Managed to beat the dev score
Very fun game, great gameplay loop and execution of the theme. I'd love to see this game fleshed out more honestly. Getting more discs seems like the best strategy from what I can tell, enemies can't wind up an attack if you hit them so tossing out discs willy nilly just wins. I did notice that after i restarted the game many times I kept getting the same shrine offerings and the game bugged out and eventually crashed.
zestylimez
Creator of
Recent community posts
Shoot, I wish I would have seen this earlier! I caught the tail end of the stream, but I went back and watched your review of my game. You had a lot of good feedback! The lack of indication about where you're shooting is annoying, I agree. I'll look in to alternative ways to have the player aim besides just following player movement. I'm actually working on some updates for the game to polish it up a little. Thanks for playing me game and providing feedback!
music is absolutely too loud. As far as the story, I feel like the pacing is extremely quick. We don't really get a chance to empathize with the character, they're just some woman who was a husband still in love with their ex. It makes no sense to invite the ex over, the two should just talk it out. Very confusing.
Solid concept, good level design. It was difficult for me to visualize what my pattern would end up looking like - if there was a "predictor" path that highlighted the entire path the robot would take with the commands given, it would be very helpful. Made it to level 10 before calling it good, at that point I couldn't 3-star the levels. Some sounds/music would be a welcome addition.
Once I understood that you swap into the ships you killed when your current ship dies, I really liked the game! I'm left wanting more levels, because this is a good mechanic to work with. I think that player bullets need to be quicker, because you have to predict your enemy's movement too far in advance to be accurate currently. Great work!
Interesting concept! I was able to beat the game after a few tries. I noticed that it was very difficult for me to pay attention to 2, let alone 3 different "receptacles" at once. I would've liked a "total" amount for the wave so I know my margin of error - losing at 39/40 feels bad, haha. Good implementation, but I think games where you have to divide your attention are quite difficult for a lot of people.
Phew, I made it through the game! A few things:
- There are many sections where you can't see the block you're supposed to land on when jumping, making it artificially difficult to complete.
- Personally, the player movement in the air felt too "slippery". It seems like your horizontal movement does not decay while in the air, making it very difficult to predict your jumps
- Occasionally, I would both kill the enemy and die while doing so
Other than that, the level design was pretty solid! I really enjoyed the springs and the overall art of the game
Thanks for the feedback!
I can see where having multiple different inputs could be confusing. It probably makes sense that if you're typing for the bulk of the game, you should be able to restart the game with the keyboard. I wish we could've added more depth to the characters, but as you know, the time crunch really makes you scope down to the basics.
I was confused at first how to connect the lines. for anyone else, you have to connect the nodes that come towards the center at the right time by right clicking. I like the concept! It's hard to anticipate when the nodes will connect when you're in slow mode, which made it difficult to get very far.