Thanks for the feedback! ^^
L. PocketShadow
Creator of
Recent community posts
Thanks for the feedback!
I purposefully made the viewport in 4:3, b/c I like the idea of doing that to give it a more "retro" feel, but for it to work, I defo need better camera work, better composition, and/or maybe a mini-map. Probably a better idea to give at least the option to put it in either 4:3 or 16:9 tho.
Interesting Idea!
The instructions weren't very clear(and a bit hard to read in game), so it took me a second to figure out how to get the game going.
When it comes to instructions, making it as short and sweet as possible is key. Most people will glaze over paragraphs.
Since there was no sound effect for the boss picking up the coins, it made it harder to tell who was getting what in real time, making me stare at the totals instead of the main part of the game.
Imo, it's kinda tedious to have to spam click on the buttons on the right AND spam click on the machine. I think it would have been better to choose the coin you want and be able to click on the machine right away.
I think with more polish, and a little faster pace for the coins falling, this clicker game has potential. :)
1. You do not have to hold the down/s keys to fall down. The quick fall was optional. Maybe that's my bad for not making that clear?
2. I did incorporate a cam shake for hit feedback, but it seems it wasn't enough to convey that the robots were getting hit. When vim played he didn't know if he was doing damage at first either.
3. Ye
Thanks for the feedback!
The bullets from enemies are too fast imo, and some of them are hard to see. A lot of the times I've died, I had no idea what killed me.
I feel like if the bullets were slower, and you could see more of the map/enemies, this could work really well as a bullet-hell type of game.
I really enjoyed the particle effects and core game loop.
It took me a few minutes to figure how to get the game going, since the fact that you can press enter to go through doors was in the readme, but after that it's really fun and interesting!
Actually underrated! I really liked the gravity mechanics, and how the bosses showcase the next powerup you get from them.
I managed to beat 4 of the bosses, but I couldn't figure out how to damage the final one. :(
Really good job!
The HTML ver. wouldn't load for me :(
Windows ver.:
Graphical aesthetic is SUPER cool. And how the game window bends? A little disorienting at first, but I'm really into it. The pause screen going into like a wireframe mode is a nice touch, too.
I think its strange that the collectables make the character stop for a second. The text in the beginnings a little hard to read. Collisions in general seem pretty wonky. Most of the times I've died, it was to weird collision, which gets worse after shooting the pollos. It makes me not want to shoot or pick up things.
The core game loop is fun tho.
Interesting concept.
I think the instructions for controlling the jump angle w/ the mouse should have been first w/ the space to jump. I kept falling in the lava for a minute b4 figuring it out on my own.
Having something like an arrow to indicate the angle would have been really helpful.
It's a little too hard, esp when I keep getting stuck, so I was unable to get to the boss.
I can see the potential tho. This could've been a more fun game with a little more polish. Game jam's are hard.
First off, I LOVE the aesthetic and color pallet.
I think it's a little too difficult to start. The first "wave" is do-able, but the second wave feels a bit unfair. I think you added to many things to look out for too fast, and those spike guys are hard to see.
Atmosphere is on point tho, and that's enough to make me to want to keep trying for a little bit longer b4 giving up.