Excellent idea! I also thought about making something in a 'planetary' scale and playing with gravity, but ended up going a different way. Only wish there were more levels, extremely fun!
matiaspalumbo
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Absolutely stunning. Very sharp dialogue and a surprising amount of good worldbuilding. This team clearly has talented writers with cool ideas :) One small thing, some words on the scale kept producing a rather annoying ringing sound throughout part of my gameplay, probably due to some physics collision issue. Also, at some point a word fell off the scale without any particular reason, and it may have affected the ending calculation. Other than that, hats off to you guys. Amazing piece of art.
Thank you for playing! In the early stages, the only way we could eliminate 'bad' enemies was to strategically cash in a good score and then get rid of the enemies by hitting them with a low-score ball (so it didn't hurt your points very much). That was definitely less than ideal and we felt like some mechanic was missing. When we came up with the ability to hit enemies (and smash them against each other) it 100% clicked and made the game tons more fun. Thanks for the feedback!
Very, very cute :) I feel like it could be a bit longer, but in any case this is a Game Jam. Really enjoyed it and particularly liked the art style, simple but charming. One (very small) piece of feedback would be to perhaps ignore the key input of the direction opposite to which you're going, as a 'mercy' of sorts to the player (i.e. not count Left input as instadeath if I'm going Right, just ignore it). It happened to me one or two times and it feels like something that hinders the experience (there's already a bunch of possible ways to die lol). All in all, there's a lot to explore with this idea in terms of design: more skills, more enemies, etc. I feel like you can go to a bunch of cool places with this idea. Congrats!
I like the Celeste vibes, and the dialogues are very clever and thought-out. I did find the game frustratingly tough, particularly the first spiked wall with the not-so-close checkpoint. But it speaks to its artistic quality that I didn't want to give up in order to meet the other characters and progress the story :)
God I love clicker games. I spent a lot of time on this one. Excellent design and visuals, and really liked the twist with the fish pool! One thing to note, the fishes per click get way too behind in magnitude to the fishes per second you can buy. It's just a matter of balancing things out, though. Excellent game!
Very cute art style and sound! Maybe this is just me, but I had a bit of trouble distinguishing the different arrows as fast as I would have liked when things got quicker. Maybe it would be useful for each type of arrow to have a more distinct style (colors? shapes? maybe just draw the arrow shape and not the square frame?), which could make the player be faster and play longer. Great game!
Really glad you enjoyed it :) About the excessively long trail, we discovered the bug (that makes it way longer than intended) after exporting the build and it looks like it sometimes happens and sometimes doesn't. We think it might be related to fullscreen but haven't really looked into it yet. We're sorry if this hindered your experience and really appreciate the feedback!
yep, sure. I felt that the process of deciding which items to craft was a bit straightforward: you craft the most expensive item in the shop that you can craft, then you move to the second most expensive, and so on. At least that's what I found myself doing, but on second thoughts it might be because I didn't really focus on optimizing a particular resource when picking cards at the day's end