far. Really addicting, especially as the enemy ball types get a bit more varied. there's a ton to like here. Would love to see an expanded version with a larger range of room types and hazards. It's great when the balls start "fighting back". I would have liked to see the spike balls earlier than the boss.
The part of the soundtrack that went in the direction of lounge piano was v nice.
Really nice environment, music, visuals, and narrative voice! I'm definitely going to be playing this one again. The resource management is really important really quickly. Would love more opportunities to use items. There were a few spots where it felt like I was locked out of using something, even a recovery item.
Thanks! Yes, the intensity does increase from wave to wave and drops back down again when choosing bullets and pausing.
We have an update posted with fixed aiming (huzzah!) as well as addressing a few unintended behaviors & bugs. There are a few synergies that currently exist between a few of the bullet types that make planning out bullet order a little more interesting, but we're unsure if that's something for players to discover or something we should hint at and tutorialize more. Would love to hear your thoughts on how to better represent that!