Really impressive game, I'm suprised by the amount of work you put into it. Unfortunately I couldn't play too much of it due to the lack of control remapping - I basically had to constantly switch between the mouse and the keyboard with 1 hand (which was kinda fun honestly). That being said I still did enjoy the movement a lot. Levels are visually impressive, but I don't see them properly encouraging the use of it. It is more of a sandbox, but for a sandbox I would have still prefered a more open ended levels then.
cabalcrow
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Pretty enjoyable for a few runs. Mostly needs more content, and more reasons to build a varied ship. In the end I just filled my ship with guns and engines to the possible maximum and didn't really had much else to do afterwards with the extra scrap. You might consider extending the game via building a whole fleet.
Thanks for playing through our game!
Yeah the tutorial was done right at the end unfortunately. The design was there, but we fell short a bit on the implementation :/
The main goal itself is mostly high scoring. We had dialogue planned out, where you would receive more messages as you let them through in the gameplay phase - but sickness befalled and things went slow :D
Great game! It has a lot of intresting ideas - I was suprised how many mechanics and levels you put in!
One issue I encounter was with double inputting (I think?). Sometimes placing an emiter places mulitple ones for me. This is esp a problem with the green toggling emiters as it could just toggle on and off leading to just wasting emiters.
A small visual QoL suggestion. Since the emiters check for the center of the tiles, consider putting a visual center dot within the tileset itself. Or it could be just a highlight on tilsets to see exactly which ones would be affected.
Thank you for playing through our game! I'm glad you enjoyed the gold pickup moment :)
Yeah levels suffered from some planning issues. A big problem is we weren't able to set the camera lock zones for the level transitions in time - which made it harder to figure out the limits of each zone. We were working on that in the last day, but decided to remove them since there was a chance they could cause camera softlock issues...
For rhythm games it can be useful to add snapping to allow for automatic timing to the bpm from code. I get the visual refernce, but what I was thinking was that it is better to also be able to hit them late. The point is to have the timing target in the middle of your margin of error - so then you don't need to play behind the beat, but on the beat.
Oooh I had a lot of fun with this game. Driving feels pretty nice and the map is fun to navigate. Very clear instructions and goals as well - you even have a minimap!
One balance note I would mention is - consider making the side objectives mulitpliers that can stack instead of flat $. This way going for all the side objective within the limited time would give you exponetially more $ - which is much more accurate to the skill required to pull that off.
Very well made game, fun track to listen to as well. I have one question on the note timingis - are they positioned right on the beat with margin only before the beat? I might be wrong but it feels like your margin of error is getting you to press them earlier. This could also be just a web input lag issue though.
Very satisfying game - had a lot of fun! The main criticism I have is the objective was not clear - I didn't even realise the point of the health was to survive longer to get to the boss. Otherwise the arcade element combined with the upgrades are quite enjoyable - just needs a bit more challenge and clarity of the goal!
Neat platformer. The jump feels and the sound is satisfying. Nice variety of mechanics as well. The coins could have been introduced earlier - they can be effective at guiding the player.
Main issue really has to do with the camera. The camera follows you every time you jump with a delay - which makes the landing harder. By the time you are landing, the camera is above the ground leaving you with very little vision. Same thing with some blind falls - you might consider using coins to guide the player on the blind falls.
Cool game, very solid. The art is nice, the background music is ok - it is simply too repetitive. The idea for the incremental game is also cool, mining can be an enjoyable activity. Really the only thing the game is lacking is content which is ok with a game jam game. Everything that is there is good, just needs more :)
Thanks a lot for playing and writing such a long comment!
> The clunky level transition
Yeah we got outscoped, we were adding camera locks on the level transitions to smooth them out, but we didn't manage to get it in time so we disabled them (otherwise there was a chance for a camera softlock). It is mostly a planning issue, lack of map and not considering the assets in time. If we had planned a door or some specific asset to put on all the transitions it would have done a lot to help out with orientation.


