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Vikfro

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A member registered Jun 22, 2019 · View creator page →

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image.png Bro why is that my first word 😭

Ok I got super confused at first I thought I needed to find anagrams and I could not find any. (Didn’t read the rules)

Then I did, and I still couldn’t find any. My brain was thinking either anagrams or swapping one letter without changing order, but not both at once. Like for “stob” I had “bots” and “stops”. Idk why but I couldn’t get my brain to adapt, but I don’t have a very normal brain. Also I’m not a native, that doesn’t help 😅 And I’m pretty tired rn.

Maybe give a suggestion of a solution when the time is up so that slowly you can learn more words. And the definition too. That would make for a great casual mobile game I think (there’s probably already some with that concept I suppose)

Wait I just got “gamin”, that’s not an English but a French word right? I’m so confused now.

Way too hard for me, but interesting take on the theme!

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Hi, wanted to stream the game today but couldn’t for reasons of Life™️

Great polish in art and music. Some juice here and there.

Wow the middle button being space fucks me up. I am pretty good at rhythm games but do not like that scheme at all. Especially since I have a split keyboard, the space bar is not very centric it’s under on my left thumb. so I see a middle note coming up, and my brain is confused because it should be between X and N, and same regular distance than between each key. But it isn’t at all. But even with a regular keyboard, I would rather play with ZXCVB for instance. Too bad I can’t remap it. You can look at Maaack’s Game Template for next time, or make your own.

The hitboxes feel VERY unforgiving too. It would be better to have a scale of like bad - good - perfect. The rotating cheese make it specially hard. I would remove that honestly. It might be tied to the tempo, I didn’t try to check because I was so focused on not losing.

I think after 3-4 tries I got kinda used to it and managed to win first track. Then first timed the second, cool patterns in that one.

Ok nevermind I just noticed you can cheese by spamming all keys and win no problem, that might be why I managed to win second track :D

Not sure how the game fits the theme. The music gets altered somehow? I didn’t notice it, maybe I misunderstand your answer in the form. I guess one could “morph” a track with modulations, even dynamically if the music was synthesized live by the game. Didn’t read the dialogues sorry, not big on story in general; and didn’t feel like it right now. Trying to rate some more entries fast after this long week, would have read it otherwise. So just giving a 3/5 in that category to not misjudge

Solid entry overall, and welcome to GWJ!

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Hi thanks for playying and the feedback!

Yeah the controls are a bit rough, it was quite tough to implement. And since I got used to it while developing them, was hard to judge how intuitive they are, especially given that they are pretty unusual. I think the final version of the limb controller was finished on saturday or sunday, so not much time for finetuning 😅

We tried making the collisions forgiving to compensate, and with some polish in camera / level design it would be much better overall.

And yes I voiced the host Viktor Fromage.

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Game doesn’t run on itch desktop app but runs in Chrome.

Notes while playing: Good-looking sprites.

I may have seen this shader before, looks more like a lava lamp than water but better than nothing.

Bit annoying when the fish are stuck to the left you can not play them, if you press space it stops the tune. have to wait for it to loop.

So gameplay loop is very simple, maybe too simple? Feels very sandboxy. Wish there was one more mechanic, like moving some sort of cursor up and down to match the fish or like 1-2-3-4-5 hotkeys to hit depending on the top-bottom position.

Haven’t paid too much attention to the notes played, are they purely random out of a set?

Good entry overall, short good-looking fun.

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Hi! Wanted to stream the game today but new PC arrived earlier than expected so couldn’t.

Notes while playing: oh a wall of text for instructions, TL;DR

Good art

Ok, I put swords on sword and it attacked.

Can I not reroll dice? What is my agency as a player then? I think the game could play itself automatically round after round like a yolo casino dice autobattler. Ey, there’s a concept in that. (But probably already done tbh).

Oh ok so you need to swords to attack once.

The theme is a bit shoehorned I think.

Good sounds btw. No music though.

Hm you can interrupt the dice upgrade animation coming back in “hand”, so I accidentally upgraded twice in a row.

Hmmm all my dice are swords on the upgrade screen but it upgraded the heal anyway?

Ah so when the monster is upgraded, I need more dice to do actions if I understand correctly. The theme is less shoe-horned now.

Unusual that defense/block stays between rounds, but fits the difficulty/design of this one better that way.

Lost final battle - boss had 6hp left. I didn’t think very much about upgrading, probably should have upgraded less (I just kept upgrading until I got to ~40% failure). Haven’t really thought about it mathematically, but I think the skull downgrade is huge in impact compared to the upgrades.

