Vibemaxxing. Great execution on the vision, I also quite enjoy this interpretation on the theme.
skeeeth
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The production quality on this is really good! I didn't find that my decision making of where to aim the specific cards had too much of an effect on the outcome so I couldn't get too into the gameplay in its current state, but a shooter where your attacks are cards is an idea that has legs if you choose to pursue the idea further. I have a particular soft spot for rougelike deck-builders and would very interested to this idea move in that direction. Overall still a very good effort for a three hour jam!
The shatter effect when objects are destroyed is nice. Would love to see some more variation in the gameplay, maybe some objects that move, making them harder to click, or things that require multiple hits, or at certain timings? Id also not center the camera on the player, but rather somewhere in front of you, to give you more time to see what's coming
Neat idea! Love the name and logo as well. Unfortunately I couldn't get too into the gameplay with the collision issues. I'm an avid tetris player and its an interesting twist to try and stack on top of existing terrain and as flat as possible over a horizontal stretch. The production values are pretty solid for a jam too, a tetris theme remix always sounds good and the pixel art on the ninja is nice. Definitely has potential, would love to see where this game goes with more time to work!
Yep, your hitbox for taking damage only includes the center bit, not the wings; however your hitbox for collection does include your wings. This is intended to skew advantage to the player, but i can see how it can be a tad confusing. Also protip: your plane can fire at an angle; notice how your plane turns when moving. If you get into a situation where there are too many enemies in a certain part of the screen, you don't actually have to move in front of them to clear them. Try holding a direction key and tapping the fire button when your aiming laser is on top of enemies, then holding the opposite direction before you get too close.
The idea is that you can push enemies around repeatedly as well as stand in front of them in order to slow their advance, if you get between an enemy and the last column of the map, you can push them all the way to the front, and then in front of any tower you still have alive. In theory, if the player is fast enough, the game can be beaten with just 1 or 2 turrets, because there is no limit on how much enemies can be stalled by pushing.
Thanks for the kind words and feedback! I understand the annoyance of not being able to walk through your turrets, but the idea of their adversarial nature to the player is that they restrict your space, both with their shots and placement, so that player has to be careful of where they put them. Getting completely stuck is a pain though, I would like to add an undo/sell option for so that you can set yourself free without having to start the wave.
A tad slower, perhaps more calculating than I was expecting from the name but enjoyable nonetheless. I also cleared the game on my first try so I would love to see just a little bit more "commotion" overall. I have to commend that boss though, intimidating, more difficult and overall a culmination of the game, everything a boss should be.