Great game! Glad that you guys resolved the weird AV false positive issue.
I'm pretty bad when it comes to pool games (I'm usually the guy who has to use his pool stick to figure out the exact angle he wants to shoot,) but this was pretty fun. It didn't really fit the jam's theme or restriction, but I liked the power ups, the art style, and the sound effects. The visuals of the balls "rolling" across the table was a nice touch as well.
Just one small piece of criticism: On the web version, clicking a small area next to the barcode (?) in the bottom right brings up the tutorial, which you need to click through to progress. However, clicking also forces you to hit the cue ball with your stick, wasting a shot. I ended up missing a few shots due to this small error.
trav3l3r
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Phenomenal game! I like how you combined RPG / deck building mechanics with breakout. Made it to round 7 with 397 enemies killed.
All round, I love it. It's a great start and I think it's got a lot of potential. The visuals are swell, the music is oddly fitting, and the gameplay seems fairly well balanced. If I were to criticize anything about it, I might add a way to differentiate between which balls on the screen of the same type - are which on your spell bar. Maybe a small number next to each one? Or a slightly different brightness to the color?
Reached 'you win' in 2:11:78!
I like the movement options and the way you incorporated them into the hamster-ball avatar. Took me a few tries to reach the end, but I had a blast the whole way through. The green-launcher-things being tied to the Q button felt a little weird, but was a no brainer once I got used to it. I also liked the chromatic abberation effect as the mold got closer - really helped invoke that sense of world-ending-panic.
Echoing the comments on the text readability - a black outline around the text is really all I think you might need. Maybe some more environment decorations (although I'm not certainly one to talk.) That, and sometimes the cannons were a little hard to get into on the smaller platforms, but maybe that was the intended effect. All in all, a neat game!
Fun little endless runner. I scored 52!
If I could make one suggestion, a distinction between what's in the foreground / background and what's on the playing field would be nice. There were a few times I hit walls or kept flipping over things I didn't need to because I couldn't tell the difference between obstacles and non-obstacles.
Neat concept. I liked the art style and the way things were highlighted to show the focus on the next sector. I got confused a few times before I realized it was normal for the game to softlock after hitting an obstacle, but other than that I enjoyed it. Only suggestion might be to add a quit button (not even necessarily a menu) so you can close the game without Alt + F4ing, or just make it not-fullscreen.
Thank you for giving it a play! I originally was going to have the sushi parts spawn via crates falling from the ceiling, and have some more dropping/bouncing animations for the sushi, thus fulfilling the gravity theme, but I overscoped a bit and didn't get to it. I wonder if there were perhaps easier ways to do what I wanted in that regard...
I just tried again and that's miles better! Definitely looks like it's playing at the intended speed now.
The gameplay is fun. I'm not usually a huge fan of endless runners, but this one has a nice feel to it, and the bobbing of your Cetacean is a nice little attention to detail, as well as the high score being rendered in 3D space in the main menu.
If I were to critique anything, I might echo similar comments about depth perception feeling a little weird, but I think that just comes with the style of the game. Maybe a little tracer flowing out from the player showing where you are facing might help. Some more obstacles or moving entities would also be fun.
Overall, cool entry! Thanks for posting this. Coding graphics 'from scratch' is a huge pain and I appreciate how much work it probably took to get working.
Thanks a ton for giving it a play! (And for the compliment to my still-improving art skills.) Good suggestion. I originally had different types of rice / base and fish have different effects (different projectile effects, difference stat boosts, etc.,) but I just ran out of time and ended up not implementing them. I think next time I'm going to try to have a few, more dynamic components pre-built so I can spend less time engine-wrangling and more time game dev'ing. Lessons learned for the future, I suppose.
Thank you! This is my first attempt at actually publishing a mini game, and I admittedly did not get to spend as much time on it as I had originally wanted. I was struggling a bit with how chaotic I wanted to make it, eventually opting a bit more on the side of having more going on than less, figuring that it being a little challenging would be better than it being a little boring.
On the other hand, I also wasn't quite sure how to best fit everything in the space that I wanted it to fit in. I wanted to make the phone annoyingly big so that the player would try to get it out of their face ASAP, but maybe it took up a bit too much space. I also forgot to add Time.deltaTime to a lot of the physics operations (whoops!) so the game is either a lot easier or literally impossible depending on how your machine runs it. Lots of lessons learned for next time!