Thanks for the feedback! Right now I’ve just packed in a bunch of ideas. My focus on the next version or two will be balance. Let me know if you do play more and have any other suggestions.
sebjugate
Creator of
Recent community posts
Congratulations on your first jam! I like the smooth, simple art style. A couple points of feedback:
- Unlike some others, I am OK with the controls as they are… I think they are pretty standard for a top-down shooter.
- It felt a little too zoomed in. I had to get uncomfortably close to enemies to see them.
- Level transitions were sudden and unexpected, as others have said.
- I felt like I ran out of ammo very fast and eventually got stuck on a level with an enemy left, but no ammo refills. I could not find an exit to the level. It felt like I had no option but to sit and die or run away forever. In this case it might be nice to have a slow ammo regen or something so players have at least one “exciting” option in this scenario. (For example, a FPS would have at least a melee attack so I could run in and die trying.)
Nice submission, well done, and congratulations again on your first jam. :)
I got lost numerous times on the tutorial. For some reason my natural inclination of which direction to go was rarely where the next instruction was. Because of how long it took me to complete the tutorial (ashamed), I didn’t get to play the actual game much, and ran into some green guys that killed me instantly. But very polished, and I may come back to it. I liked that I could whip enemies with the package I’m transporting!
Welcome to the GWJ!
Would prefer the ship movement to be a little snappier and the hitbox a little smaller to allow for some nimble dodging. I found the combination of slow ship movement, only being able to shoot straight ahead, and the HPs of the enemies to be a little frustrating. Definitely could use some peppy music and SFX too :)
The horizontal movement slowed down when moving up/down which felt a little funny. I’m not sure whether it gets harder as you play for longer, but it was pretty easy and felt like I could go for quite a while. I would expect speed or asteroid density to increase the longer you play. I didn’t feel like I had to shoot very often, so the cost of using a carrot was pretty negligible. Perhaps you could introduce more reasons to shoot in order to utilize that tradeoff a little more.
Overall, nice entry and welcome :)
Cool! I like the art style. As others have said, a visual indication while pulling would be nice. In one stage (7, I think) I had to wrap around the map to hit earth because it was sticking over the edge and very hard to hit from the front. I don’t know if that was by design.
I enjoyed the game, and played it to completion.
Great audio, art and tutorial. As others have mentioned, it took quite some getting used to the controls (or rather, control). Even after some significant time, I didn’t feel like I could consistently do what I wanted (especially, shooting ice/fire). Using just SPACE is a fun take on the theme, and I am confident with more practice I could get it, however I think that barrier gets in the way of what is otherwise a fun little runner.
But, what’s a game jam for if not trying whacky things? Great submission!
Very very nice and a lot of fun. Maybe a little bit easy, I beat it without too much trouble. The most annoying thing I found was the controls seemed to sometimes move a bit farther than expected. It would also be nice to be able to “pull” items, especially once you get them to the edge of the bag, they’re unrecoverable.
Overall, excellent submission!
Really neat concept and I had a lot of fun. I had a hard time being profitable, and found that I ran out of money before I could really figure out how to play. Maybe I missed part of the tutorial, but a bit more explanation about what drives ratings, and some basic strategy might help.
Very cool idea and good execution.
Not sure I really understood the combat mechanic, but I did win. I mostly used the guy that debuffed the hero a bunch of times and then hit him with the HP draining guys. I didn’t use any of the other monsters.
UI was tricky to use and a bit buggy. I often moved the map instead. I also found it was a little awkward because you were always trying to drop monsters right in front of the hero so it didn’t feel like the map had much game play significance. Realistically I with the current game mechanic it would be a better UX to just click the monsters and have the hero encounter them. If you want drag and drop, I think the position should matter somehow. Perhaps the monsters could combo with other nearby monsters.
Neat idea, and a good foundation for further development.
Great idea, funny story and a fun little puzzle game. I really thought it was going to be incomplete, but it felt like a complete (albeit, short) experience.
It could have used a little background music. I’m not sure when the music stopped after you first started playing, but I noticed near the end that I had almost no audio (sounds or music).
Sadly my random combination of movements and boxes resulted in a couple unreachable (as far as I could tell) boxes so I couldn’t progress through the endgame, but I had fun nonetheless!
I enjoyed this one. It was hard to remember the weaknesses so I had to have them up on another screen. It might be nice to indicate on the enemies whether they are weak to your current element.
You did do a good job of only introducing three elements at a time for the first few levels, but even that I had trouble remembering…
This mechanic definitely opens up some neat possibilities!