Great wave defense game! Once you've "solved" it, it does get repetitive, but we have far more time to play it than you did to make it, so it's understandable.
Thanks for the feedback! Much of the level design for the jam was used to quickly familiarize the player with each mechanic by calling out the differences between scenes. It does get a bit same-y looking after awhile, though.
No worries! I had some issues with the WebGL player size myself. I had to go back and reupload several times to try and get the screen elements to fit how I wanted.
Really fun mechanics and neat puzzle generation. I only really disliked the idea that if you got hit with a bunch of low movement numbers, the enemies would overtake you pretty quickly, especially the 4's.
The gameplay was fun and the rolling bugs are a funny touch. I would have liked to see more ways to break up the color scheme for readability, even if it was just coloring in some elements.
Great aesthetics and feeling to the game. I also loved the text in the world space. I did, however, fall out of the world several times and had very buggy collisions.
Neat mechanic and a nice little game. The UI in my browser was a bit oversized and ran out of the window, but I didn't lose anything for it. I would have liked some indicator for my charges, but maybe that was outside my window and I just didn't notice.
I like the concept of using flies to protect you, but the enemies just shot too fast for me. It felt like the only way to handle the enemies was to wait out their bullets and run when they stopped shooting, otherwise you didn't have enough energy to deal with the fire rate.
I really enjoyed the art and the premise. The red fireflies were really annoying, though, and I wound up just running in as straight a line as I could to collect 9 before they killed any.
I really enjoyed the art and the premise. The red fireflies were really annoying, though, and I wound up just running in as straight a line as I could to collect 9 before they killed any.
Fun concept. The music stabs my ears a bit, but the moment to moment gameplay is quite enjoyable. I would agree with the comments asking for a discernible goal.
I enjoyed the premise and the use of the theme. I also really liked the upgrades. I did encounter a bug with crates spawning outside of the playspace, but it didn't detract from my experience.
I loved every aspect of this game. The presentation, the mechanics, how you iterated and evolved them over the course of the runtime. My only nitpick was how sometimes it didn't register a jump and I just walked off the ledge, but there weren't too many ledges where that became an issue.
I like the movement, the boss fight, and the story build up. I wanted to see more small scale gameplay leading into the boss or more bosses as you mentioned in other comments.
Thank you for playing! I have a bunch of ideas for expanding this into a more feature-complete release, including a tighter player controller and more iteration put into puzzle design.
Thanks for the feedback! The lights are sprite shapes in Unity and I wasn't sure how to stop the seams from appearing. I think it may be a graphics setting in the presets, but I need to dig into it deeper. I'm glad you enjoyed the game.
Thanks for the kind words! I've only been doing pixel art for a couple weeks and appreciate all of the feedback people have left regarding the art direction.
Thanks for the feedback! I realized that leaving the light bricks you pretty early on and it was the reason I added a restart button. After the rating period I will likely add messaging when out of the light to signal for restart.
The game is a bit too long for what it is, but I did complete my homework and go to bed on time. I also enjoyed the tension of trying to do your homework while juggling the lights and making sure not to attract whatever the hell was outside.