I like this concept a lot. I feel like, with some bugs fixed, I would keep playing this and eventually work out some strategies. [Bugs: in my first playthrough, after exiting the map view, the closeup view was only a beige field (no sand, no cactus, etc.) and I either couldn't move, or could move infinitely in all directions (with no terrain to scroll, I couldn't tell which). Second time, I became unable to move and a red group was just pushing me around, with me unable to influence them.] I thought it would be to easy if you can control both sides - but no, it's quite challenging to juggle all of these forces, and the game was pretty fun until bugs kept me from playing. I hope you get a chance to develop this idea further someday.
John Chow Seymour
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The narration was funny, I liked that. The game controls felt good, and the graphics and explanations were very clear. The music was neat. But it just wasn't very fun. No matter what weapon I had, I just waved it around generally toward the densest cluster of enemies. It'd be cool if the different weapons demanded drastically different strategies... I'm not sure how, off the top of my head, but it's something to think about.
This could be pretty fun. A lot of the work you managed to get done during the jam is really impressive, but as-is the gameplay is a little dull. I think this could be developed into something really engaging. (btw, some of the color combinations are truly painful on the eyes. I know its random, but... maybe allow some more desaturated colors to come up in the random selection.) If you choose to keep working on it after the Jam, best of luck!
I love platformers and this one is pretty well put together. Controls feel good. Graphics look great for a Jam game. The awkward loop in the level music is irritating but didn't ruin the experience. One small suggestion: I think maybe the screen scrolls up too early when jumping; maybe wait until Charlie is closer to the top of the screen before scrolling up. Overall, nicely done!
Neat idea, fun game. Some small UI suggestions: (1) since the player will have to restart a lot, put the 'restart' button near the rest of the controls (maybe right underneath the 'Go!' button). (2) As the player gets closer to a successful launch, they'll want to make smaller and smaller adjustments. Consider having each round begin with the previous round's settings... otherwise the player just has to memorize what their setting were last time.