Thank you! Yeah, only had time fora barely working prototype, but nice that you figured out what to do anyways. Might continue working on it someday if I get the time and feeling
HugoRade
Creator of
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Thank you! Did everything here in 3-4 hours after getting home the first day. Had more ideas on how to develop it further, but had to fully shift focus after that. First things would be to add the stars depending on number of deliveries, as well as the time starting first once the player starts moving. Do let me know if you manage to beat it! XD
I am impressed that you managed to do a physics based game! Most of the levels mostly amounted to finding the perfect spot, and then spamming the hammer (or in the earlier levels just alternating left and right movement). Still, I somehow found that quite enjoyable. Imagining some more intricate solutions would be needed to keep it entertaining for a longer game though.
As previously mentioned , the heads level was much more difficult than the rest. I had failed like one or two attempts total over the other levels, and then I had to give up on that one after about 15 cycles. In that time I hadden't gotten a single ice cubes into the heater. Once I managed to juggle the ice cube on my head half the way and then shot it the rest, but then it went over the heater instead. More than just difficult though, it din't feel that good trying to juggle the ice as it neither stayed on or bounced off of the head. It mostly just fell to the ground just as you started moving.
Thank you for playing, and for your kind review! To be honest, the controls were not really something we considered very much during development. We mostly just added a new button at the right side of the screen whenever a new action was introduced. One easy fix would be to use the same button for activating and repairing. Same goes for grabbing and withdrawing
Thank you for playing, and glad you liked it! Agree that the deliveries might not be strictly necessary in the current state of the game. Just surviving as long as possible without getting stuck migt work just as well. My idea was that the deliveries would make it easier to expand it with more varied levels in the future.
I can see what you mean about out games being somewhat similar. I like how you managed to take the same core idea and turn it into a less stressful, but just as challenging game!
Nice work! Played the game all the way through, and overall really enjoyed it! The last level was challenging, but managable. Liked the differences between the bosses, and it is easy to see how this could be expanded in several interesting ways.
If you are to continue developing the game, I personally think it would be a bit more satisfying if, instead of the number of bombs increasing as much with time, the added complexity instead are given to the bosses. That could for example be in the form of more frequent jumps, or shorter weakness period for the two bosses respectivelly. With too many bombs you sometimes run into a situation where it almost feels impossible to make it out.
Easily one of the most enjoyable games I have played so far this jam! The loop is satisfying and the art is amazing. Initially I was drawn to collect all move-bonuses, but later realized they often cost more moves than their reward.
I would have prefered if the gaps were not instant losses. It is a bit unsatisfying being on a very good run with 80 moves left and then instantly get a game over (exacerbated with lag on itch.io). I also encountered a bug where I was unable to move and just had to wait until the cannons had their say with me

