The game itself is simple yet interesting, but the controls are very difficult. Sometimes I didn't know what I'm doing because I thought I'm attacking but the enemies weren't responding. I don't think the game glitched or anything, I just think the attack's unintuitive. It'd need some polish, but for a jam entry it's still cool. -@h
lazy input friends
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This is hard. I knew I'm screwed when I barely cleared the first jump. The level design is pretty great, I just wish it was adjusted more towards people who've never played the game. Otherwise though the game works well, once you get used to it the mechanic feels natural which I think is hard to pull off. Deserves more ratings, I liked it -@h
I really love the main mechanic for this, the shift transition is amazing, I couldn't stop doing it. The game is glitchy, though, and I didn't get far at all. The multitude of universes makes it hard to know where you're supposed to be at any given point, but I think this would make for a nice game if polished. -@h
Pretty cool idea. I'm not sure if the tutorial was really needed because I picked up more by playing the game than reading about it. The actual gameplay though is a little tedious - you can speed it up massively by not caring about the die outcome because mastering that is way harder than anything else in this game. I think it'd also be better if the movement speed was faster, because my rounds were pretty low on action because of it. btw, the viewport on the game page is huge - I had to zoom out to 50% to see the game screen comfortably -@h
Feels like this shouldn't be so fun as it is. Also kinda Wordle-y with the 5 letter words. The choice of these is interesting because short words usually don't play well with Hangman but when you remove 10-12 letters per turn it becomes reasonable to guess. The only real problem I have with this is that I don't see a situation where it's beneficial to roll later - it's always roll first, then guess to me. Makes the mouse click kind of pointless. Maybe that's just me, though. -@h
Surprisingly polished, I love the mood of it honestly. We've also delved into tactics + rerolling so it's interesting to compare both approaches, although yours is definitely more bug free than what we did. The scope of things like these is impressive so it's crazy that you've done it that well. I think what I don't like is the separate screen for the nodes, it's nice and original but proves to be gimmicky when you need to do it over and over again. Otherwise I really have nothing, it's a little hard to understand for a jam game but things like ground highlights help. I think I was the most confused with how attacking works, but it got cleared up pretty fast -@h
I think the gate design is fine, personally. I just took the middle color of the gates as the color the ball should be and it worked fine. I do think the level design is a bit dense to have the gates this similar to each other, but I don't know what's at fault here. Nonetheless, cool one, had fun -@h
I'm honestly not sure what was happening during most of the time spent with the game. I've finished it twice but I still don't know what was intentional and what wasn't. It took me a long time to notice that the level end transitions took me to a different level and didn't respawn me at a checkpoint, or something of that kind at least. I don't know what is the purpose of the battery thing as running out of it seemingly does nothing. Once I clipped through the ground after falling from a platform. On the other side, the visuals were beautiful (one of the best I've seen in this jam), the music was pretty good, and I liked the player movement. -@h
Ah yes, turns out DaBaby and Gucci Mane can really make a Nokia game feel more alive. :D
The 3-rocket idea is actually pretty nice, it has a rather small effect on gameplay but it's something else and makes you focus more. Maybe could've needed some more consideration on sizes of elements, cause it feels like you don't have to move the rockets much. -@h
This took me the longest time to figure out but it was an eureka moment when I did. And I still kept failing. Nice rager, although I have to say the obvious: the pixel that is controlled is not on the 84x48 grid at all. I guess it's a design decision but it definitely wouldn't have gone well on the Nokia. Speaking of the design, I think it'd be a bit easier in later levels if orbits were moving a bit slower for more time to react. -@h