Awesome reply right there dude. Hope to see more of EmPop and yourself in the future!
Juri Mizani
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Fun idea but definitely a bit tricky, found myself running out of "ammo" very fast. That and I'm just terrible at shooters that are this fast paced 😂
The music was good, it suited the fast paced vibe very well.... but its weird, like the beat was making me feel properly anxious and I don't know why?
Great inclusion of a tutorial, as others have said, often missed in Jams, but so useful.
This feels like an amazing concept. Really feels like you could run a lot further with it if you wanted to outside of the jam. I think I'd like to see something a little more simulationy a little less arcadey?
Some of it felt a little too random I think. Like... it almost didn't matter about the other bubbles colours, they were just firing off almost any colour interaction? Made it feel almost pointless to try and specifically interact.
Very unique take on the theme, not seen anything else like this. Yet it still feels like a proper interpretation to me at least.
The music was nice, not sure its the highlight for me but it suited the vibe of the game very well.
I like the concept, but this is not the sort of game I am ANY good at. I can do math, sure. But my brain latches on to doing the math and basically shuts down doing anything else while my mental cursor changes to an egg timer and flips end over end while the cogs whirl and eventually the answer comes out.
In this game, that means by the time I have an answer, I'm dead.
Or, I start typing the answer, just to realise the input hasn't got focus, and I am now dead.
So, as a usability thing - I'd maybe consider either removing the input and just having the game listen for numerical, enter and I guess delete input, and update a label of some sort to display what the player has currently input and not hit enter on?
But yea, the above? Thats all probably just cause I'm shit. This is a fun game, I just think I'm not the target audience.
Last comment(s)... that loading screen my dude... I see I'm the only one bring it up but...
- Using Toad - Firstly a Nintendo Asset, though done in the spirit of humour dark or otherwise and just a silly little loading screen...
- Braver than me, I ain't messing with Nintendo's shit 😂
- More seriously, pretty sure thats a problem and I really wouldn't want the judges to discount you just cause of that - which they might as per: -
- Liberals? Politics these days is so divisive even a little off hand comment like that can drive people away or start something. You do you my dude, but I would just keep anything political that could be construed as a jab out of it personally.
Yea i think the square movement needs some work to make them a little less adept at juking the player. As they are, for the lowest enemy they're just a bit too tricky to take out and just a bit too dangerous if there's a lot of them and they don't get taken out fast.
Thank you very much for your feedback! ❤️
Once I'm at the computer this eve I'll come give your game a poke 😊
Haha love the sound effects. I didn't have time to play for long but the controls felt pretty good. Managed to get to what I think was the first checkpoint. The level design also seemed fairly complex.
Wasn't sure what the deal was with the red blobs though. The blue ones seemed top be switches but I didn't notice anything change from the red?
I had fun with this!
This is a pretty neat concept! I like the sword mechanics a lot. Not sure how I feel about the shield mechanic - it feels that in its current for them best defence is a good offense.
The background art looks particularly great and I like the BGM too!
Does feel like it gets punishingly hard fast, but thats just a balance issue heh.
I enjoyed my time with this game :)
Love the visual style of this, it comes across incredibly well polished. You managed exactly what I wanted and failed with my submission.
Maybe I'm missing something with the gameplay though, or maybe I'm just lame, but having your cells move towards the mouse at the rate they do, plus needing to use the mouse to aim... basically just had me suiciding all my cells on the second enemy? Which was as I'm sure you can guess a bit frustrating.
The controls were a little frustrating for me, felt like half the time I was either firing things not where I wanted to or zooming in a direction that wasn't where I thought I was pointing. That and not really being able to aim upwards to scoop up previous resoures.
The gameplay itself was interesting. It had a claustrophobic feeling despite it being a wide open ocean space and the darkness made you feel something might be lurking out there which added a certain tension to it even without the air supply.
I like this a lot. Like you've said above, the creature behaviour really is very cool. I like how they flock about. Would be interested to hear a bit more of a breakdown of the logic behind it.
Its got a bit of a Devil Daggers vibe? But maybe thats just me not managing to avoid the things very well.
Feels like theres lot of room for further expansion on this! Really interested to see where it could go.
A fun take on the whole "You're shooting something up int he area and buying upgrades to make it go further" genre! Simple but fun.
But I gotta ask, can we have some sort of "hold button down to keep attacking" function? By the last couple of rounds I was getting pretty fatigued pounding J.
I also really like the play on the theme. It feels almost like "You're the ammunition" at first until you realise nah mate.... you're doing bloody KARATE on the meteors!
I can see why you're asking for special attention to be given to the art. It really is great! My own submission is very much "developer" art 😅.
I liked the concept and the very literal interpretation of the theme! It feels like a game that could have a lot of potential for further advancement and storytelling!