Thanks for playing and your feedback!
I'm glad you understood the spirit of my game. I wanted something quite simple, requiring skill and with just enough depth to keep someone engaged for 5-10 minutes.
What a coincidence that we made similarly styled games!
I like it, there is a variety of enemies and it feels good to acquire upgrades. It is impressive that you have used C++. I like the music.
My only criticism is that it could be better tuned. I found often that a very large wave of enemies would appear suddenly and I would be destroyed without a chance to fight back. If it wasn't for this, and with a bit more balancing, this could be my favourite that I've played so far gameplay-wise.
It starts off very difficult! I couldn't get past the second boss.
I like the art and animations. The screen space is used well, the parallax in the background looks really cool!
It's great that you've come up with a back story and character for each boss, which is a creative task that I'm not very good at!
I also liked the intro music.
Thanks for the feedback!
I know what you mean about not being able to see the targets, it is hard to get a sense of the space.
I like your panning idea! I had thought about making a zoomed out camera mode that allows everything to be seen at once but worried that the low resolution would make it unpleasant.
Haha, it is exactly as advertised! The game slowly takes you down a path towards agony and the levels start to become excruciatingly difficult towards the end. I reached my skill limit at around level 38.
The game starts off simple but steadily through the levels an interesting set of movement mechanics is introduced. The design and amount of levels is impressive, every movement mechanic has been explored and used in creative ways. Each new level feels unique and adds to the difficulty in small increments.
I did feel that sometimes the collision with hazards was inconsistent although that may just be the nature of the 84x48 resolution.
The game adheres the jam rules well.
I agree with you on the tactic of not changing the cannon angle. I realised while play-testing that its kind of redundant, although I was considering a way to make it meaningful, for example maybe the terrain could have hills that require high angles to shoot over.
Thanks for playing and your feedback!
Really liked this one! I love the sound and shake feedback when you hit a wall or "boi" and it is very satisfying. I instantly got hooked on the gameplay and kept hitting the R button. One criticism is that the levels become challenging very quickly and the difficulty could be introduced in smaller steps. I do enjoy the difficulty though and is essential to making it fun!
I like the level design, each new level requires me to make some mistakes and think before I figure out how to complete it. The character animations are really cool.
My only complaint is that quite often I end up climbing an edge when I want to drop down, but I also appreciate how you worked around that and made it part of the challenge on some levels.
It took me a while to figure out what I had to do. I like the unique mechanic of finding the correct temperature on the level, although I feel it is not very deep. I had fun and played it to the end though!
It fits the theme and special object well. I like the atmosphere, the audio and graphics work well and I got the sense that there was a story being told.
That cat is meaner than he looks!