yeah I've had that happen to me a bunch. I tried to balance it as best as I could to make it possible to work on one level. Would you believe me when I say the most common number is over double the others.
Thenerd42
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absolutely agree. I had to fall back on the current iteration. I was the sole visual asset creator, so most of my environmental ideas had to be cut. I also wanted to include a dusting for fingerprints mechanic. That required you to collect dust as the shrimp, but I just didn't have the time. Maybe if I had another full day to work on it.
Fun game. I always like these types of games. Balance could be adjusted. After two or three rounds you can swap to the explosion frogs and never need any of the other frogs modes. Planet also does very little as an upgrade compared to the others. I like the permanent doge idea, but I never seem to see him do much might, I might just be missing it while playing.
Fun game. I always like these types of games. Balance could be adjusted. After two or three rounds you can swap to the explosion frogs and never need any of the other frogs modes. Planet also does very little as an upgrade compared to the others. I like the permanent doge idea, but I never seem to see him do much might, I might just be missing it while playing.
The controls need some work. It is very hard to tell where you are going. The hit boxes might also need adjusting. It feels like the needle has a much smaller hitbox than the enemy projectile, and the ruler seems to just damage the entire room. You guys have the best assets both music wise and art wise out of the games I've currently played during the jam. I'd love to see a more polished version of this game. I also managed to beat it, but just barely.
The enemies are definitely too hard for the kit that the player has. No way to heal, or checkpoints is also made me rely on cheesing the levels. That being said, the rebound pads are the only thing I would really alter. Tried to retreat one time and the enemy shot it while I was running away. If we had more or more durable rebound pads, I think it would both improve gameplay and entice players into using trap mode. There is also a softlock when you activate a telepad of the previous level inside your current level. Great job on the assets.
Yeah I can see the heart behind the project. I can tell that the biggest hurdle you guys faced was time and knowledge of the engine. liked the music. Gameplay was lacking in the interaction between the two modes. There were a couple of gates behind range, but not for power/melee mode. The progress bar to heal based on progression has that classic collect 100 coins get a 1up feeling, love that. Honestly now that time has been taken off your shoulders, keep developing this game. If you dm the next version I'd love to see it in a more finished state. Reminds me of the first time I tried to dev a game.
Game kinda reminds me of old flash and cool math game style games. I liked the music and the art was well drawn. Spacebar being reset level messed me up a few times, and wall jump and charge jump could use a bit of polish and animation. Nice little game to play. Its tie to theme is a bit loose, though.