I see why you compared your game to mine, the concept is very similar (aside from your boxes and my state machiene) :)
Good job, I enjoyed the puzzles ^^
(Tipp: Try to slightly modify the weights on all tiles so the a* algorithm is consistent ;))
Thx for the feedback :)
I agree with pretty much everthing ^^
I put in the music in the last second and did not double check if godot imported it as a loop..
The levels need some more iteration and a few more "beginnerfriendly" levels to ease the player into all mechanics.
And of course there are game related limitations i should fix (you cant add new tiles while the game is running, its annoying that you cant just drag nodes out of the execution line, but need to put them where they belong ect.. )
Thanks! I should've added a few "easier" levels to ease people into the game. I might add a few between 1->2 and 4->5 after the voting period. Sadly i was rushing towards the end of the deadline, since i started a bit late :/
(and in a puzzler i personally prefer fewer hard levels than more easy ones if I have to choose, but thats just my own personal preference ;))
I will check your game out later this evening :)
Thanks for the feedback. Actually originally each step node did exactly that. I think another solution would be to add a "stop" node :)
Since the levels are designed with that in mind I hope it's not a big issue, but yeah there is a lot of potential for many other types of nodes! (conditionals, goto/loops, trigger elements in the level like a lever/button ect ect)
I had a lot of fun, but not so much sleep 😅
Definately learned a lot on what I should focus and what aspects I should give more time. I put in a lot of effort into animating everything and putting in a lot of variety. Sound design and game balancing for all kinds of players is really hard and I tweaked some things after the jam that would've taken me maybe 2h. But because i wanted to fullfill my bucketlist of features I ended up creating a finished product, but It couldve been more fun If I focused more on playtesting and early feedback.
The sound definitely fits the bullet hell game quite well. The patterns are nice and dodgeable, however, I felt my default cursor was not very visible and it was a bit hard to control. Generally, I think twin-stick games work better on a controller, but even a larger cursor when using a mouse and keyboard would help a bit. Overall nice game <3 I have not much to complain about, except the already mentioned null reference error that is really quite annoying.
i like the visuals a lot :)
the gameplay is fun but counterintuitive, since fighting the enemies once your just throw up potions is punished by having to fight even more enemies. I think decreasing the timer just a little would balance it enough such that fighting enemies with the small sword is still viable without making it too easy.
thank you for the detailed feedback :)
yeah I know the physics can be frustrating but its hard to balance around that considering the visuals. I would probably have to have played around more with weight/invisible hitboxes and lower spawn timers in order to make it more "bearable". But instead my ape brain wanted to make more powerups and a second boss >¬<
My quick fix was to make all external factors optional through the "zen" mode. Have you tried that? Maybe you would find that a bit more enjoyable even though it takes a bit away from the "chaos" part.
Anyways thanks for detailed analysis of what you did and did not like <3