Sorry for the late replay, I haven't checked itch for a while^^"
But thank you so much for your kind words! Glad that you enjoy the new additions and that we didn't lose something in the transition^^
And also (belated) happy new year!
I can imagine that! Getting into the top 100, against almost 6000 other games AND then also being picked as featured game, that’s a real achievement. But as said, I think your game absolutely deserves it! So, any plans to continue Phasing Puller? Theoretically you just could just fix the bugs, add more levels and you would have a complete game experience. (heck I’d argue it already feels like a complete game with a beginning, middle and end)
No worries, I’d say it’s a huge improvement to our last gamejam endeavor and the reception seemed positive overall. Again, thank you for your kind words, just hearing that someone really enjoyed our game means a lot to me. gg!
That‘s actually a good point, probably because I am not (yet) enough skilled in the game, I always eventually failed because of running out of time, so lives seemed a bit pointless. But your probably right, in the long run the lives system could definitely have it‘s benefits to balance and increase the game difficulty the further you get.
Just as the other commenters, I unfortunately have nobody to test this game with^^" That being said, I think the concept is really intriguing. Health, dashing and aiming being connected with the other player brings a lot of unusual strategy and considerations to a versus game. There just might be the risk, that every game ends in a game over, if the second player starts killing the other player, just to avoid giving them the win. But still a really neat twist on a tower fall-ish game!
The design of the cells and parasite is absolutely lovely. The mechanics took a while to get used to, but as soon as those clicked, it kind of felt like top-down web swinging. I found it really fun just swinging from target to target (and sucking out their life force of course). I think it would be even more interesting, if the cells had different movement and ai patterns, instead of just charging the player.
It was a bit hard to see if I was hit by enemy bullets or if I’m damaging the boss. Probably would help, if there was any kind of visual or audio feedback and the health bar was green and red for example. But I like this “thought of war” style of boss fight. Also, the enemies and attack patterns are quite elaborate for a game created in such a short time, nicely done!
(Also good that you decided to post some screenshots, those were the reason I even found your game)
Love the look of the game, simple but sleek. Using the entire screen as a timer is a really neat idea. Gameplay is also good fun, starts out simple, didn't expect it to get that hectic at the end. Although I'm not sure if a live system is really needed, fighting against time was already a big enough challenge. Anyway, was absolutely enjoyable to play!
Story premise wise, this probably the most unique game I played in this game jam. Didn’t expect to see a game about fusing and murdering goats. And eating cake. Was fun to play, but a bit to much trial and error in my opinion. Probably would help, if you cloud see more of the level or some form of overview.
Think this is one of my top favorite games of this game jam. Using the magnet to attract and shot the puck just feels so fun and satisfying. Having multiple magnets, where you can bounce between also really adds to the game. The only thing I would improve on, is how enemies can damage you. Sometimes it just wasn't clear for me when I was about to get hit or not (mainly the small ones). But other than excellent game!
Really nice puzzle game enjoyed it greatly! Would change the order of some of the levels (I think some of the later ones are better at explaining the chaining mechanic) but I think it’s cool, who many levels you were able to create within 48 hours. Also appreciate the more minor details, like to audio and visual feedback when selecting a planet. I think they enhance the game greatly!
Excellent concept, I can totally imagine this as the base of unique roguelike, where you are able to see all the rooms ahead, plan your route and use the movable rooms for your advantage. Unfortunately, sometimes movement just stops workings, so my 30 rooms run was cut short^^" Also the enemies might be a tick to aggressive, sometimes the only option seemed to be camping behind a wall and take them out slowly one by one. But I really like that adjacent rooms can give stat bonuses or support fire, really a neat idea!
Definitely more on the challenging (not to say, frustrating) side, but I guess that this is on purpose. Really gets your heart pounding, running through the level, unable to stop, risking getting hit every time you try to switch directions.
The hit detection maybe could use some more fine tuning. Sometimes it felt as I was hit by the ball when it shouldn’t have. Maybe it actually did hit the player, but in those situations, it felt a bit unjustified and overly punishing. But overall an interesting and challenging mechanic
Excellent puzzle plattformer! As others already mentioned, it would be really helpfull to get more time and chances to get familiar with the rules, when and how you can hook blocks. But after getting over this hurdle, the puzzles were really fun and mostly intutive. I also really like the minimalist (almost) 1 bit art style. Is kinda cute and oddly eery at the same time.
Fun twist on the tower defense genre. Difficulty is way too low, never lost a single live. At the same time, there isn’t really a way to deal with the elemental enemies in strategic way. But not goanna lay, still was kinda satisfying demolishing all those enemies with the elemental beams. The visuals are very nice, especially really like how those mixed elemental portals look.
Unfortunately, I had no one to play this together with ... but also worked surprisingly well playing it allow. And was also still quite enjoyable! Connecting the blocks and building stairs for you or the second character to use. At times it was a bit hard to attach the block precisely, because the characters are so small as well as bit too fast.