I think this was a pretty good implementation of a neat idea! Good presentation and didn't overcomplicate.
Moses
Creator of
Recent community posts
Really great game! Just driving around whacking stuff was really fun and it looked really good too. Had a good variety of enemies as well.
I played until I unfortunately got an error after completing one of the levels, it didn't affect my enjoyment much since it happened late into the game but I should still mention it.
Glad you enjoyed it and yeah I'm definitely glad I added controller support, if only for myself when testing. To defeat the monster you both have to stretch out then if one character stops moving then they will be catapulted in to the monster to damage it. Granted there wasn't a tutorial for it so it was hit or miss whether it clicked with the player or not. Thanks for playing!
Glad you like the style! Thanks for playing.
Assuming the button thing wasn't a bug) To press the button you have to "crouch" on the button to make yourself heavier and press it so it goes green.
I was a bit unsure whether everyone would recognise it or not or if the visual language would be ok (I wanted to avoid obvious hints) so I wouldn't be surprised if it was easily missable.
I think the main problem is probably the camera which others have mentioned.
Other than that this looks like a pretty solid entry. I think the art's good and the boos was fairly enjoyable although fighting it felt a bit repetitive (throw ball , jump over, collect ball, repeat lots of times).
I think it's a bit unnecessary for the ball to travel so fast towards the other side of the level every throw but that's partly personal preference and you could for sure design around that if you wanted.
Overall, good job!
Very nice game. An asteroid style game where your orbiting around a point was interesting and the way the bullet changed when shot through the sun created some good split-second decision making. The way the gameplay linked to the music was really nice too. Maybe this could become like Tetris Effect or something, I think that would be really cool.
The rhythm aspect is a nice spin on the bullethell genre and the game looked very cool.
If I had to say anything it would be to give a little bit more leeway on the beat it seemed a bit tight (or I might be bad). In a normal rhythm game it would be fine but if you miss the beat in this game you get really screwed especially since you have to get really close to danger.
This was really good! The idea was executed very well and the game was well polished. The upgrade system was very well done too. Even though the differences between enemies were simple, those differences were enough to make each enemy different to fight. Very nice!
My best after a few tries was level 7 in about 5 mins.
Pretty fun. I remember a block game on miniclip that was a similar idea to this so I was able to pick it up pretty well. Having a die instead was a nice spin on that idea.
Right now the game seems very easy, I think in the future you would have to try and encourage the player to use the stage gimmicks more or make the stages smaller/unique/restrictive.
But overall this was good and showed the concept well imo.
Nice game, it was a bit difficult to work out what was happening at first but once I worked it out it seems like a neat idea.
The camera controls were a bit frustrating to use and there was some sort of NavMesh error that came up in the console when you talked to customers.
But this is a really solid amount of work considering it's only 48 hours.
Thanks, glad you enjoyed it!
Yeah, I totally forgot the next level button lol, slightly annoyed about it.
And interesting suggestion about the trail... Because of previous feedback about the trail, I'd already changed the trail to a more standard trail for the post-jam version. I didn't think that the length of it might've been the problem. I'll definitely have a look at it for comparison, although I might just end up sticking with the standard trail now, at this point it seems like the safer option.
Thanks for playing!