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PropellorHat

63
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19
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A member registered May 21, 2019 · View creator page →

Creator of

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Very nice game. Once you get the hang of it, its more a matter of how long you can play before you get bored. I would suggest you make it more punishing when you miss but also make the score increase faster. I feel that would make it more satisfying to master the rhythm.

Idk... if we did something like that we might be TOO successful ;P

The key is E, try downloading the standalone version and let us know if the problem persists.

The game clicked with me when I realized that you didn't have to wait for the orb to come back before picking a new target. Combined with the fact that the orbs don't stop at the first enemy they touch, the game creates an interesting and tactical system where you have to balance the placement of the two orbs. I believe there is a lot of skill depth here.

However this game is held back by the movement controls. For a player, it never feels good to have your control taken away from you. As such when the AI backs you into a corner it feels like you died due to rng rather than your own mistake.

I think you should continue to work on this game outside of the restrictions of the jam because I believe this game has the potential to be really fun.

I think this game was very well executed, however i think the difficulty curve needs tuning. Especially at the start the enemies feel a bit bullet-spongy and the robots are too squishy. Or maybe I just suck :p

You're not wrong. A part of why the game is like that is a side-effect of the concept, in order to tell a story through the messages you need to repeat the steps for every message. Currently the game takes place over 5 days, If we were to take this idea further perhaps we would add complication that modify or break the cycle as the game goes on.

*googles what a caesar cipher is* ... yes...

OMG I was not expecting anyone to bother with the code lol :P Thanks for playing!

Thank you!

Thanks for the feedback! I'm not quite sure what you mean by that, could you be more specific so that I can work to fix it.

This game surprised me a lot! I liked it so much that the very loose connection to the theme didn't really matter to me. The atmosphere in the game immediately puts you in the mood to explore and take in the sights.

It would be even better if the world was more dynamic like having a day/night cycle with pretty stars or a rower that plays cute little idle animations or even having the items you collect bounce around like physics objects.

Another critique is that the speed of the boat needs tweaking, it feels too slow at the start and too fast at the end, it made it hard for me to grab the last few items. Alternatively, you could make the colliders on the items bigger so they can be grabbed easier.

Thanks! We are aware of the balancing issues, but the best way to get more fire is to pick up and use as many elements as possible :).

Thanks for the feedback and props for making it to wave 19 :)

It took me a bit to understand the mechanics but once it clicked it was very enjoyable. I think this game would work better if it leaned more to the puzzle side. You could increase the severity of the element combinations like banning certain pairs or making some elements require another for the spell to work.

This is one of the best concepts I've seen so far. The fact that you have to dash to make the bullets go means you have to think carefully before shooting or you will run right into the enemies. To make the game even better I would add a bit of leeway in the direction that the bullets travel, I often found that they would fly in the wrong direction. Also, some sound effect would add a lot to the overall feel of the game.

I'm not even sure how you managed to make such a pretty game in 48 hours! I love the little details like how the enemies shoot in time to the music.

What a bop!

Thanks for playing! I love hearing about the unique synergies people discover when playing games I've made.

I have to agree with the other commenters, the puzzles are designed in a very engaging way with a great difficulty curve.

Such a cute aesthetic

A neat idea for a puzzle game although I found it was too easy to beat the levels just by pressing keys at random.

A neat idea but it was very buggy and I wish there were checkpoints.

Love the UI!

Fun but the pacing is a bit slow, it takes a while to reach the first point of any danger and when you die the checkpoint is too far away. Maybe I am too sleep-deprived to pay attention for very long...

This game is really satisfying to play! It would be even better if you added juice like screen shake and sound effects.

This was a blast, I kinda suck at it tho ;p. This feels like a game with a high level of mastery so well done!

Im not really sure what you are trying to go for here since I cant beat the tutorial -_-

I wish my dog was this fat

This game has great potential to be a time waster mobile game, but i think in it's current state it is too easy. Since more dots spawn than crosses over time there is a net gain in points.

There are 4 stages, 3 regular and a boss stage that has an extra wave for the boss.

I'm glad you enjoyed my game!

Thanks cbak! I added some free music, but unfortunately I don't know how to score :P

Thank you!

Thanks! If I had more time I would've definitely implemented some sort of level select.

Thanks for the feedback!

This game is great, I especially liked the sound effects! I think the game needs a clear objective or a map with a goal.

i think the hitboxes need to be a bit smaller but overall a very good game

(1 edit)

Thanks for the feedback, I've actually already fixed all the issues you mentioned in an upcoming build.

well done considering you only did it in 6 hours

great game but i wish i didn't have to start over when i die