Devilishly difficult. Having upgrades tied to the enemy placement is a great way to scale the game, but may require a bit of balancing since I was only able to survive few rounds before restarting [Possible skill issue on my part]. Controls feel great and visuals work n-ice-ly!
Neildmac
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The fluid system does need a bit of work so that the other states are as useful as the solid mode. I did have it closer to what I wanted earlier on in the jam, but other systems required changes. Ive got some experience in level design already, and the code was my main focus for this jam but it still took me at least a day or two of work overall to model most of the levels.
Thanks for playing and Im glad you enjoyed!
Certainly a different take on the theme than what Ive seen in other submissions! Its an easy to understand game with clean visuals, though does suffer a bit in gameplay from having the same collection loop. Ill suggest adding other enemy types that lead their shots, or even cause an area to give damage over time - something to stop the player from beelining it to the animals and rarely taking damage. Adding a bit of progression for each animal type increasing damage or having different effects will also help, since 9999 damages every time makes the animals all feel the same. Dialogues are very nice, and feel natural [except for animals agreeing to be fired out a cannon, but hey, its a game after all]. Overall, a cute and silly game that needs some work
The plan was to have more sections for the Amalgam to learn new abilities through various sections that would introduce the player gradually, but the extra sections had to be cut for time. The functionality is already there to disable the abilities, they just need those section to be worth using. Such sections might be added to over time post jam.
Thanks for playing!