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.
PropellorHat
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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.
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.
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.
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.