Yup, thats a pixel balatro! Good job getting so much done in the time, its really well polished
Fuzz Force
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Jumping seemed kinda floaty and imprecise which makes a platformer kinda difficulty. Vibes were nice but some QoL like showing the timer more evidently and explaining what the power ups are would go a long way. Moreso since hte controls say ability is M1 but the first ability you get is a double jump
The look was good, the audio was good, but the gameplay seemed completely luck based. I couldn't choose where my teams were placed, and even then it felt like even with mostly filled rows the lit lights were mostly random. Correct me if I'm wrong but it didn't feel like 'When you need to count 8, somewhere on 8 will always be lit, try to minimise empty spaces' and more like 'When you need to count 8, sometimes it doesnt light up any 8s'.
So half my days were bust because it really was all or nothing and I never made it below 7, let alone 1.
Seems I'm not the only one who it lagged out for and became unplayable. I was really enjoying it. Got to the level with the 1+2 panel next to eachother and the 4 bins in the L shape. I hope that wasnt the last level. I liked the use of the countdown to get things going in the right order. The voice audio really added and the paint splashes gave visual interest. Great job
Its definitely a tough ask to have 6 rooms that need 6 different tools, which are grouped in pairs in different places, and then the rooms aren't marked on a map.
I'm sure this would've been a lot easier if there were icons on the map to show where the wrench was and which room used it. Or just have all 6 tools in the same room to remove that friction.
I also agree that the minigames are tough. You've already got the pressure of navigating a spaceship and needing the right tool so baby-mode amongus ones would've been better, or even just holding E for 4s.
It's an ambitious game though, so great job on getting all this done and finished in time!
Very polished and a creative idea for this jam, but there's only so many times I can get killed by kunai. When you're looking at the guy at the top, who is attacking pretty quickly, i can't focus on where these kunai are coming from. If there was a pattern maybe, but they seem random in their position. There were times i parried in a blue area and nothing. Dunno if theres some partial parry mechanic where you're invincible but doesnt increase the parry counter or if its just dodgy hitboxes.
A lil tutorial to say you need to click per shield would be useful. My main issue is that you get so much less time to react if the number you need is the rightmost one.
Also it seemed that only 1 of the numbers was ever below your current one, so if you missed that, you went back up. The final countdown is fine though









