Thanks for trying the game!
Just curious did you use the ground slam in conjunction with the high jump height?
The indicators are circling around the player
The indicator for dashes is a rainbow segmented ring around the character (you can have up to three). The number of bullets indicator is indicated by small little bullets going around the player (you can have up to 8). However there is no indicator for how much time until the next dash or bullet is about to recharge. I have experimented with that as a UI element but couldn't figure out a way to implement it without it feeling too cluttered.
Thanks for playing my game though! I hope you enjoyed the experience
Not the traditional bullet hell however fits well with the theme of limited. It would be cool if you had alternate keyboard binds for right and left click since its sorta hard to play on trackpad but it is fine with mouse and key. Probably one of the best games I have played from this jam! I got to level 10 and its gets really hectic.
Resolution for the WebGL is set way too big (I'm guessing its developed in 4k or 1440p). Its so big that I can't hit the start button! I had to change my display scaling and still half the game is cut off. The gameplay is pretty unique however the enemy shooting behaviour could be tweaked to make it slightly more interesting. However well done! amazing how you could produce such a product in such a small time frame
Hmmm thats weird were you playing the WEBGL version? Since idk why there is alot of visual artifacts and bugs in the web version. The windows version doesnt have these issues.
Also there is a day night cycle, nighttime is supposed to be very dark but it only last for about 45 seconds. But based on your screenshot it doesn't look like that.
Okay I finally figured out how to play the game! The motorcycle feels like it's on ice skates... maybe add brakes? It is also hard to tell where you will get an order placed. So I spent most of the time moving back and forth looking for orders.
This game would GREATLY benefit from some simple UI. I think the black start screen made a lot of people think the build wasn't working (myself included). A UI element for when an order is placed. A map to see where the different foods are at. Maybe add some audio cues that you picked up food, delivered food. I think a mechanic where if you blow a red without a cop looking you go free is also a potential for some interesting gameplay. Also if you go left of the start you sorta zoom off into the middle of nowhere and the UI for score and time follow.
Just a couple of suggestions to take the game to the next level!
I really dont understand the story and the thought process behind the game. Maybe add a cutscene at the start of the game? Also freeze player movement by using time.timescale = 0 at the start of the game since you can actually move and fall into the water before the UI elements unblock the screen. After the UI dissapears you can reset timescale back to 1
Its always great to see a dev make their first project! Especially during a game jam!? Next time I would advise to try to build for WebGL or Windows since these are the primary platforms most people have access to (MacOS/Linux gamers be a rare breed).
I was not able to try out this game due to the fact it was built on mac but watched your video.
How can you not love beans!
I would look into implementing a tutorial of some sort. Manipulation of the bean is really difficult (and I think that was your intention during the design phase). I would look into making the bean's movement feel more snappy. I don't think it will take away from the game but make it easier for lower skilled players and increase the potential of higher skilled players.
This game really has 'getting over it' vibes. However, getting over it has more to the game, it has a narrator spewing a story/ philosophy.
Disclaimer: I never made it to the end of the game if there is one, since I did not invest the time to get good at the weird bean movement mechanics.