Anyway solid entry, go make that Balatro-dice-autobattler I was talking about and good luck on winning the IRL casino of random indie millionaires.

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Hey sorry wanted to stream it but life got in the way.

Notes while playing: Woah fast movement. Graphics look nice

Not sure if I did first level as planned, I stacked the cubes and pushed them one by one

I struggled a bit on the tiny platforms (like the cubes) with the combination of fast impulse and no coyote time. The fall part of the jump is a bit floaty. Pretty good controls overall, but I really struggle in platformers without coyote.

Aah physical form changing - nice. Can I get squished as a blob under the cube and do a Metal Gear Solid? Guess not.

Ok took me a while to notice the liquid form can be used to go there - I took it for background for some reason.

image.png Lol managed to get stuck in the wall by getting pushed by the falling cube while changing into fart mode.

hmm so second cube is useless in that level.

🤦‍♂️ I dragged the cube all the way on the third level not noticing it blocked the camera at the end. For some reason I wanted to use it as a cover or something.

Wooh the gas pushing gas sound is a bit too brutal. Otherwise music and sounds are alright.

Ooooh I can push blocks like this as a slime.

My brain is taking a long time to recognize, but it’s getting late I’m a bit tired. Maybe they can be a bit more visible though.

Leaderboard seems broken.

Anyway great entry overall. I haven’t seen the “change of matter state” interpretation of the theme much, though it was a pretty obvious one to me. Maybe too obvious so not many people took it?

and cool that you teamed up Noskire, I think you don’t usually (?)

Sorry wanted to stream it today but life got in the way.

Notes while playing: Weeeeeeeeeeeeeee spiiiiin

Cool I can sunbathe in the sun directly

Woah cool terraforming mechanics

Woaaah what happened with the blackhole thing

Nooo why am I hurting lil green alien 😢

Camera feels way too zoomed in.

oh I made a huge tree on a tiny planet

Struggled a bit to make the civilizations but got it in the end. At some point the swimming mechanics become a bit frustrating when you’re just trying to terraform. My whole screen became a bit too much of a chaotic mess.

Not fond of the music and imo it’s a bit too melancholic-sounding compared to the game in itself. Sounds are alright and fun

But there’s a nice fun concept in there, with some refinement you could find a good loop between both gameplays

Sorry wanted to stream it today but life got in the way.

Notes while playing: Good graphics though the character looks like a way higher res than the rest, pops out a bit.

The prompt for the crystal and tunnel are a bit wonky. They take too long to appear.

What was the power on the other side of the magic barrier wall? I didn’t need it to finish the game.

Music is nice in itself but doesn’t fit the vibe or world game so well imo. The step sfx is good, feels golemy.

Overall a bit on the short side but solid quality. Good polish, controls are nice.

I rate it 🗿/10, will play Super Malphite Bros again

What’s in the box Mr. Freeman? WHAT’S IN THE BOX?

Sorry wanted to stream it but life got in the way.

Notes while playing: Meme of “it fits in the square hole”

Cute cat paw cursor marks when you click. What’s up with random cat games this time around?

Speaking of cat pawing at stuff, the game would work well on a tablet (or smartphone).

Man I did NOT see the greyed out thing on the code sheet for a solid two minutes and instead trying to figure out the rules based on my first guess, which had many possibilities and ambiguity.

No delete button on the codepad and I misclicked.

Poor bomb I give it a virtual hug.

Well-scoped, solid polish. Fun minigames. Not sure how well it fits the theme overall. Game feels designed for kids, are you a parent?

oh and final feedback, you definitely need a 🤘🔥 METAL track 🔥🤘 somewhere

Hey sorry my plans changed due to receiving my new PC earlier than expected, couldn’t make a third stream session as planned.

Notes while playing:

Really good looking art

Big-boobed teacher always sells. Oh, sorry something urgent came up brb gotta take a few minutes before playing the game.

😮‍💨 Ok I’m back. Nice polish in the camera movements btw. I like the learn by mistake dialogue/design choice.

Wait how big are railroad spikes… Chose the wrong thing. Ah seems I can’t put back the ingot.

Oh that’s what “billet” means (not a native).

Nice overcook element with the heating up mechanic.

Ok really cool deformation mechanic! Fits the theme well. How did you implement that? And cool that it also gets a pixel art sprite of the result, though did not look very much like what I made.

