Thanks! I know it's super confusing, I was trying to make a resource management game and things got out of hand really quickly :O
Anyway, I hope you liked it :) (because I really liked yours hehe)
It's not a bad concept, but it really gets super dizzy after a few levels, so I couldn't get super far into the game (I got to the chamber of one of the screenshots and I wasn't able to complete it).
Also, I think there is a bug where you can completely skip getting the keys for a couple of levels, which I think wasn't intended?
Overall good, I like the retro style and the VHS effect, but maybe rotating the dungeon less in some complicated levels would prevent people from throwing up hahahaha ;)
Everybody else said the same thing, the art and the music are excellent, kudos to the respective artists.
Maybe I haven't played the game long enough, but it seems that having several bubbles only makes you complete the same level a bunch of times, and it really doesn't benefit from what could be a sorta "coop" experience. (Again, I haven't played that much of the game but it's the feel I got from the first levels, so if I am mistaken I apologize!)
I think it could be cool that bubbles could collide with components such as levers and other bubbles to give it some sort of "puzzle" feeling, not too much so it's professor Layton, but just a little bit so that the game keeps fresh the entire time.
Overall, good job!
The game aesthetics look really good! Tho I think it would really benefit from some post-processing, now that's where the next level's at ;) The only problem I find is that my machine just won't run it as a consistent frame rate and it makes it a little bit hard to play, but judging by the other comments it's probably just a problem of mine. Great job :D
Oh yes! While getting the feel of the hammer I couldn't even break one hard rock hahaha (I was trying to get the feel of it, the kinematics of the hammer to get the feeling right in the game). The audio part was quite hard, it's been the first time I've "composed" something for a game, and the graphical part took a lot of trial and error. I think there's around 3 different versions of the house! Writing the lines that the professor told the player was super tricky because I wrote them at the very end of the development cycle and I was super burnt out, thus he sounds a tiny bit more agressive than I would have liked to, and some lines repeat way more than others, but it's a good prototype for what could be a post game jam version :D I'm gald that you enjoyed it! :)
This is so good! It's so polished and everything feels so right!
I found a bug where you can stand riight next to the elevator when you enter a new floor and shoot within the elevator without loosing laser charge. Just go to the far right of the elevator and the door will open, but you will still be inside. Hope you can fix that!
Really good game! The player likes to fall to the floor whenever he is on a ledge and where to go is not sometimes super clear, but it is expected from a game jam game. Kinda wish there were some mechanics to make it easier like homing sword to the enemy (without the player noticing) or ledge grabing.
Well, everybody else in the comment section is saying more or less what I am going to tell you but, increadibly polished game and super fun. It could perfectly be a mobile game with some microtransactions/ads and it could be on the front page.
I really wished there would be some original art or music, how the game would shape with that, but besides it, really good job :D