Woah! Thank you very much! I'ma keep this tip on my checklist. All my games have this issue lol
Sappir
Creator of
Recent community posts
I like it. I liked that you grew plants. The art was great. The mechanic was great for the genre! It was relatively easy to start and learn due to the quick restart button.
Music would've added a lot! I personally don't like waiting, watching the day night cycle each time was hard. Maybe have it as a little panel as a indicator.
Music and sound design are really good! I actually loved the little bullets coming out of the gun. The enemy that makes the 3 width block across the whole was really cool.
I kinda zoned out after a bit and died to the red squares. I wished they weren't just squares but I think that is just a personal preference.
The stages after you clear the room takes a really long time. Then once the enemies start to ramp up, it gets really interesting.
I love how the game looks! I love how game vibes too! The music really fit the game. The sound effects were just right. I really like your level design too xD. I just want to play your game more!
I actually encountered a bug when I respawned. Where I respawned in the walls D:
The controls really felt like a precision platformer. But the game didn't feel like it should be as precise
I loved the intro, the menu, and the graphics. The blob was so cute. The music was interesting xD. I can tell how much effort was put into the camera and player movement.
Like the others I had trouble with controls. Although the camera didn't bother me as much. I just couldn't get the hang of the controls enough to be precise with it.
I wasn't sure why I was restarting(unless I rolled off an edge D:) until I read the comments and the subbmission page.
Very fun game loop! I loved how you could chain the explosives. I wished the spinning felt better but I was on the edge of my seat either way each time I spun it xD. The music was suprisingly on point abiet a bit monotonous.
After a couple tries I found that the incentive to buy more expensive items outweighs buying a lot of smaller items, making the optimal way to play is shop rng for better items.
I hope you don't mind me suggesting things. I think you could add a grid where you slot in items after purchasing. Or you could make a purchase that increases the chance to get better items.
I also had a lot of trouble with the aiming. I went through a couple iterations of it. Switching it from x to y to z axis and doing a couple axis as a time. Ultimately I ended up with x and z axis at different values based on the player's current mouse position projected onto a invisible wall behind the scene itself. I feel like metal gear rising and mix and jam's creation of the mechanic is well done. Where they implemented a character outside the mechanic to show visual representation of the cut.
The Scoring is based on the number of cuts required to kill the object. I wanted to implement a way to track the center of mass by calculating the mass of the sliced object against the mass of what is left of the sliced object. Then scoring that against the whole value of the object and adding a value showing how much points you got from it after you defeat the object. But I was worried about lag and the time limit.