This is so cool, it's an excellent use of the Signal Failure theme and ties it very well into the gameplay. I like that you can restart right away so that dying doesn't feel very frustrating, but it is still punishing. Visual effects and sound give an excellent game feel despite seeming simple.
WireframeWarrior
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It makes you feel like an ace pilot! Until you get shot down. But the feeling is nailed very well, and the gameplay gives you the dilemma of whether you should be still or slow to line your shots, or to move quickly to dodge the enemy's. Your wingman is a fun gameplay element. Visuals are very nice.
The atmosphere is very eerie, I like it! Controls are pretty fun, although I agree with another commenter that the initial platforming is a bit annoying, it doesn't last long either. I found myself dodging shots and getting around using a sort of grasshopper-hop by rapidly pressing shift and spacebar. I would greatly appreciate more visual and audio feedback from the player's weapon and bullets though, it was hard to tell if I was doing any damage. Great job overall!
Comfy game. I would appreciate some visual and/or audio feedback for the controls like rubbing, to tell the player that they are doing something correct. You do this well with the chair minigame when the bolts rotate while the player holds down on them. Nice calming audio, good job adapting your secondary theme. Bonus points for a nonviolent game in what is usually a violent genre.
Extremely groovy and fun platformer. Almost thought you pulled a full vehicle level on us at the end, or at least a credit shooter minigame like smash bros! I won't dock points for that though, this game is awesome. My only critique is that I found myself occasionally wishing I could shoot or strike diagonally, but that might require additional control or animations.
I appreciate the feedback and suggestions regarding controls, it's all definitely things we're considering, especially for player options regarding aiming. We initially wanted more enemy variety but had to cut it down, we prioritized getting the feeling of the player's movement and shooting right. These turrets are sadly stationary aside from jumping when being shot at due to physics. Enemy mechas and drones that can patrol or follow the player are something I desire and that we may add post-jam!
I remember watching the development of this and loving the sounds the villagers make! Reminds me of Patapon. Sound design is tied very well with the way things work. The gameplay and finding ingredients is a little odd to figure out, however. I love that it is a peaceful game, most entries are going to be violent given the genre, mine included.
Thank you for the feedback! Indeed, it was a balance of trying to get it to feel and look as good as possible within the limited deadline. Destructive environmental physics was definitely something considered but sadly not implemented, although at least we got some of that with the turrets exploding into pieces. I'm glad for the Mechwarrior comparison, it is an influence although we wanted it to feel more speedy and light without being too jarring and still feeling like you're in a heavy suit. We will consider tuning the turning and allowing players to adjust things like sensitivity and turn speed soon.
Fun little game! Some of my runs seem pretty varied despite it always having the same game loop. I've found it's best to shoot the red outlined ones first. Also read from one of the other comments your method of using pixelated blender models for your sprites, very cool, reminds me of how Dead Cells does it!
Awesome Mechwarrior-like! I noticed that there were gamepad controls when I accidentally moved with it, but I didn't end up using them. I wasn't sure where to find more info on them or how it would even work out with so many buttons that do things. I really enjoyed this, but I do second the critique on needing a more gradual speed increase/decrease. I also think enemies turn around pretty quickly compared to the player. But overall, this is really cool!
Oh yeah, and nice intro!
I got excited when I saw gamepad support, always a good thing to see when it fits the game. Overall it's a very short burst of fun, the music is well fitting and gets me in the mood. The shoulder cannon's fire rate is pretty high when rapidly pressed and easily allows the player to win. I think this could be really good with more polish!
Very cool, classic aesthetic! I strongly preferred first-person mode. After the tutorial level, the next one seems to drop you right into a hail of bullets, a real trial by fire! The player should be safe if they keep strafing, however. I'd like some kind of objective marker to point you towards what you need to do, sometimes the draw distance hides targets like that. The slow movement speed is fine for a heavy feeling, but it would be really painful if you ended up walking away from an objective!