Hi! Have you already joined a team?
edit: I am no longer planning on participating in this jam, but nice music!!
I like the music, concept, and platforming, but the pixel alignment issues can be a bit rough on the eyes. I think the vertical position of the camera should be locked in to certain values, that way jumping does not make the ground jitter. Good story! The dash mechanic can be abused to skip parts of the game when falling from spawn.
This is fun! The music was great but very quiet for me, and I wish I was able to use the knockback from shooting the ground to travel a bit farther horizontally, but otherwise it was pretty solid. Would love to see a ragdoll effect on these enemies. I think the ceiling could be a bit higher too. Nice work!
I could not experience this game at its full potential because of gpu limitations, but this is pretty cool. The environments and effects are gorgeous, and on top of that the gameplay is fantastic. It is incredibly satisfying to hit an attack right after a parry. I need to upgrade my gpu for sure. Great work!
Fun game! The sounds and animations are great, AND the gameplay is solid. Chaining charge attacks together feels buttery smooth and badass. My only gripe is I wish there was a resolution limit or adjustment, because I have a 4k monitor and my computer cannot run this well in fullscreen, but I would love to experience it in fullscreen. Excellent work!
This is an interesting concept but I was not able to make it very far because I kept getting killed by the invincible enemy, at least I assume that's what the laser ball is. It would show up even before I encountered any bosses. I did get to see the real bosses once though and they did look pretty cool.
Nice game! There are some issues with grabbing objects, sometimes the objects will move far away from the player when held, but otherwise the gameplay is solid. At first I didn't like how long it took for me to charge up a punch, but now I think it helps make the player feel weak. Framerate was a little laggy as more enemies got on screen, so it would be nice to have a lower graphics setting. Good work!
Very visually appealing, but I had some performance issues and bugs that made it difficult to play. I had to make the window pretty small to get a good framerate. Fairly often I would get a bug where I could not shoot or the bullet would spawn above me and pass above the enemies. Aside from those few things, this does seem like a solid game. Nice work!
Thank you! Mouse sensitivity is definitely an issue. There is a slider in the menu, but when I put out the next build I will be lowering the default sensitivity by half, in my testing it makes the game much easier.
As for the steering and leaning; it takes some getting used to but that is actually how bikes work in real life. We get so used to it that we don't notice, but to turn you must initially steer in the opposite direction just for a moment.
For pedaling I have been thinking of adding a color indicator to better show which pedal is forward.
Thank you for the feedback!
This is a fun game. Before I started I thought, "hm, how hard can this be if I'm allowed to move the ball?" After playing, I get it. It's like trying to swim in rough waters, I have some say in where I go, but for the most part I'm at the whim of the waves.
Everything about this is killer. The music, the polish, the colors, sounds, upgrades, Godot plushie! The clouds starting out with rain and then moving to lightning. There is so much depth here! I have more thoughts than I can organize, so I'll just say hats off to you! This is a masterpiece.
Performance was no issue on web (Firefox and Windows 11) except for when large amounts of particles were emitted, which I know is an issue with Windows.
Nice game! I really like the idea, but I think there are some things that could be changed. The camera shake is too intense, and there is slight camera movement after aiming is started, which makes it difficult to hold a position when aiming. The bounce raycast is also too small and sometimes does not accurately predict where the player will go. I also think the rotating tower enemies with the laser should have a more visible laser, it does not appear until the laser is facing the camera. Overall, nice work!
Not a bad concept, but I think there are some things that could be improved. It seems like the enemies only spawn in one place, so it's pretty easy to just circle the spawn and kite them forever. The high score is also limited by the fact that enemies are continuously spawning, so I was forced to finally shoot once the game started lagging real bad. I think it would be more fun if enemies spawned from all around, and maybe despawned if they got too far away, forcing the player to keep the enemies at just the correct distance.