Thank you!
Zerschnetzloar
Creator of
Recent community posts
Is there an end to the game? (I played til level 50).
The game is clean and also well balanced in a way that it fits a game jam. A soundtrack would be nice. It is also very cool that you added an option for customizing the controlls.
For personal interest, how have you coded the movement of the enemies? (Is it A* or using a build in solution by unity? )
I think the art style is very unique and the story is also amusing on its own. The controlls are weird since it seemed like that A and D where changing the rotation of the character while W and S were not. Since rotation is possible with Q and E I think "Tank-Controlls" would be more intuitive, in other words: changing the rotation with Q and E and WASD always moves the character with respect to its rotation. Meaning if the character is facing to the right and I press W i should move to the right. I appreciate the fact that you incorporated setting, however it would be better to take the log (to the base 10) of the value on the scale so that the scaling is linear, since dB is typically a non linear unit.
Nonetheless: great Jam game, you should be proud of it!
I like the core gameplay loop of the game and the cute animations. In my opinion the game would profit from a "predictive" camera where you just take the velocity vector of the player and add it onto the camera position so that you always look ahead into the direction the player is walking to. And some lights would be nice to see in the dark. One part I am unsure about is the adding e.g. a clock to the game. Since some planning might be easier with some sort of feeling for the day-nigh-cycle, on the other hand it is much more interesting gameplay wise if the player has to speculate about how much time he got left.
However: cool game with potential to expand it.
I think this is a really creative take on the theme, and I like how the gameplay gets increasingly more stressful over time. For working alone and especially for a first game jam this is a very solid game. Some UI elements seemed to be outside of the screen and it would be a nice addition if the palyer would be able to cancle actions in game. (Is it possible to delete numbers after choosing the wrong one when entering the code?)
The soundtrack is a banger. What I like about the game is how the edges of the levels are looping which enables interesting level parts. Also the swing mechanic is extremely satisfying to use. Nonetheless I am unsure how the game relates to the theme, since it doesn't feel stormy to me. However, great game!
Ty. There is actually a fullscreen button, but it is not completely shown due to weird stuff on the itch page. I must admit that the game isn't that calm. There where plans for making the number of enemies etc. much more progressive so that the calm aspect is much more visible, but the time management killed that part of the game. Do you know if there is a way of adding colliders to line renderers in a reliable way?
It was difficult to balance the movement. Typically you have to use the jump after you died since the respawn resets the player size to a certain size. If you however never die, then you gain typically more size than needed, this is also the case if you would skip some of the jumps. But decreasing the size when a player touches a checkpoint or adapting the size with the game progress also seemed wrong. I am not sure how to solve that problem, so I ended up making the game easier for players who play the game flawless. And style of the lasers is not fitting tbh, but I just created a animation in a quick and dirty manner to have at least some kind of animation, since a singular sprite would look weird.
But thank you for the critisism and for playing the game! Do you have a Idea on how the player should be scaled per checkpoint? (Other than dividing the game into levels)