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Selina
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Nice game. The movement is very fun.
I was confused at first why having admirers is a bad thing, and why I should flee from them. I was also a bit disappointed by the game over screen. Would have loved for a little "You managed to catch X dragon flies!" or "You survived for X seconds!" instead of just "You lost".
Other than that I really enjoyed having few runs at this game, it's relaxing, and after a while you see how the theme fits in with the momentum of the lily pads.
Very nice game, love the atmosphere.
It's a bit buggy on the technical side. Menus don't behave like you would expect them (I pressed esc way to much, only to show the pause menu over the menu I was in. Got stuck on the water after a while while trying to walk over a bridge.
Still a lovely game overall.
The theme was nicely implemented, and I absolutely loved the clicking sounds. Well done.
A few points of critique though: If you die, the trail effect leads from the point where you died to the respawn point, giving more a sense of teleporting. And while mapping out a possibility space is a nice example of "failure is progress", this possibility space is a bit big for my taste. After a while it becomes tedious. Doing it with numbers or fewer letters would probably have been more fun (but I understand that you wanted "wowie" to fit in there). Also the placement of the cursors and bits was a bit annoying. The cursors would sometimes float right in the respaw area, immobilizing you for a while. And most of the bits spawn at relatively inaccessible places (even with a double dash). And one final nitpick: usually windows uses the white cursor per default ; )
Still those are just points that would improve an already interesting game (in my opinion at least).
Thank you so much. That is really encouraging.
Yeah, I did poorly on the sound. Especially the walking sound was originally matched for a bipedal character, which I later swapped out for the blob. Now it really doesn't match. And for the font I agree as well. I even switched it out basically last minute, because the one I used before that was even worse.
I did actually consider voice over, and my partner even offered to do it. Retrospectively I know that we could have done it, but at the time I was just worried that that would cost too much time. But I am considering working on the game again after the jam, and voiceover is definitely something I will do then.
Thank you for the feedback.
Every game set in a simulation just needs some sort of CRT effect ; ) And yes I agree, and I even changed the font last minute, as the one I used before had even worse readability.
Thanks for noticing the puzzle elements. I tried to code it in a way that would make finding different approaches necessary.
Yeah, I even had more elements planned (for example lasers), but decided to limit the scope. But I am considering if I want to expand on the game after the jam, and if I do, I would certainly do that.
Thank you for your feedback. Yes, I noticed a bit into the jam that it is more or less just a reskin of the objective. Once I did notice I tried to reinforce the feeling a bit, like adding a victory sound for the goal, and emphasizing the story of the player being trapped a bit more. Glad to see that that helped.
The look and style of the game are picked nicely.
I probably would have wished for some mechanics that supported the theme. The towers only shot at the enemies, which is kind of what I would expect from a tower defense game anyway. Also I think you could have played with the perspective a bit more. It still felt like the "bad guys" were coming from "my side", which also made it feel a bit more like a traditional tower defense game.
Still, I don't want this to sound bad. It's not a bad game. I did have fun playing it.
Good game. I struggle a bit to see the theme, but I still have to say that the game itself is very nicely implemented. Only thing I would change is to make movement a bit smoother and/or enemy hitboxes a bit bigger, as I feel like you tend to overshoot the enemies in the vertical axis, making it hard to hit them.
Thank you! And yes, it basically is.
I first though of these youtube videos like "100 $ if you can miss the shot", where they have robots that move the basket to the position you're shooting. Then I remembered that this whole prediction thing is basically what Will You Snail? does, so I decided why not just flavor it like that?
Oh, I liked this game. It had just the right amount of challenging you in your skill, but not too much, and requiring you to think.
The only thing that bugged me a bit is that conventionally I associate space with jumping, especially for a platformer. So if I would change anything, then to move the color shift to another input.
Other than that, great game.
The amount of mushrooms unfortunately makes it a bit confusing, which led to me looking out for only one specific kind I was sure about and trampling all the others. Also it's hard when they are close together.
It's a nice idea for sure, just a bit hectic. I still felt motivated to keep going (and if my highscore would be displayed anywhere after I'm done I might have been just that bit more motivated).
Great game. I love the topic. I considered something evolution based for this jam myself, but couldn't come up with something good. Very excited that you did.
Only thing is that at first things followed naturally, due to the terrain, but I only later realized that I had to die to an attack to gain an attack. Also the boss battle could have been a bit shorter for my taste.
But still, overall a game that looks, sounds, and feels very good.
This game has slight problems with feedback. I got a score for saved aliens in the end, but I have no idea what that meant. When is an alien saved?
Also, as touching the aliens depletes your health, and the alien movement is not dampened in any way, it seems like bumping one at the edge, and then waiting for the rest to slowly move off the screen is the optimal strategy, which is not that engaging.
I have to say that I still liked the feeling of forcing them all off screen in a big clump, and bumping the planets was fun.
For some reason I did not have sound, but expected music due to the title. But that might just be a technical problem.
While it was not the initial intent, I realized relatively early on that this mechanic would work relatively well as a mental health metaphor. Be it depression, social anxiety or something else, with plants as a coping mechanism.
I have to admit that this interpretation did indeed influence my writing of the dialogues a bit, for example how she describes how the other people scare her at first and seem friendly later.
So yes, you are not far off.