… No that doesn’t look like too much what I’m supposed to make :D

Who’s that creepy guy by the window 😭

image.png uuuuh… I got stuck in this pixel here and cannot get unstuck. It was after I threw away some bronze billet. I didn’t understand where to get wood so I thought maybe it was that.

Anyway great entry on all aspects, especially the deformation hammering mechanic. Sending that game to my IRL friend who’s a blacksmith!

Hey sorry my plans changed due to receiving my new PC earlier than expected, couldn’t make a third stream session as planned.

Notes while playing:

wtf is that sound on play into calling me a peasant 😭

TF is a bonheddwyr

🐈 Yay cats, cats always win points

The top shield has an …interesting design in the middle.

I don’t really see how the entry relates to the theme. I guess there’s a hint in the fact that you “morph” into different social classes, and “morph” cats by trading but both are a bit far-fetched imo.

What’s the point of the different cats? My actions seem to have the same outcome. But I caught a hundred for collection purposes (and eventually invading the world).

Idk what grace is - but seems counterproductive that Crime and Pray are just 100% balanced against each other.

I sold my cats for money.

Gruik

Didn’t really feel like doing simple arithmetics for the trading ratios, so I ignored the mechanic once I understood you can’t sell other animals than cats.

I won gamba twice, almost won the game, clicked on “menu” thinking it wasn’t “back to main menu and lose all your progress”.

Too lazy to download autoclicker.exe

Anyway overall fun, chill game. Good amount of UI and mechanics. Weird mix of good polish (sounds particularly) and crazy ideas. I rate 🐈/10

Hey sorry my plans changed due to receiving my new PC earlier than expected, couldn’t make a third stream session as planned.

Notes while playing:

wtf is that sound on play into calling me a peasant 😭

TF is a bonheddwyr

🐈 Yay cats, cats always win points

The top shield has an …interesting design in the middle.

I don’t really see how the entry relates to the theme. I guess there’s a hint in the fact that you “morph” into different social classes, and “morph” cats by trading but both are a bit far-fetched imo.

What’s the point of the different cats? My actions seem to have the same outcome. But I caught a hundred for collection purposes (and eventually invading the world).

Idk what grace is - but seems counterproductive that Crime and Pray are just 100% balanced against each other.

I sold my cats for money.

Gruik

Didn’t really feel like doing simple arithmetics for the trading ratios, so I ignored the mechanic once I understood you can’t sell other animals than cats.

I won gamba twice, almost won the game, clicked on “menu” thinking it wasn’t “back to main menu and lose all your progress”.

Too lazy to download autoclicker.exe

Anyway overall fun, chill game. Good amount of UI and mechanics. Weird mix of good polish (sounds particularly) and crazy ideas. I rate 🐈/10

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You are what you eat the video game?

Good juice on the animation.

Camera could be a bit smoother.

Short well-scoped and polished silly Wario-style fun that’s always welcome.

Congrats on your first GWJ submission Wonchu, how have you been?

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Hey sorry I can’t make a third stream session. Receiving my new PC parts earlier than expected fucked up my schedule.

Notes while playing:

Looks really good. Cool intro with the 3D effect. Pretty unique art style.

Can’t jump with space it’s doing a weird thing instead. Checking gamepage, wtf why use physical Z as jump, are you also French? Pick physical W so it’s W for US-based layout and Z for French. And anyway I like jump to be space, but I can’t remap it. For next time check Maaack’s Game Template (yes he is a regular of GWJ) for this kind of thing, or make your own reusable one.

I got attacked by an enemy I didn’t kill during the dialogue thing at the end of the level.

Cool double jump, now I can ignore the combat that wasn’t particularly fun, and now is unnecessary. Got a feeling of sudden freedom based on both of these aspects. Maybe if attacking a charging enemy interrupted them it would be better 🤔

Controls pretty good. I suck at platformers. I would appreciate some helps like coyote time and some lenience. But that’s a design choice and impacts difficulty. See Dead Cells as the best example I have of good platforming controls. The lead designer gave a conference about it in my school, maybe he has some stuff online.

Checkpoints plz I don’t have time for a jam game. At least life refill here and there, but progress save would be best. It’s a 2d platformer, there’s probably a ton of already-made code and tools to implement all this. Didn’t finish the game, got an unexpected jump headbutt from one of the guys on the upper part of the level. That killed me twice in the same spot after an otherwise long walk in the park and didn’t feel like trying again.

Gameplay not very original, but the inclusion of the theme in acquiring new abilities is pretty good. Though the concept of upgrades in itself is not super original for a metroidvania. But you know, nowadays anything has already been made once.

