Thank you for the feedback and for sticking with it to the end! We hoped to incorporate more visual cues for the combat, and we looked into adjusting some of the creature's behavior as well. Getting this sort of input is invaluable, so thank you again!
frankljt
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Well, you have a double jump mechanic, so I have to give you a perfect score. That's just how this works.
Seriously though, there's a lot to admire here. Very self-contained, with a coherent set of goals and a workable story. I was particularly impressed with how y'all handled lighting- very trippy, and fits in well with the alien environment.
As other commenters have noticed, great music and fun visuals. I do think the mechanics could be more responsive- a definite sense of when shots hit enemies, and maybe just one more enemy type to add a bit more variety. Overall, some room to grow with the mechanics, but there's still plenty in here to feel proud of!
Super cute! Great visuals and audio- the chunky pixel style with 2D sprites in a 3D environment added to the charm (plus, the classic rotating effect of the sprites fit in perfectly with the sensation of everyone at the bar staring at you). I also appreciated how straightforward the objectives were- having them listed in the top right made reaching the conclusion very manageable. I think the approach is considered on-the-nose at times, but I'll gladly take that over more ambiguous approaches. I do agree with some of the comments regarding soft-locking, and the gameplay is a bit limited, but it serves its purpose and the experience as a whole is nice and self-contained.
Not a genre I'm normally drawn to, but still a lot to admire and enjoy. With games like these, I often wonder how much it might help players get used to things when on a smaller scale- starting on a single continent, with limited retaliation from cities, just so players can warm up to the strategies necessary to win. When you have a greater sense of the value of given upgrades, it's a lot easier to make a confident, informed choice with your gameplay, and I think that feeling drives a lot of player investment and enjoyment.
Great fun to play, and very spooky environments in the dream world. The low poly aesthetic works quite well with the game's vibe, and the mechanics are fleshed out enough that I could see a lot of ways for y'all to expand on them further. I agree with others that more might be done to connect the dream world and the star to the narrative, but still, plenty of good game to chew on here!
Thoughtful and trenchant critiques, and definitely gets to the crux of what the fundamental mechanic is attempting! We certainly wanted to fine-tune certain elements of the "combat," and there are a few things I've already thought about to shift the experience towards "tense" and away from "tiresome." But this kind of feedback really does help guide our thinking in making our games as engaging as possible. Thank you for this!