I think this one needed some more testing, there's too many glitches!
TheDanimal
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There are a few times when there needs to be some extra indicators, I thought that a section having no indicators would mean you should return to the middle but that wasn't always the case. Those blue projectiles are especially hard to dodge.
Moving the player around is pretty fun though, overall this is a cool little minigame.
Oh I see, the pink character died so I was confused with not being able to do anything as blue. The level doesn't seem possible unless both are alive, it might be less confusing if the game ended when one of them dies.
If you're planning to continue development, I think this game has some potential. I think starting with some smaller, simpler levels would ease the player into the game mechanics more easily.
It took me a while to understand that you need to wait until the green arrow shows before you pass the crossing (and not just wait for the cats to cross). Past that, the driving mechanics could be fun but there's not enough variety in the gameplay for that, and it's far too easy to slow down in time for each crossing.
This one didn't really sit well with me... Controlling your character is difficult, having only 2 buttons and a random action assigned to each feels very limiting, and there's not a lot of time to figure out which one to use. I'm also not sure what the checkpoints are needed for. Also, it takes some time before I came across any enemies, and before I could get the right combination of inputs to try and move over to them, they just wandered off. That said, the music and graphics were excellent, and well done on trying for all 3 diversifiers.
Few technical issues, like how the enemies were getting stuck in walls. The fire and ice spells were my favourite part of this game, how they acted as projectiles to insta-kill a single enemy but also the trail they left behind damaged other enemies AND gave your arrows an upgrade if you shot them through it.
There's quite a lot of levels here for a game jam game! Haven't played them all but it looks like they explore several different ways to use the main mechanic. I think it could be improved if they were tested by more people, there's a few points where it's required to take a leap of faith, or you shoot a skull block and immediately teleport above some spikes, which feels a bit unfair.
It's a novel concept for a weapon in a tower defense game. I found it difficult to hit the enemies I wanted before the screen was overwhelmed with them, but maybe I'm just not good at shooters... I also liked that all the enemies were varied in how they moved and attacked, with some going straight for the towers and some going after the spaceship.
Definitely one of the best in terms of visuals and sound design. For a 2-button game, the movement is fun and has a good feel to it. The mechanics of the game aren't too clear though. I think you need enough wood and food at the end of each timer, but I don't understand what the medicine, shield etc. does. When I got to Fall, I kept cutting down trees but couldn't get more than 10 wood.
Clever interpretation of the jam theme here! I did have a problem with the controls, although it says to use numpad for movement you can still use the arrow keys, but if you do you can only aim your weapon forward, it's likely to cause some confusion.
Other than that, it looks and plays well, but my main problem is that the pacing is too slow. For the first few levels, the enemies travel along a single axis and all you need to do is pick out the ones that are black. It would be nice to have additional mechanics that force the player to move around, for example, rather than stay in one spot and shoot.
It's not easy to make a good game that's based on a morality system. Unfortunately, this one needed to be planned out more. The decision to go to heaven or hell is a black-or-white one, as in you either decide to help the villagers by delivering things to other villagers, or decide to steal stuff from them. A more difficult and engaging choice could be to decide between 2 options, both could potentially be the right choice morally but both also have negative consequences. Maybe you could steal the medicine in order to help a dying homeless person?
Abusing the karma system is also too easy. You can just help or steal from one person in the living world, then repeatedly talk to their ghost in the dead world to gain or lose as many points as you need. It would also help if there was some indicator that you received an item from a villager when you talk to them (I thought the one with the medicine needed me to pick up the medicine in his cart when he told me to give some to the doctor, but that counts as stealing).
You did well with the graphics while using the shapely diversifier, the world looked nice (especially the horses) and I could tell what everything was even though it was all abstract shapes. The voice acting was a nice addition too (I found the chef's voice lines funny).
Sorry for all the criticism, I hope it helps you improve for your next game jam game.
Short but sweet, a couple of parts were a bit challenging but it controls well so it didn't feel unfair at all, and I like how you can take multiple routes through the pyramid. I can see that enemies were placed on paths you traversed when you die, so you have to avoid crossing your own path, but I'm not sure how they work and they were never much of a threat even though I restarted from the same checkpoint several times.
I like how you designed the game around the two button diversifier. I also like the risk-reward aspect with the checkpoints and speed boosters - the checkpoints reset your speed so you could try to get as far as possible by jumping over checkpoints after speeding up or play it safe and set a checkpoint instead.
There's not a lot of substance to the gameplay, it does introduce new mechanics in later levels but it still feels like a simple match-shape-to-hole game. It doesn't seem to fit the theme either, I saw the explanation on your game page but I just think it's far too vague.
That said, I like the visuals and sound design, also well done for doing all 3 limitations.