Very cool concept - loved the amount of puns in the writing. I just wish there was a better wind indicator, such as an icon, which could help with the gameplay, especially since it seems the wind changes over time. The gun movement doesn't seem consistent with the wind - or maybe I'm stupid lol. Great work :)
Indigo
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love a good roguelike - love the sound design and music, love the art, and there seems to be a good range of power-ups. Building up a more lucrative pinball table over time is a really cool concept. One thing that a few other people mentioned is that there should be some constraints on where powerups can be located - my jackpot ended up inside my bumper a couple times.
PinBALA - is that a Balatro reference? 0.0
Very very well done
Cool graphic style and I respect the work that's gone into it. Projectiles in the game are a bit overly dense but I could see it appealing to bullet-hell enthusiasts
I have to say though, something went very badly wrong with the SFX in the tutorial. I fired my lazer and I believe an SFX trigger endlessly retriggered and had an additive effect on the audio. In other words, I was deafened. Quite unpleasant and it's the kind of thing I really wish would have been fully ironed out; obviously not intentional, but I was hurt, and I can imagine other people being hurt by it.
Sorry about the kinda intense comment, but I figured it was worth mentioning. It's definitely a good game jam effort overall
A simple concept, but really that's what game jam games should be. A lot of time has clearly gone into fleshing out the mechanic and play time. There's something really really cool here with some more time in the oven. As it stands, this is definitely one of the more polished and complete games I've tried in the jam - excellent job
The grappling hook is incredibly fun to use! As some others have said, I'm not sure how feasible it is to be able to reclimb the maze after reaching the bottom. The code cracking is a cool idea - I think it would be better if there was some context clues in the level design or dialogue on what the correct answer is, so that it becomes a riddle to solve rather than trial and error. Great work! :)
Very creative game, with some very pretty assets. Game is overall very intuitive to understand, although it would be nice if the spells were a little clearer without relying on the game page. The song is really pretty, and there's some very impressive piano playing, although it as the only instrument feels a touch hollow. This seems like a very talented team :)))
I imagine that if this team used the full 96 hours they could have created something truly remarkable; very impressive what they were able to do in a day. Some audio, even if taken from free assets, would have gone a long way. Also if it was more clear in game how much time was available before the boss or how random encounters worked. I'm impressed by the range of weapons and classes, even if they're mostly numerical changes. Nice job guys!
Cute game. I unfortunately found a quite easy exploit where blocks would respawn quite soon as I collected them into the stacking area, which meant I really didn't have to engage too much with the level design, which seemed to have taken a lot of work. The jumping sound effect was also a little grating. Other than that, great work!
Very fun game - surprisingly intense with the music despite the adorable animals. Very very well-polished
I think it would have been cool to see the animals left behind get swallowed up by the sea, or at least some sort of results screen, rather than going straight back to the main menu, but then again Jam time is overly strict, and at least your high score is saved in the title. Very well done :)