Music is pretty good, a bit samey. Sounds are good too.

Overall solid entry, my criticism is mostly programming/design details that you will figure out with experience. 2D platformers are popular and pretty easy to make (tons of resources), which makes people’s expectations for the genre particularly high I think.

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Hey sorry I can’t make a third stream session. Receiving my new PC parts earlier than expected fucked up my schedule.

Notes while playing:

Nice-looking pixel art and I liked the screenshake during the dialogue (a bit too intense however)

Got distracted while trying out the controls initially, took me a while to understand I can scroll to the left because I forgot the initial dialogue. Probably a me-thing 😅 Could make the path bit more obvious in any case.

Good music & ambience sounds, eerie. Combat music was alright but not as good imo.

Nice that you have both keyboard-only and mouse controls.

Took me a while to understand I needed to reach the right end of the screen for the combat. At first I was collecting the bullets and getting hit a few times, then I collected them all and nothing happened, then I noticed the goal flag. Difficulty a bit too high for the first time you encounter the mechanic imo, and the goal flag could be more visible.

Could put an incentive for completing the minigame faster, e.g. a damage multiplier based on time spent, or a timer where it skips your turn. Is there specific game(s) that inspired this combat mechanic?

In the end SPOILER I chose to become a Werewolf to have a happy ending with my hairy wife (idk if I interpreted the story right).

Overall reminds me of Undertale + Tetris for the fighting, and Airdorf’s games (I suppose you know about them?). Didn’t get a spooked feeling but I’m pretty desensitized to it I think.

Great entry, just the theme wasn’t too present in the game itself; more just a flavor of the story. But I really liked the combat gameplay idea. That’s what I like to see in jam games, gameplay creativity, as well as tying the theme as much as possible in all aspects.

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I instinctively crawled into a ball (which I believe says more about me than the game, but that’s my experience nonetheless)

🤣 yeah a lot of people found ways to cheese the game as feared. We had ideas to counter it but didn’t have time to properly address it before the end of the jam. Will update the game after the voting period though and I plan to do a devlog post/video about how the controller is implemented once I figure out a better way.

Thanks for playing!

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Hey thanks for playing! Could you teach your ways of the cheese to Mr Fromage? We were well aware of the possibility of just moving your limbs into a ball, but just now got a comment about staying in T-pose and using Q/E.

During the development when I realized the cheesability I even wanted to implement a detection of that method like calculating the average distance of limbs, maybe an area3D, or checking if they’re not moving for several walls in a row, something like that. And then trigger a voiceline like “ayo I may be Viktor Fromage but that doesn’t mean I’ll let you cheese” + force reset you to T-pose. Maybe I’ll let the cheese in intentionally, then lead the player to discover it, and then remove it 🤔

But you know cheesing and finding broken stuff in games is also very fun and gives you that special feeling of power and “I am so smart and crafty” to the player. But often it’s actually designed that way by the devs. Sometimes not, and that’s where the real fun is as a fromager!

Thanks for playing and the kind words :)

Huh I realized a couple days before the deadline that the game was very cheesable by moving your limbs into a ball, but didn’t think of just using Q/E to cheese… Anyway Viktor Fromage has different plans to update the game and make it uncheesable to keep all the cheese for himself 🪤🐁

Thanks for playing! Not really your monitor - due to last minute environment changes they became way less visible (the background got a lot brighter) and with the rush of the last hours we unfortunately didn’t notice the regression.

Hey thanks for playing! Interesting idea about the FPS camera switch to zoom, I do want to finetune the camera but had not thought about that 🤔 Yes let’s say it was planned for the controls to be a bit wonky, totally not because we overscoped the game and had no time to fix it 🤫

Interesting that someone did come up with a similar idea! Has to be expected now that the jam has grown so much and regularly gets 100-200 entries. Thank you for playing. The controls do be a bit wonky as they were a challenge to implement 😅

By lag did you mean a big stutter when something gets new loaded in? It’s a problem since Godot 4 and the new renderer, but avoidable with proper measures.

Will try your game tomorrow on stream. Hyped already love the title 🤘

No problem and just to clarify my average rating is between 3 and 4 for your game, it’s more positive than negative. And cool keep me posted, I was a bit of an Orwell fan when I was an edgy 14yo. Read 1984 in French and later in English. Did I learn anything from it? Probably, but I still don’t do as much effort as I could and should when it comes to privacy 😅

Maybe that’s a common reason for jammies making these pc-games, it gets you used to doing more advanced and fancy UI and doesn’t favor over-scoping too much.

lol no problem about the ear-thingy it’s an exaggeration :) Maybe it’s input mouse mode yeah, you should switch it back to normal when pressing Escape and switch it back to captured when going back to the gameplay. Congrats anyway it’s a good first entry!

