Thank you! Yeah, the controls are a bit jank. Something to change for the next jam!
Singers_of_NOFF
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Ok, this one is really fun. Things I loved about this:
- The music/sound effects. Holding down space, the music and sound effects of you firing sync up and join together. The destruction you unleash becomes part of the music. Extremely satisfying.
- The tradeoff between firepower and ship size. Easier to kill, harder to avoid damage.
- The strategic choice for power-up placement. Placement matters as much as whether or not to grab it.
- The health system: The way each individual component has it's own recharging health gives the player interesting choices to make. Do you attempt to dodge, or intentionally taking the hit to spread the damage out across fresh modules?
I played through twice. First time I got obliterated by the boss laser, second time I was whittled down to just my original ship and had to slog it out with the boss, which brings me to the only downside.
- The boss fight gets boring if you're almost dead. With only one module left, I don't have the damage to kill the boss in a timely manner, but can also easily dodge incoming fire. Killing the boss becomes a route exercise. I'm not really in any danger, and just slowly watch his health chip away. I think adding some powerups to the boss fight would improve it greatly as:
- It increases the difficulty, making it harder to avoid damage.
- Lets you kill the boss quicker without nerfing the boss's health.
- It gives the player hope to get back into the fight after taking a heavy hit.
Also props for good sound design, pixel art, tight controls, power up variety, and enemy types. Well done.
Awesome presentation. I really liked the character sprites with the 3D background. The time effect on the split-screen and player "ghost"was really cool. I also really appreciated the interact symbol, which goes a long way to help players understand what they can do and start actively problem solving.
One downside (that I struggled with as well) is that players don't have anything to do while waiting for their counterpart to do their part of the puzzle. Most notably when the older character gets through the door.
Fun premise, easy to grasp controls, and clear direction to the player. I really like the concept of the difficulty ramping up as the player gets bigger, making it harder to fit through gaps. Movement was a little hard, I found myself mostly inching my way along since the player is a little slidey. I wasn't quite sure what the deal with the enemies was. They didn't hurt when you're the O or the H2, but they kill you when you're the H2O? Overall, well done.