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I have played bomberman in its various incarnations off and on for years; the first section was maybe a little tedious because the enemy AI was maybe 'too good' - i could maybe inch forward one tile and lay a bomb and then have to retreat.  Would have maybe liked to have seen the polish of being able to move through a tile, or at least seeing moving interpolations between tiles.

Second section, energy laser, since it went through tiles it seemed completely trivial?  Especially how hard the first two stages were it felt odd after that.

Cherry levels, seems to be just kiting the enemies since they just predictably move.  Because the cherry power persists between stages, that seems a bit broken powerful.

Hammer levels, seemed to be trivial again since you just mash the hammer button by an enemy and there's no challenge.

Rift race - didn't feel much challenge here either except liked the guy that chased you in the last race, that actually felt like something.

Fracture world - initially like the hammer one, felt like just a 'spam the hammer button' issue.  When it started getting into puzzles then I liked it, actual challenge getting around.  This was probably the most interesting thing to me so far, the mechanic of eating different enemies to use their powers (like kirby?)

Great effort, it was fun having different mechanics, though the game felt very uneven challenge-wise and mechanical-interest wise.

Yes the game is still not polished I started 2 days before submission end so I mostly focused on the concept and that you can play it without bugs. Oh and the controls I had to experiment a lot with them and then explain how it works. I got the feedback I just button mashed the game since I didn´t read the instructions. Thats why there are multiple instruction instructions and controls.

I had to make the difficulty pretty easy so every one can completed it ( the first version was to hard at least people said that). And since I run out of time I did decide to post pone the balancing and get everything first running. The idea was like playing trought old games again but still change them a little bit. The laser is indeed a little bit to strong but I did run out of time to balanced it proberly so I did leave it like that. How would you balanced it? 

Yeah the cherry should just help players to complete the game fast or get them out of stick situations but you are right it is not balanced I was thinking about either limiting the time or ressource gain  

Funny story before the other controlls did got reworked the hammer level was pretty difficlut since you had to move also on the right direction which means you needed so if you didn´t watched you positions you just died.

On the rift race I still think that the controlls don´t feel right atm so you don´t had that feeling?

The fracture worlds is like Pokemon and Kirby combined you get the abiltiy and you can use the ones which you catch later in the nexus ( that was initaly also to hard I had to make that easier and I think now the first levels got to easy so that the last one is not that hard anymore)

You discovered a problem which I as not aware of you just can spam the hammer and catch button sice they bouth use a context system which mean they auto target and auto execute the correct action. I mostly just use the laser. 

Did you also try the nexus? And the secret level?

Thank you very much for your feedback that really helps very much you confirmed many problems which I thought there were but nobody confirmed that and even showed me new ones I didn´t even noticed.

I hope you enjoyed it

In case you are interested I will also update the game after the jam to address these issues. Just curios about that, are you going to update your game after the jam as well or do you just leave it like that?

PS: Do you think I should add a story to the game or not?

I got to dimension nexus, I couldn't really tell what's going on, it seems to be a turn-based strategy game.  I was able to mash buttons again and click on enemies and it seemed to win eventually until level 28, then I think I would maybe have to apply some strategy as it looked like the enemy was maybe healing itself.  Potential, but I don't think I have the patience to explore it, so if the secret level is at the end, no, I did not get to it.

Honestly with 2 days I would have maybe just tried to focus on a more short, coherent experience instead of a large number of unpolished games.  If you want my opinion, it would be just take the part of this experience you really like, maybe start over a new game with just that, and then if you want to put a story on that, it would feel more consistent.  But really you are the creator, so you should do what you think is most interesting!

And yes I did have fun, thanks for making it.  As for me continuing my particular project- I'm not sure as there hasn't been a lot of interest, but I might at least try to address the game balance a little bit more if others come to enjoy it later.

The nexus is like a mix out of pokemon and final fantasy. The first levels are designed as tutorial so they are easier to understand the mechanics. 
So you dont like strategy/turnbased games?

You are right I could have doen something simpler. I just needed extra motivation to turn the idea in reality because I really liked to explore having a game that changes again and again. And I was wondering if a concept like that can work. I managed to rebuild some of the mechanices of the first 2 dimensions so far.Jus wondering do you leave the jam project uploaded, override it, start a new project or insert a selector to try the jam version and normal version?

Nice it is great that you had fun, I will try to update my game even future until the first version is finished but for that I need to explore different stuff like adding maybe a difficulty setting.

Tbh it think your game was one of the games I liked the most out of the others