That’s it I’m making an Arte Edition update next week. New mode introducing the weird ass 4am theater experience and occasional HellFest documentary. Sounds great.

Thanks for playing, Jambon!

We have ideas to make it uncheeseable, but Viktor Fromage has a bit of an existential crisis about it given his name. Stay tuned! And thank you for playing.

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Funny audio feedback on the sliders

The graphics & overall style remind me of Cruelty Squad which is not a good thing but apparently there’s an audience for it (so I give it a 3/5 for graphics - don’t want to misjudge because it’s not my personal taste). The 3d gameplay has a way better aesthetic and the gameplay is calming. But the Wild combinations of highly-saturated colors make me a bit nauseous.

Would have preferred if the 3d part took a higher proportion of the gameplay loop so I can chill for longer. “Infinite runner” style could fit well

Got a bit disoriented by the “more” button at first for upgrades. My first impression was that it was a help button like “more info” and I was looking for another interaction somewhere to upgrade.

I’m curious why are there so many “fake in-game PC” games this time around? Just a result of the current indie trends? Did I miss some very big hit in the genre? I don’t complain too much, I like this style a lot. But I personally “get full” very quickly and these days trends and tropes get saturated real quick unfortunately. Anyway sorry for that ranty paragraph.

The game over screen made me chuckle.

Anyway solid overall especially for a solo submission!

Hey cool little Doom x Survivors-like (idk if this subgenre has a name yet, but I’ve seen multiple pop up recently).

I got ear-violated by the music so my start was a bit rocky and there wasn’t a pause, but after turning down the volume on my OS it was pretty good.

Sprites are good, controls pretty good though a mouse sensitivity slider is a must-have for any PC game with a mouse-moved camera.

For all this stuff I suggest you use Maaack’s Godot Game Template from github or asset store. https://github.com/Maaack/Godot-Game-Template (he is a regular of the GWJ btw and has joined this one).

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Hey Genya (or do you prefer enomem?) thank you for streaming the game, it was really nice to see your reactions and how you play it. The “I wanna be Vikfro when I grow up” cracked me up and made my day. AND NO YOU DON’T WANT TO, TRUST ME

But thank you for the flattery, that’s very nice skills to have as a streamer keep it up :D

Btw just to clarify something Sevadusk said, there’s IK implemented in Godot with the SkeletonIK node (3D only). So I wasn’t starting from scratch, thank god(ot). I mostly had to calculate a target position based on bones position and how you move your mouse. Also some “bone dependency” code because moving one bone sometimes needs to update a child bone IK.

I Made like 3 versions of varying trigonometry complexity, for the final one I dumbed it down and changed my approach a bit due to deadline. The first approach was more intuitive but you couldn’t move limbs close to your core and had some annoying bugs. So now you can move them freely and cheese the game as you noticed, but Viktor Fromage does not mind that.

Not fully satisfied by it so I’ll take some time to research and clean it up. I’ll make a devlog post/video about it since there wasn’t much info available, maybe a PR for the Godot docs.

I also have to check PhysicalBone3D, it might allow me to add joints to restrict possible rotations & whatnot. It comes with some sort of ragdoll functionality too, that could be very fun to add!

Thanks for playing and the nice feedback! At some point someone in the team threw that idea of showing a 2D representation of the incoming pose(s). Would impact the difficulty a lot however 🤔

Anyway I think just a little camera, controls & level design finetuning would have made it way easier. No time though!

Wait that schinken guy is just named “Ham”… He should collab with Viktor Fromage to make an Arte version of jambon-fromage. Oh yeah with some of that delicious black forest ham 😋

Oh right I’m supposed to talk about the game. Anyway just rated it, and just thought now that your game has a bit of a meta-interpretation of the theme. Because it morphs from one type of gameplay/minigame to another. Real good graphics, audio & fun.

Here’s the playthrough if you want to watch again (or for other members if they missed it)

https://www.twitch.tv/videos/2358676449?t=03h59m27s

Thank you for playing and the kind words!

Intrigued by your entry since I saw it in #gwj-wip. Can’t wait to try it 👍😎👍

Might be able to fit it in tonight’s stream with the other games.

