a simple concept, but expertly implemented. especially the painted artwork and music matching drums when dashing made it for me. being able to run on top of most things was interesting. made it to 572. now all that's left is a leaderboard :)
JonWon
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sadly, I got swarmed and died way too fast, before I could do enough of damage?
anyway, having the controls rotated to align to the grid was a bit confusing at times, and having the controls mapped to keyboard positions (as opposed to key characters) would be nice for someone like me with alternate layouts.
also having a way to close the game :)
having to give up your powers is a really cool and unique mechanic. this way you really learn to appreciate what you got. but you can pry my knockback out of my cold stiff hands! also the walljumps feel really nice.
btw. having the controls mapped to keyboard positions (as opposed to key characters) would be nice for someone like me with alternate layouts.
hmm, I don't seem to understand how to play this game. I can stop the countdown, and it adds a random value to my percentage. but I don't see where I would get this as my funds? all I can do is start the countdown over 5 times till the game ends.
Is there something I am missing?
PS: also letting the countdown run out increases the speed rapidly, so much that the next spin is now also ultra fast.
sadly I had to quit, because i was unable to switch between my clones. at least I think that was the intended way to trigger the pressure plate. It took me some time to understand the mechanics in the first place, too. having a way to teach the different functions would be appreciated. I didn't get that I could jump the first gap for far too long.
It was a well timed triple shot for me.

first shot to the left to get out of the middle.

second shot to reposition the yellow orb slightly down.

next three shots with a few seconds delay between them all to the left and rebound. the second slightly angled down.

before the first of those hits move to the first goal, wait out the second hit in the trapped location, and move to the second goal before the third shot reaches the right red orb.
We really wanted to implement tooltips, highlighting for synergies while placing, and a much longer intro / tutorial phase, with more content / higher tier buildings to unlock. Bun unfortunately there is never enough time in a jam, so we are glad everything is working as good as it is. Future improvements are on the list thought. Thanks for playing.
this feels like a really solid first time project. you got fluid movement, sound and music integration, hit animation.
just sometimes it felt I got multiple enemies stuck on top of each other, unable to move, and I managed to kill them all with one shot. My best bet for improvement would maybe a little popup on my character when I loose / gain time, so I can register immediately what gives my which amount.
In the end I got to 5min before I gave up. Great work!

this is a nice idea, but I think the execution needs a bit more attention.
a short explanation for the shop items would be nice. also they interact with the droplets while placing them, so I managed to trigger the shop before placing the last log, by unclogging a huge jam, and breaking the logic a bit.
It would be nice to add additional challenges once the flow is achieved.
like others pointed out already, there seems to be a few glitches:
belt always moving / guests on the right eating dishes on the left / dishes randomly disappearing …
and I don't think there is a loosing condition, right?
nontheless, it sounds really promising, and the graphics, sound and movement seem really polished. I made it till day 12 and 500 points, until I saw the counter to 99. I think some variation in later days would be in order (pun intended).



