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BLOKBUSTR

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A member registered 36 days ago · View creator page →

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The white cells on the tower defense paths feel too unforgiving in their current state. It took a bit of practice to pass Level 2, but I kept getting stuck on Level 5 once that endless wave spawned, regardless of how many different strategies I tried. Maybe their health is a bit overtuned, as Dominic suggested, or the path could’ve been lengthened to allow your cells more time to deal with them. The “lives lost” sound effect was also a bit jarring at first. However, the competitive cell capture mechanic was fun (although the controls sometimes weren’t the most responsive). The concept of the game really clicked to me on Level 3, with Level 4 perhaps feeling the most well-designed thus far. The art style isn’t anything impressive, but it gets the job done. The core logic of the game felt solid, so I would suggest focusing on more thoughtful balancing decisions.

My favorite entry in this jam! It’s simple, but has a captivating spark to it, especially in the art style. My only small complaint with this is that the final boss (in the Heart) felt like it didn’t last as long as the others, but Expert Mode did help bring more challenge to it, especially in its final phase. One quality-of-life feature I really appreciated was the ability to adjust the mouse sensitivity mid-game. While some UI indication for the sensitivity amount would’ve been nice, it did allow me to hone in the responsiveness of the controls whenever I wanted (speaking of which, were quite smooth). I also think implementing a way to pause the game and return to the title screen would benefit, especially when playing the executable build of this game. Great work again, and I really look forward to seeing the secret boss!

About the dash, was your mouse cursor on the left side of the screen? If you’re not pressing any of the direction keys, then the dash direction will default toward the mouse cursor; otherwise it will be directed toward whichever button direction you’re pressing. This game was mostly designed with point-and-click in mind, while keyboard was an alternative option. We probably could’ve made this behavior clearer, but, of course, there are a lot of other things we missed due to the game jam crunch… 😅 That column passage with the Chasers in Level 3 was one of my favorite moments in the game too, lol. Thank you so much for your comment!