What a fun take on perspective! I liked the jump between the outsides and insides of the building, it really makes you observe and think ahead before the next move. Nice and chill with such a cute little meow upon kitty get! Well done :3
SnoreKi
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I just did a little update. The difficulty scales better, hitboxes adjusted, Zeppelins have been added, The tower is more tower-like compared to other buildings, and more squiggles added to the animations. Little things here and there. I tried not to overwork it to retain the scuffed nature of it :P
Thank you all for the wonderful feedback <3
Hey thank you! I didn't have the time available to create a longer game as I would have liked, so I kept is micro to alleviate the stress that comes with a larger project. Needed sleep. After doing longer jams all year I figured testing my ability to be quick was something I wanted to try. I appreciate the feedback, thanks for playing my scuffed entry, enjoy the jam <3
I really loved the style and the nice glow. Very intuitive controls, the rotation was something I had fidget with until I got a feel for it. Pretty solid gameplay, although I feel like I hit a difficulty plateau when I had certain upgrades leveled a bit, notably the amount of cannons. Eventually it felt like wave 30 and 60 were about the same(the game crashed at wave 63, that might have been my browser though). I also noticed that the choice between two downgrades at once showed up very rarely, maybe more often could help put more tension on the player when they get too strong. It's ok to be mean the player sometimes haha. Overall, great game! Well done!
Really cool concept! The option to choose a path and have agency in what situation you'll be fighting through was a nice approach. I enjoyed taking a moment to see what was ahead and getting my input combos ready, then run out guns blazing like an action movie. The boss room with the multiple shields was a delightful twist on the established mechanics. After going through the game the first time while trying to be slow and strategic I wanted to try a speed run. However, In playing through it again I discovered that rapidly alternating the buttons can blast through all the enemies almost instantly with no consequence, other than a missed shot. Without some pushback it didn't feel like there was any reason not to spam the controls. I see some great speed run potential for this game and it seems like there's a lot cool stuff you can do with the mechanics you have here, Great work!
I agree, the level bounds really seem out of place. I tried to refrain from putting walls around the stage for the sake of it feeling like, well, space. I'll admit, it certainly does cause confusion/frustration when to objective at times is to take the long shot. Luckily the levels are pretty easy to make now that the game is built, any further updates to this title will definitely take these issues into account. I'm glad you found some enjoyment in the game, I've always wanted to mess around with mass and gravity and it most likely won't be the last time. I appreciate your feedback, thank you so much <3
Thank you so much! I agree, the travel distance between shots is very inconsistent, that has a lot to do with the placement of the level boundaries and the level shape itself. It would be preferred to allow the player to explore and have the choice to drift around space for a bit, something that is easily addressed with more focus on level design. We could always use just a little more time to smooth out rough edges. I'm glad you found such interest in this project, I'd love to play around with some more design ideas for this in the future. Thank you again for playing and such kind words <3
With enemies remaining non-hostile the difficulty kind of goes out the window. However, I agree that the enemies are still pretty easy to just run past even when functioning properly. The choice to include limited ammo was to compliment the stealth aspect, which I feel could use some additional attention. But there certainly isn't a reason why both ways can't co-exist. Moving forward I'll try to include various play options in this type of game. I too enjoy the kickback from shooting, and I have way too many ideas for more items :) Thank you playing and providing feedback, much appreciated <3
So it turns out there's a bug that makes the enemies friendly shortly after an encounter. It's pretty fun running around with a swarm of pals, but not the intended function in this project. I tried a bunch of new things this time in terms of movement. Audio was mainly placeholders that never got swapped out. It's a bit rough to say the least XD
I got bugs in my jam, ewwwww