Awesome game! I'm a little surprised this game has so few ratings. More people should definitely give this one a try. The swapping mechanic is handled very well, and the game looks and sounds great. Probably one of my favorites that I've tried out this jam.
I think if there's one thing I would change, it would be to add enemies coming in from multiple directions. In the first stage it's very easy to just sit in the middle, wait for an enemy to get close to the bottom of their tile, and then swap the enemy's tile into the bottom row, forcing them to immediately walk out. It makes the difficulty pretty trivial, but I think if stuff were coming in from all directions then that would lead to much more interesting decision making.
Good work on the game though!
trickytriangles
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Pretty good take on a difficult concept. I think what makes this game so challenging is that there are three different things for the player to control, and each is mapped to its own set of direction keys. It feels a bit like trying to play a game with three analog sticks. It's a little much to juggle for a fast-paced action game, but fortunately the action in this game moves relatively slowly. Still though, it's pretty manageable once you get the hang of things.
You've got a good start to a game here, and with some more refinement you could make it into something pretty fun and different. I can't imagine it's very easy to make a game with just C and OpenGL, especially inside of a game jam timeframe, but I think you actually did okay. I think if there's one thing you could add to the game it'd be a jump button. It really felt like the game wanted me to jump over the bullets.
Nice game with a nice aesthetic. The post-processing effects look great, and the music was fantastic as well. Really liked the gameplay overall, but I think it could use a little more fine-tuning. The player's jump is really quick, which may be good for platforming, but isn't so good when you're trying to weave through tight clusters of bullets. It's tough to dodge things in the air. I found that the safest spot was to just hang out on the bottom of the map and slightly wiggle back and forth as needed.
Overall though, it's a really nice little game and you did a good job with it!
I really like how you used the paper theming with this one. Having the enemies be drawn in and erased by the pencil is a cool visual feature, as is tracking the player's health through little scraps of paper. There's a lot of charming little touches that sell the concept. That said, while the game itself is pretty solid, there are a couple small tweaks you could make to make the experience a bit smoother. I think the biggest issue is that you can still get hit by the very small bullets.
A nice, well-polished bullet hell. Loved the way some of the enemy patterns synced to the music. Really well done!
There's a small bug I found with the scoring. When you start a new game after a game over, the score multiplier doesn't build up correctly. It takes quite a while to get over 1x. Closing and reopening the game seems to fix the problem.
Cool game! Loved the idea behind it, and I appreciate the amount of variety in the enemy bullet patterns. Only thing I felt was a little weird was the aiming. Trying to split my focus between dodging bullets at the bottom of the screen and trying to target enemies at the top was a little awkward. Other than that though, it played great. Would make a fun little game if you ever decide to expand on it.
I really liked the concept behind the ability system. Having to make a choice between limited powerup configurations makes for an interesting challenge. I wish the player had some baseline level of power though. I had one game where I wasn't really thinking and didn't pick any weapons before starting, so I had no way to attack anybody. It's still a cool system though.
Really loved playing through this. Great concept and solid execution. Only thing I felt was off was the graphics for the bullets themselves. The blurry image for the bullets made it a little hard to judge where the hitboxes were, and if I focused on it too hard it made me feel like my eyes were losing focus. 😵
Still though, really nice job!
Really fun game. Loved trying to find the safest path through each stage. My one issue was that it felt like the force applied from your shot ignored your ship's current momentum entirely. There were some times, for example, I was drifting upwards so I tried to shoot in that direction to get my ship to stop before it hit a spike. But instead, I ended up getting sent backwards, usually into another obstacle. Aside from just that one little bit of slipperiness to the controls though it's great.
There have been quite a few "rotate the level" puzzle platformers this jam, but one thing that stood out to me with this one is that it's a bit more action-y than the others. The platforming is pretty tight, and if you have a good grasp of the level layout you can manipulate the room rotation mechanic to find quicker and more clever ways to the exit. As a fan of action-y puzzle games I quite like that.
Hey, someone else did a game with a circular world! 😁 I like the idea for this one, but as others have already mentioned it's pretty easy to keep going forever by spamming the shot button. One thing I wanted to add was that, due to the rotating level, it was a little hard to tell at first whether or not my character was actually moving when I held down the left and right arrow keys. Maybe adding some visual feedback like a particle effect, or maybe adding some landmarks to the level itself, could help people get a better feel for how they're moving through the environment.
The spherical world effect is actually very simple. It's just... rotation! The way it works is that I put each type of object inside an empty GameObject and gave it a position offset. Then, the empty parent object sits at the center of the planet and has its rotation value modified to simulate a character walking around the planet. Here's what the prefab for the soldier unit looks like (note how the XYZ widget is far below the character):