Cool! I enjoyed your malus system, I've done this in the past as well, haha!
Zyk0
Creator of
Recent community posts
Cool concept!
It's something I actually like doing, so I had a bit of practice already haha
It must be hard taking account frequency, low / big values, and floating point precision I suppose
If there wasn't a limit, any sin/cos/mod with a high frequency would crack them all (kinda did but required little adjustments because of it, also when targets were a bit too small)
It kinda defeats the melodic purpose of the game, but I had to try cheating my way in
Very nice, I enjoyed my time!
The concept is really cool, I've been enjoying so far
It's unfortunate that it's still a bit buggy (game soft locking after a wave randomly), I know you're aware of the bugs though, we shared our struggle on discord haha
Bugs aside, it looks hard also, but balancing is part of the things we would have needed more time for (I know about it, same issue on my game)
It could be really interesting with a few more options like selling items / units, an additional way of earning money
I'd love to play it complete, do you plan on releasing an update by any chance?
Well done!
I was teased about the reversed tetris, but I didn't expect you to implement it that way haha
It's really original, and I like the fact that you gave a level-based mode which is less stressful and more on the puzzle side
It allows practicing before launching ourselves into endless, I'd say the constraint of requiring space on top makes it hard, but is fair at the same time
It makes it difficult in endless, but it's fine in level mode, also I trust you that there's always a solution in endless 👀
Very nice implementation, audio and UI is great, gameplay is set, that's a totally playable game (with a lot of replayability), cool game!
It's harder than it seems, but gets really satisfying over time
I liked the little efforts on velocity / car physics that made it not-so-obvious to manipulate, requiring some practice to master haha
Visuals are simple but on point, and I really like the music and sfxs, I think they were fitting very well!
Nice game, good job!
This is a nice setup for a great game incoming
There's really something about the art and choices made already
I wish I could see more of it, life events made this unfortunate, but I'm really glad I can still see some of your content haha
Do you plan to complete it after the voting period? (🙏)
Also, can you spoil some of the planned mechanics?
What's done is well done, congrats!
Thanks for playing, also for your interest!
I agree with everything you said, the game in its state only looks like I want to be "showing" while actually I had various tweaks and polish in mind but I couldn't do it in time unfortunately.. :(
And indeed, I wanted to experiment a voxel world in order to make something more generic later on, it took me a while to setup without major bugs.
About a Paper3D thing, honestly I could feel like developing such a thing haha
As for the editor, the map in general, I had ideas to overcome it in mind, but it has this constraint of being rendered via a heightmap, so it doesn't have support for holes in the middle of a shape. It is for the same reason that it is hard to map different material ids / textures on a single column with this technique. But constraints are always a nice way boost creativity imo!
So, it's not a final version, it has its set of constraints, but I might develop a generic/public framework if people (at least you) finds the idea interesting haha
To the paper mario / animation sprites, this has been the way I decided to make it (through shaders) but it's not limited to this.
Regular spritesheet management and 2D animations could be made before the world rendering, drawn on an intermediate texture section and be read from the shader when having to display an entity (originally how I wanted to make it, I just couldn't do art).
Thanks for your honest curiosity and depth in review as always!
Thanks for your feedback!
I definitely understand the lack of patience (I'm having it myself with this), the game is not really fair atm
About the whole thing I also got lost and instead of taking a specific direction I started to add everything I "could" just because I "could"
So graphics are there a bit, but everything else lacks unfortunately haha, but thanks for this and for playing!
Thanks for playing!
I'm glad to read that you actually won those haha!
Because, as you stated, they are a bit too good at pathfinding and are quite agile, the balancing is not really fair in general and the AI not completely adequate.
The level design isn't great either for the verticality for example as you said haha
I just got lost mixing a lot of new things I've never done before and had to be rushy for all parts kinda, I guess it translates well in the game lol
Indeed, I think the idea is decent and could be fun, but it relies a lot on an actual AI that looks like a player, and also decent level design ofc
I might try to tweak the whole thing later on (has planned different levels, different AIs, a set of abilities for agents, etc..)
Thank you again for your feedback!
Woah, I really enjoyed it!
I'm impressed by the bits of lore, seeing the effect it has here makes me want to focus on this side of gamedev more for my future games haha
In terms of mechanics and balancing, I found this really fair, I loved the boss fights, they were challenging and dynamic.
There's usually a strategy that emerges to beat a bullet pattern or another, that's enjoyable to figure out!
I think my only death is about the part (spoiler alert, I'll try to avoid) where you need the non-reverse mechanic (the last one you learn, I think?).
I read too fast, went to the next room, knew I was needing it because the level design made it obvious, but I must have skipped the part where it was mentioning the key to press haha.
I tried to bruteforce with the other abilites once, then I figured by pressing random buttons!
The art is great and consistent, visuals and audio mix really well, good job @kettek @liqMix!
Nice theme integration, I really enjoyed that the bullets are bouncing by default, it's already satisfying while the game didn't even start haha
I liked that it's fast pace, you really have to be steady and keep your accuracy, prediction and movement if you want to achieve a good score.
A thing I wasn't doing at first, is rushing enemies at their spawn time to be more accurate and prevent them to flood the screen too much. Holding this strategy for a while is kinda difficult though, you're getting overwhelmed anyway at some point haha
Some enemy spawns were a bit unfair (when spawning on the player), draining the shield entirely in a sec, but it's the kind of expected bug for a jam, quickly fixable!
edit: also like someone mentioned, the player is a bit fast, but that's not the issue imo, I mean maybe, but to me it was more about the velocity on top of that, we can get use to a certain speed if the player stops on key release probably haha
Very cool game, loved it :)
How did you guess I only used shaders haha?
No, the reason is because I don't really like using image assets (and I'm bad at drawing and art), and prefer to model and animate stuff with shaders procedurally!
Music is not procedural, but has been really rushed towards the end, sorry about that!
Thanks for playing and giving me feedback!
Really fun!
I like the idea about the upgrades, I'm glad I kept playing haha (I hope players will stay until upgrades)
The beginning is tough, it's hard to understand what's moving and what's not at first
I also really liked the fact that you're being punished for staying back, or looking for a safe spot
You're not rewarded for it because it lasts super long and obviously your "safe" spot is only safe because it's guarded by a block, that also prevents your projectiles from hitting the boss
It was really fun having to keep the pace during a run, it took me several tries, but I liked it, once you get it, it feels really cool!
After a few levels, you're getting a bit broken (but not too much), I know it's hard to balance ,but it also feels rewarding to be able to beat everything faster after having invested a bit of time
Maybe on level 3 it's hard to see what's a boss projectile or a shooting enemy since they are both purple
Great audio and visuals overall too, nice game! :D
I loved it!!
Crazy game, it's a really cool feeling to get stuck with a very little timer, and have the need to "farm" more time in early levels, I didn't get it at first, but it didn't take me too much time to realize haha
The unlocked mechanic in the end seems like a little thing, but it's not, it was a great way to give a little replayability and extend the game's time
Also, you had to think about it in the level design I'm impressed, it allows taking massive skips in levels 1,2,3
Idk if I broke it but I had infinite jumps in the air at one point
My score (after looping and improving times): 4275800
Great game, great audio and visuals, good job :)
Very simple and interesting concept!
I liked the controls and movement, it was an original way to put it.
I think there should be an opportunity for a way to reload though, I understand that it fits the theme, but I thought at first that I had to travel a distance to reload bullets, which could have been interesting I feel like :D
Cool game!