Was cool! I think the beyblade aesthetic was captured wonderfully. The bosses had a pretty nice variations of attacks too.
I could not for the life of my figure out how to deal with the laser beam attack other than to just jump a lot
Maxsito
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I liked the concept! The feeling of potentially screwing over the people you're playing with was pretty neat. It would've been super cool if you could spend money to give the bosses like new attack patterns or mechanics.
I wished I could've seen the bottom of the screen more when my friends were fighting.
Okay, I thought the shooting part was a little engaging. The extremely fast pace of the character made things interesting.
For the package delivery phase, I guess I wasn't the biggest fan of the gameplay. It seemed like some tiles you could walk through while some you couldn't and the indication wasn't apparent to me. Maybe the idea was knowing what walls were invisible was the learning curve that the player is supposed to skill up in?
Also, the sound mixing for the shooting section being different from the delivery section/menu was undesirable.
I think each part of this game was executed well. From the art, sound, design, implementation, it all felt just cohesive and nice. The fire as part of shelter creation was an interesting touch that was very frustrating, but an interesting challenge.
I will say the amount of force one object exerts on another during shelter creation was frustrating. little movements really pushed everything everywhere and I had to like one by one move all my building materials carefully apart from each other in the beginning(the most frustrating part of resetting).
I'm a big fan of tower defense (and clams for the duration of this game jam). Also, the audio is soooooo sooooo good.
One thing I thought detracted from the experience was definitely the AI of the turrets. It seemed somewhat random what they targeted, but I would really hope they targeted what is closest to the Clam.
I liked the progression in the beginning! If there's future development I'd love to see what direction this takes.
Another clam game?! Wonderful!! Clamtastic. I think this was an interesting twist on pac man. The shooting but you have to follow corridor rules really got me thinking.
I think the clarity on the rules that follow how fast the little tornados move is a bit confusing. Sometimes they will literally instantly spawn and rush at you in like a third of a second. Also, sometimes the tornados hide behind the two light blue panels on either side of the game and they just catch me outta nowhere from the sides which was super frustrating.
This was pretty funny. I had a good time just messing around. I liked that everything was geared towards the absurdity of it all. Because "skill" correlates to understanding of the algorithm of how the stickman walk creates a bit of a mental block to me trying to get better. I kept on asking "WHY DON'T THEY JUST WALK AROUND THE OTHER WAY?!?!
So, we got a mini story, a crafting system, a gathering system, a fighting system and a survival system. There's quite a bit going on. I would say my initial reactions were a bit poor because of the momentum in the movement system making everything a bit harder to interact with. I started liking it a bit once I got the hang of the gathering crafting system. But, there wasn't the greatest payoff for all the time I was spending building up my character. A fine framework.