Short but unique. The artstyle is definitely one of the best. Very good!
PepeBigotes
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At first the "enemies spawn away from the portal" and "you move faster in the direction you are facing" mechanics are confusing, but once you get used to it it becomes really fun. The game progression is a bit too exponential though, after just ~28 upgrades I became a enemy-deleting-fire-laser, and after 80 I became practically immortal.
A cool and fun game nonetheless.
There is a glitch that if an enemy gets too close to you he "sticks" and makes you unable to move in that direction. The combat feels unbalanced,the player's attacks are too weak, so avoiding the enemies is more effective than killing them (or maybe I'm just too bad idk). I also found myself stuck at the the third level.
The map details and overall level design ideas were there though, with a bit more polish this could be a cool adventure game.
I only have 2 problems with this game:
1, The shop only lets you buy one item/weapon at a time, there comes a point where I have a lot of cash and I cannot even use all of it because of this limitation.
2, the projectile throwing enemies can still attack while doing the death animation, resulting in a spike coming almost out of nowhere.
EDIT: Also I could walk through a wall and go out of bounds once. Rare but strange nonetheless.
All that said this is a great game. I like roguelikes and if it wasn't because of these issues I could replay this game all day long. This has the potential to become a full steam release if you fix these issues and add more content.
Great idea, not so great execution. The inverted controls and game items adapt to the theme perfectly. The problem is that platformers get really annoying if the player gets stuck in places, can't see where he goes, or moves too fast.
I see it is the first game you publish, as an amateur myself I understand your struggle. I wonder how good your games are gonna get once you get more experience, because you already have good ideas. Best of luck!
At first I thought it was stupid that this platformer didn't have checkpoints, I didn't realize that "X" (I would change it to "Press X") was meant to be pressed until I read the game description. Then I realized how genius this game is. The "checkpoints as resources" is something new to me, I haven't seen before. I love how it foments the player to be creative, specially to collect past checkpoints. And the fact that my photos were actual photos that were shown at the end of the game is mindblowing.
Definitely a 4.75/5 game (I'm taking one personal opinion star because I lost quite some time without knowing there were checkpoints)
Not gonna lie, "No chance of winning" is just an excuse for the lack of any goal. I had ideas about adding black holes or space stations as goals to move towards, I'll look towards adding that in the future.
At the moment it's not really a roguelike, I need to add more "bonuses" (propulsor, magnet, shield) for it to be one.
The idea behind "boosting while out of fuel" is that you are using a reserve for emergencies, I understand how it can be confusing to the player because I didn't communicate that correctly.
Thanks for your detailed feedback, I will keep it in mind when I develop the next update.
The building feels very unfair, but the idea is great. This is the best game concept I've seen in the jam so far, I would even dare to say that this can become a complete 5$ game if you develop it further. It just needs more time to build and better building controls (like hotkeys, drag building, and stuff like that). Keep it up!