Thanks again for checking it out!
Yeah, I got one extra enemy there, and a couple balance changes.
Will probably make a bigger version!
Nice one! I liked the movement and grabbing/throwing the boxes do feel pretty good.
One thing that kinda threw me off was the controls tho, don't now exactly what keyboard you use but for me was kinda hard to get used to. I think if you picked-up and threw the boxes with same key (space) it would be even more satisfying to throw stuff around.
Also restart being in the middle of two other action keys made it even hader to grasp.
Thanks!
Yeah, some sort of gamma/brightness setting can came in handy, as some monitors could have diferent brightness/contrast settings. If i move on with this will definitely take a look at it!
Thinking about doing some sort of rogue-like type thing, have to look more in-depth tho.
Thanks for the feedback!
Moving and Dashing feels really good here, nice ramp up in difficulty aswell.
Although you have some nice Sfx and screen shakes I think it stills lacks a bit of visual feedback when hitting stuff and dying, the animations alone doesn't seem impactful enough.
I also think that the Level's size here may be a bit overkill, creates a lot of "dead space", as your not gonna need to worry about a saw blade thats falling on the other side of the screen (raising the crate's spawnrate would probably ease this).
Really nice game! Feels good to organize stuff.
I think the game could use a bit more intuitiveness tho (like a highlight in a car the player's controlling, stuff like that), as I don't really see an Aesthetical or Narrative reason for not to.
The Level do feel a bit odd as there was aways a bit of an akward free space when I tried parking the cars (may be just me being bad at the game).
Really nice one! Massive Guitar Hero vibes lol.
Difficulty is fine for me (maybe a bit too easy), could probably be cool if it started slow and build up speed as it went, would give it more replayability as well.
One thing that I disliked was that the Yellow Toy on the fourth lane was really close to the Green Toy, as I manly look at positioning to get them right, i messed up a lot cause of it.
The Idea is really interesting! I can definetely see a "Full" version of this.
You're probably planning to do this, but you could put the items on a grid, would make it more enjoyable and organized.
Also, on this version, I think it would be better if instead of overflowing you with items one on top of each other, just throw in 6 to 10 items well spaced one from the other (as you wouldn't really be able to get all of them just by throwing them in).
Although I think the movement is a bit clunky, this Feels weirdly good to play! Kinda satisfying to get the boxes in the right place.
I don't now for sure, but the cardinal movement seems like an actual feature, so I think this could be a bit more "obvious" that is the intended way (lock players in a grid, use effects or something like that).
The game also doesn't really change (nor difficulty or anything), so I didn't see no incentive to play again.
Cool game, enjoyed it overall! Feels good to drag the boxes around.
I think if you needed to drop the packages on top of the big "Storage Boxes", things would be more interesting (maybe the Package Spawner was the one on top?).
Difficulty could probably ramp up a bit faster aswell, seems like you spend more time on the "easy" bits then in the more interesting harder "get good" moments, after diyng a couple of times I was kinda thrown off to going in again cause it would take too long to get to were I was.
Pretty cool game, interesting design and mechanics.
Got me confused at first, but once I undestood it, it got pretty interesting!
Also, getting lower numbers on the Balance thingy felt almost luck based (specially "1"), maybe put all the possible numbers really high? Could be kinda intersting all above 8 or so.
I feel that the first section, after you learn the game, can be a bit stale aswell (manly cause of luck).
Really nice work on this one!
Feels good to shoot and the graphics are kinda interesting! (I see the inspiration lol).
I could go on about some specific stuff that i disliked, but I think what lacks here is "meaning". Its kinda hard to explain but I feel that all the features aren't really impactful or important, and I think every single feature (graphic, mechanic, etc) should matter and make sense as a whole.
Also, I feel that is kinda annoying to click a button to pick-up the upgrades as, again, it seemed there wasn't much "meaning" for not to pick them up.
The idea is pretty nice (both gameplay and narrative wise), the way the number scales could be super addicting!
Takes a bit long to get "interesting" though, not necessarily how fast the customers show up, more about how many needs to show before you can get the Gold upgrade.
"Storage space" also seemed kinda pointless.