Oh my, it definitely feels impossible. It takes a little getting used to the controls and I'm not quite sure I have the best strategy, but am able to move along! Neat concept and I'd be interested to see someone skilled play the game to try to learn a better way forward. Keep up the cool work! :)
Moon Punch Studios
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I love the idea of the sprinkles shooting out. It fit the theme super well and was just different. Going through the various waves was fun and nice to see new enemies appearing. I think the brown donut was a bit too hard to find at times, where I would just be searching for it at the end of a wave. Impressive amount of content for a game jam!
This is one of my favorite games in the jam from the concept alone! I had thought about using the hole in a donut in my game, but didn't have the time. I'm so glad to see a game making that one of the main mechanics! The level design played well to this and I really enjoyed it. The aesthetic could use some work, but it is a start! Well done!
What an aesthetic! The art and music combined together created such a feeling! I was confused a bit by the controls and mechanics at first, but then I slowly understood. Perhaps I'm just bad at the game, but I wish there was a bit more of a tutorial/introduction of the controls. Either way, the art and music made it much easier to stick around and play. :)
The art is really polished for a game jam! It made it feel really special, flying around in this huge ship, delivering donuts, haha. I liked the concept, having to deliver inside of this war zone. I didn't even realize the balloons would attack until I got close to one, which filled me with a bit of adrenaline as I dried dodging the rockets while doing my peaceful deliveries. My main comment about improvement would maybe be changing how deliveries work. The profit doesn't tell me much, but maybe if I am racing against a timer or something, I would feel more incentive. Regardless, well done!
I really enjoyed this! I thought the concept was really innovative and I would be interested in seeing a larger game using this mechanic. It felt like a constant battle of recharging the towers and getting them back in time to deal with enemies. It was a bit messy moving around, but I think it added to the experience, making it feel that much more hectic.