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KatieLG
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Putting this all together in a last minute 2 hours is pretty neat xD nice one, the game is cool and I love the particle effects on dying - Only thing I might adjust is the randomised starting score, I guess it ties in with the theme of some rounds having the advantage but it just made me want to hit R until I got a score as close to non-negative as possible before I started playing.
Nice timelapse!
Thanks for the feedback and detailed review. I can't say I gave that much thought to the side-on/topdown viewing angles, but I suppose it is a bit unusual now you mention it xD I'm very new to drawing my own sprites
I should definitely have mentioned on the menu that slimes hitting you causes life loss, I got stuck for time and put a hint of that kind in the description but yeah it wasn't clear. With more time, a small knockback and colour effect would be something I'd definitely go for.
The spawn rate of the slimes was fixed and increased slightly each wave - however *where* the slimes were spawning was random and I wonder if what happened there was that I gave too wide a range for them to spawn in and so if too many spawn far away by chance one round, it appears as if the spawn rate is lower. I probably just need to keep track of roughly where they're spawning and make sure not too many get bunched up or too far out.
Hey, thanks for the feedback and ideas. You're absolutely right about the flashlight, I realised it was totally pointless to turn it off at any point, I hadn't had enough testing time during making the game to see it properly. I'd initially intended to have the player only able to shoot while the flashlight is off, or instead opt for some sort of score multiplier that incentivises the player to use as little torch light as possible to boost their score, but I just completely ran out of time to make changes to it xD
Do you mean the insta-kill of the slimes? or the player? (although the player does get 3 lives). It would definitely be good to have health pick-ups though, mistakes early on are currently too punishing. I love the idea of invisible slimes in later waves that would only show up upon shining the torch on them, that would be a really cool way to ramp it up and change things around - thanks for the numerous tips, ideas, and the kind comment, appreciate you trying it out and making the time to review! :)
Thanks so much for the feedback! Really appreciate the kind words about it :) I had a lot of fun doing the time-lapse, kept me super focused in my two stints. Having just started learning and experimenting with digital art in the last month or so, making 14 sprites in 45 minutes ended up being quite the challenge xD... think this is probably the hardest I've raced the clock in any jam so far, but it just about worked out in time and it was really fun to do. Thanks for the comments on the art! I'm hoping to keep going and learning with that simple style and try to refine it
Haven't done any streaming so far but might be something I try out at some point, just have a couple of timelapses at the moment
No problem, I'm currently trying to learn digital drawing and art too! ^ (it's hard xD ) but you have achieved a great look to the game, so keep at it! The animations were also really good ( thanks for checking out the timelapse btw :) )
These are good ideas, would be really interesting to see an attack type system in there. Might also be cool if you have some sort of mechanism for either hinting which way to go or adding a bit of strategy to the direction you choose, maybe use those chests to include items like 'preview 3 tiles' or something of the likes and toy around with ideas that make you think a bit when playing. I totally think you can expand on it and experiment with additional gameplay aspects, and building up difficulty as time goes on works well with a game like that - great start in any case :)
Really neat game, the concept is sound and the visual effects make it super satisfying to play. Sometimes the colours get a little too close together to the point that even side by side they look the same but the forgiving lives reset each time you correctly identify the enemy don't make that too big an issue, so yeah, great entry all in all, nice one, I enjoyed playing it!
Thanks!! Really appreciate the feedback, the fastest difficulty was pretty evil xD
I timed it to have the colour swap done by the peak of the bounce to give a quick moment to think about where to move to but it was definitely pretty difficult especially when it got faster, glad you liked it though! :)
I like games like this, it was smooth, nice sounds and nice visuals - only thing was, I'd remove the need to click twice, as GreenBeak says below, its un-needed as there is only one empty space, and it was a little frustrating to play with that in place, only a minor point though and I enjoyed this otherwise :)
Really nice audio, it fit the game well :) I found it a bit too hard though, and couldn't figure out the puzzle, what was the meaning behind left/down/right/up ? I was trying to recall the heights of the wisps but I was only really considering up and down and wasn't sure where left/right came in - I want to give it another try though once I understand!