Thank you very much!
Originally there were many more types of items planned that would have made characters more unique (including those that join you along your runs), but eventually I stopped working on the game before reaching that point
Sanjuro
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I'm not particularly fond of shmups, so I'm a bit biased towards the base gameplay, but I did like the overall progression and the visual style. The real problem lays in the amount of visual noise that the game posses, mostly due to the very intrusive background and the small projectiles that the enemies fire. With some polish on this regard it could become a solid throwback game!
Despite the fact that I stalled the game for a considerable amount of time with just 4 or 5 base turrets, the scope of the game is very ambitious, maybe a bit too much, as some of the elements lack a clear explanation. The UI is also a bit all over the place with respect to consistency and readability, but aside from this I really liked the fact that you went for a 3D tower defence, and in particular I really liked the 3D models you created.
It could have been interesting to have some more depth concerning the way things are placed around
While not being very fond of "normal" platformers, I really enjoyed that fact that the level could be mastered with time and the overall looks of the game. Some of the background elements were a bit too much stylistically different or out of context to blend in well, but the aestethic is surely very refined (I love the way this guy jumps)
We have made a somewhat game, if we invert the direction of progression and ignore the fact that you were bold enough to create a story based on such a gameplay premise. Stupid things aside, the art is very interesting and wildly varying, while also featuring a satisfying UI. I struggled to understand what most powerups did though, most of them did not appearently have an evident effect on the progression, but maybe it was just me not playing enough or not paying enough attention
I am incredbly fond of pixel art and white-black-red color palette, hence this is obviously one of my favourite entries aestethically. I also appreciate the fact that you managed to create a game very far from the obvious genres commonly connected to a theme like this. My only complaint is that the choice of reinforcements did not feel meaningful enough, but apart from this the game could be a very nice mobile game with some more content
Love the blend of 3D and 2D art between the starting menu and the actual game, it is evident that you really had fun while making this, also considering you had one of the most clever ideas to base a game on I have ever seen. I think that the gameplay could be refined a bit more though, maybe an indicator on where you have to fall would have been nice (possibly making things too easy though), either way great job!
Incredibile pixel art and animations quality, while also providing a very original take on the theme. My only complaint is that I initially found it difficult to understand what was the point of the game other than being a taxi driver. Aside from this, incredibily solid entry in the jam, one of the best for sure
A really creepy take on Pacman (which arguably is already quite creepy); I really liked the music and overall sound effects, also I found the theme very original and interesting. I wish there was little bit more going on gameplay-wise though and I could not stop noticing the resemblance of Greg with Shrek's Gingerbread Man ahahah. Great job!
Despite the fact that after a couple of runs the game is basically over, as you can afford any amount of big turrets, I found it strangely addictive, probably because of the fact that I could come back after "losing" but keeping what I earned in the run. Graphics and sound are bit generic but they do they job well, the turrets are quite nice though
Dashing towards a monster stuns it for a second, that way you can push it and get away from it, no rng at all. This is a somewhat "hidden mechanic" that I was hoping for the players to find out by themeselves while playing, since I thought that it would be natural to try dashing towards the monsters and see what the effects was. On my part, I should have added an explicit visual indicator of the stun, there is at least an audio cue for it.
Very interesting concept, despite the fact that it's not really connected to the"protect" theme. I love the art style and the overall "demon" theme but it feels quite out of place with the mechanic itself, it's also a real shame that given such cool sprites the player has to focus only on the part of the screen with the numbers; I would have put the equations over the demons personally, it would have been more impactful. Anyway, great job!
The game is indeed a bit slow, but it was done on purpose for the atmosphere's sake. I tried to compensate this making the player move faster and dash longer when the shield is not on. Also, what do you mean with "getting stuck"?
Having (maybe limited) control of the light source could have been interesting indeed, I also thought of blinding enemies with light but the point of the game is the trade-off between visibility and protection; if the light gave both of them, it wouldn't have made any sense.
Thanks for your feedback anyway!
We both made a light-based game using Godot and we also have a somewhat similiar cover art, nice ahahah. I loved the minimalistic art and the light mechanic was also really interesting, even though I think that the game should be a bit more punishing when the green square goes into the light: I managed to cheese most of the levels with very little regards of what the yellow one did. Anyway, it's one of the best entries in the jam in my opinion, excellent work!
One of the most original entries I've played so far, very interesting. Apart from a generic sound design, I think that my only concern with the game is the UI: it feels a bit too bloated to me, you could have went for something much more elegant and coincise. Despite this, I really enjoyed playing it, thanks also to the amount of different items that you managed to create