Aaaah, I see.
Well, this is probably the best I can do, lmao.
Jenislav
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The art is excelent, the artstyle is very unique. It also has a very strong implementation of the limitation, which is something I personally struggled this jam. The controls feel a bit unresponsive and I would have liked some score display, but other than that the game is great.
I would however recommend uploading the game as browser playable html, it should be somewhat simple in Unity (I think) and it would land you a lot more players/ratings.
I actually played the game a few times, almost got to the end of the fourth stage. In my opinion, the game is not all that difficult, but you have to either open the portal asap, or actively hunt the bugs, which is not obvious at first. I think that might be one of the reasons why your friends couldn't get past the first stage, as you said in the Discord.
Other than that, there are some clunky aspects of the game:
As someone commented, getting on the ropes from below is unintuitive.
Someone else stated that the controlls feel strange. This is imho true for the first 1 or 2 playtroughs, but overall is not that big of an issue.
One of my main issues is the UI. It is very small and it is not obvious which abilities are ready at a quick glance. I would personally recommend a progress bar behind the numbers, or just changing their color when tey are charged.
When the enemies clump up, it's hard to tell who you are damaging, or how many enemies there are, but I have no clue how to prevent this (in a game jam scope) and it is something I also struggle in my games.
The dash feels bad to use. It feels like there is a delay between the button press and the animation, it doesn't go very far and is way too slow.
The attack rooting you in place also doesn't feel good, but I suppose it is necessary for balance reasons.
Overall, I think the game is made with passion and isn't bad as a core concept, but it needs a lot more polish to be truly enjoyable. Other than the issues already listed, there are many possible improvements: better camera movement, more feedback: particles, animations, effects, and more gameplay stategy.
I will recommend this video: https://www.youtube.com/watch?v=216_5nu4aVQ as a starting point.
Thank you for the high praise!
Regarding the highscore issue, it tracks 2 things: How many waves you defeated and how fast did you manage to do it. Could it be that you were just surviving and not killing enemies, since that is how you progress the waves?
Anyways, that was definitely an error on my side, the highscore/wave system should be clearer now.
Thanks for playing!
I find it funny that other players complained about the scarcity of ammo, while I just yeeted my weapons constantly. I kind of wish that there would be more focus on the weapon throwing, as it is somewhat unique and feels more exciting than the shooting.
I do like the limited color palette, and the chromatic aberration is a nice on hit effect.
The visuals and audio are crisp, the game looks and sounds amazing.
I was a bit frustrated by the gameplay, I feel like lot of the times I was just repeating moves, waiting for the AI to make a mistake, but it's probably just me being bad. Might be interesting to test a player vs player version of this.
I would really recommend finding a way to export the game as .exe or even better as .html. It wasn't a problem for me personally, but I bet you would get a lot more players if you did. I think it's really cool that you made the game in pygame, as it's something I have been wanting to try for some time, did you enjoy working with it?
Now, the idea of Tarot cards having two ways of being used is really cool, but I wish I could choose which side to use. Usually when I lost, it was because I drew too many swords upside down (or maybe I am just a scrub, lmao), which was quite frustrating. Maybe let the player pay health to flip a card upside down? This would add some additional strategy and make the player feel more in control.
Computer card games usually draw the card automatically (I think), but imho it was a good decision to keep it manual, as it worked very well with the time limit, creating a stressful atmosphere, which I feel was your goal.
The visual side obviously needs some work, but I enjoyed the gameplay, even though I only ever got to the third level.
I have conquered the tower of doom!
At first I didn't understand the controls, then I was frustrated by them, but near the end I felt like I actually knew what I was doing, which was pretty satisfying.
With some polish this could be a great Jumpking-like game. The blast attack makes me think that maybe some enemies could be added? Games of this type usually don't have them (probably for a good reason), but it could be interesting.
Overall I'm glad I figured out how to play, as it was quite fun.
On the visual side, this is probably the best game of this jam, very unique art style, I love it. The gameplay definitely lacks something, although I struggle to define what. Maybe some punishment for using the abilities in a bad way, like putting the lightning on longer cooldown, if it misses a ship? Also some audiovisual feedback for hitting a ship would be great.
Well done!
For (I assume) a first time project, made by two people in two days this is great! In fact this is one of the few games that I have finished in this jam.
Some tips: I would have appreciated some kind of feedback about taking damage, like a sound effect or a screen flash. Also, in Godot, you can turn off "Filter" in the import tab of an image, leading to crisp pixel art.
Other than that, good job!
Well unfortunately, for some reason I couldn't submit the project for the jam, even though it was successfully uploaded to itch. Well anyways, two other people managed continued it, so thats good.
EDIT: Okay, scratch that, it actually got uploaded, itch just refused to show it to me I guess. Lmao. Good luck and have fun!
Most likely going to do this https://yaminoodle.itch.io/the-siege, unless something more interesting comes along