I was very excited to play this, cause the graphics are great and it seemed like a fast paced platforming. But then it took me 2m to clear the first level, and I had to be very precise and deliberate on my jumps, which was not very satisfying. You have a good setup here, but my suggestion would be to really focus on making the movement feel nice and fluid across the levels. Still, good job!
luamct
Creator of
Recent community posts
Pretty interesting idea on the mix of 2048 + tower defense! A few opportunities that I see:
1. Overall there're a lot things going on, and not a lot of explanation for them. I almost bailed out for not understanding what's going on
2. The level up mechanism, which is very important, is not explained in game (afaik)
3. I couldn't find how many units I could spawn with the current houses I had, or how many units each new house allows (I saw the x/y later on the units count)
4. I wasn't clear on how to spawn units at first
5. The difficulty ramp up seemed pretty insane to me
I do think you have a cool idea here, and the assets you've used fit pretty well, just needs a gentler ramp up and some polishing imo. Well done!
Very impressive, for a game jam! I had fun playing (up until the stones, which I died 30 times and gave up). The scenario was SUPER cool. Well done!
A few feedbacks, if I may:
1. If you wont have time to make the controls very snappy (coyote time, jump buffer, good camera, etc), avoid difficult platforming , which can be frustrating
2. In a game about squizzing in into tiny spaces, make sure there are no gaps in places not meant to be secrets (I got stuck inside the pagoda behind the key girl, thinking it was a secret)
3. I more cartoonish setting would have been great imo, since I found all the model scretching very funny and unserious