Thanks for playing and the kind feedback! We tried to make the collision shapes smaller than the mesh actually, but lacked time to finetune all of this. It’s not impossible that the collision shapes might sometimes be a bit bigger than your char mesh depending on the pose

It’s also not impossible you think you fit but actually don’t :P But truth doesn’t matter when it comes to games, only what the player feels (see fake RNG techniques for example). The camera, controls, level & model design could use some work to improve this.

I wanted to actually generate the full shape with Godot create_convex_shape() thingy, but that requires a heavily optimized model and some optimization to be viable to run each frame or every few frames (It took like 10 frames on my PC, 5yo CPU but pretty beefy). There’s also a PhysicalBone3D thing but didn’t have time to look into it.

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Yeah the controls could be improved, they can always be improved. Also unfortunately due to some last minute environment changes the text & selection bubbles are sometimes a bit invisible and we didn’t have time to fix that.

Also thought of making the side-rails go straight towards the player for longer, like a cross around the player. Would give more time to see the orientation of the side-walls. But the way we worked it was hard to change the design of the level 😅

Thank you for playing!

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Thank you for the very kind words plex.

Good job making something bold, and not just another shooter or platformer.

Genuinely warms my heart as I am a bit obsessed with coming up with original gameplays when it comes to game dev.

Could be one of those breakout hits if it was real-time head to head multiplayer.

My wife said something similar. Maybe duo coop-style, each player controls half of the body or something like that. I’ll think about it.

I also agree with Maaack (dang it how many A’s is it?? I never remember). I replied to his message about it, long story short we thought of some additional mechanics to combat this but didn’t have time. Deadlines don’t care about lack of time though :)

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Yeah a couple days ago I hit the realization that the game is very easy to cheese (Viktor Fromage both likes and hates that)…

We had a few ideas to combat this: something like score stars to catch with your limbs, placed in the holes of the wall. Would restrict pose creativity a bit. Or as you say something based on the distance of limbs, maybe distance of movement of limbs compared to the last wall, something like that. But the game got actually playable a few hours before the deadline so yeah… Just typical jam stuff :)

Best would be to actually implement joints, restrictions on the angles of bones etc. But I had a week not a month :D Godot has IK but it seems a bit barebones.

And thank you for your game template, first time I actually use it, it’s great.

I tried it a bit on my oldass macbook while working on the train, and it was definitely harder but felt ok. Though I am the person with literally the most experience with this controller so I can’t be trusted anymore :D Thank you for playing.

ok the font is maybe not a good fit for walls of text 😆

Hi Kwabsi! Playing this a bit late but interesting concept with the mix of 2048-like combinations and free physics-based placement.

I quite quickly started spamming click instead of carefully placing fruits, and then ended up firing up an auto-clicker till the end. When I understood it would end when the mixer is filled, it felt too long to play the “perfect” way.

Not sure what’s your intended design, but personally I found it more fun to have it be basically automatically placing fruits and me having to quickly adjust my aiming.

Though I’m not much of a casual/mobile game player (this feels like it would be a mobile game?), so different crowds = different gaming skills levels, especially if it’s meant to be played by kids.

Anyway maybe there’s a good in-between with a short maximum timer before the fruit falls down on its own or something like that. Overall I think one run should be faster to end, especially your first one. Could be nice to be able to hold down a click/tap though here it’s used to aim so idk how you could work this out.

On other aspects nothing much to say, good graphics & sounds/music (did you make all of them? Don’t see mentions in credits so I assume so). And I’m pretty sure I used that font myself it’s a good one :D

Cool stuff Alice. Congrats on the submission with pretty “root” libraries. Love the synthwave vibes ofc and the controls felt very nice, good bouncy jump and horizontal slideyness.

Some game design stuff:

  1. could be fun to make it so space doesn’t start the game, then you could try the controls on the main menu. It’d be fun to press space or shift and see that ship jump and shoot before starting the game.

  2. At some point the green rings kinda lined up with the tempo of the music, I think that was accidental. But it was a cool feeling because the music felt like it needed some additions at that point, and their SFX provided some percussion. Maybe there’s a rhythm thing to explore where green rings are the kick and crystals the snare or something.

  3. I struggled with some crystals that I needed to jump to shoot. From afar it didn’t look like they were too high.

Oh and lastly I notice that the game feels faster when on a small screen/window but I think it’s just how human perception of speed works with peripheral vision etc (there are videos about it regarding racing games).

BTW Web export doesn’t work for me (tried on Chrome & Firefox - windows 11 - AMD GPU)