Thank you, that's a very kind review! The shop issue is definitely a bug, and I've heard some great feedback about the snipers and how I generate my enemy clusters I'll take into account for the future. That's on me for making the different enemy types near the end, haha. Thanks again for leaving a comment!
MacAlmighty
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Poor humans! You did a good job with their zap sprite, haha. Like someone else mentioned, I'd like to see a third factor in this, something else you have to watch out for. Maybe some humans (a different sprite) want to help water the land? Maybe the bad guys are sluggish in higher temps, but faster when it starts to cool off? Cute submission though, I liked the art!
I also had a similar idea, where your health was also your ammo and was constantly counting down! I really loved the art, excellent design there. Your friend did a great job with that. I did struggle a bit getting to extra areas where you kind of have to boost yourself by shooting with your weapon,. The cool down was so long and I didn't really get propelled too high, so I only managed to get it to work once. Still, solid effort!
Great submission, very bouncy! I was a little worried that it was too floaty or too chaotic, but I got the swing of it pretty quick. I liked that the puzzles could be solved in different ways depending on how you started, so you weren't forced into figuring out the correct path each time. Good stuff!
Very solid submission! A good, simple idea taken close to its logical conclusion, with a stylish presentation - the background shader added a lot. I also wish there was a little less acceleration on the aim rotation (I know that was part of the point, but for some tight corners or levels with quick movement timers it was a little frustrating). But overall I had a great time, maybe my favourite entry so far!
Really interesting perspective! I don't know if I've seen that (3/4 view 2D billboards in an enclosed 3D world) done yet, I might have to steal that for another jam. The object throwing combos were also very satisfying! I did run out of enemies pretty quickly though, and nothing spawned on the last wave. Still, nice entry!
Interesting take on the theme. The time rewind mechanic was pretty ambitious, and it was cool to see it work out well and be used on the guards! There were a couple of bugs (I'm sure you know the ones), and I was a bit confused to why I couldn't jump over that guard early on, but overall I enjoyed it. Nice effort!
Nice work, I really like how the theme was not just about counting down how many moves you had, but also about the counters on the obstacles! Unfortunately in a level with a two rows of turrets on the walls of a hallway, when I interacted with one the countdown decreased by one instead of going up by 1, which I'm not sure was intentional, and I got stuck there. Otherwise I was enjoying it! I might have also considered allowing navigation with the keyboard, and using the arrow keys or click-dragging the mouse to pan. But that's just a bonus to consider if you keep working on it,
I like the concept! Especially after I realized that there was more stuff to do behind the start position, it felt good exploring for new spots. But, it was also bit too bright for me, and the camera was pretty unstable/shaky. I also don't know if I explored everywhere there was to explore, but I didn't find too many spots. Good effort!
Yeah, I had some issues with meleeing the boss, and was trying to figure out a good balance (maybe letting you do it for a few seconds before getting pushed off) but couldn't get it working in time, so I just cut it. If I keep working on it, I'll definitely look at the balance again, and weapon damage falloff is a solid idea for fast firing weapons. Thanks for checking out my game! I'm glad you had fun :)
Very nice of you to leave a detailed review, thank you!
I'm aware of the shop issue - I fixed a bug where it wasn't rerolling between floors, but didn't realize it caused that issue until after I submitted the game. But you're right, if I keep working on it I'll definitely fix that issue, and add some more levels so the player can get more of a build going. Thanks again!
KNOWN BUGS:
- Shop before boss not spawning (well, it was, but the shop trigger wasn't triggering so I hid it)
- Shop resets every time you walk into it instead of between floors
- End button doesn't reset the game (you'll have to refresh)
- No weapon SFX in the boss room for some reason
- Probably some typos (like firey)
- Right combo of weapon and upgrades can one-shot the boss (or maybe thats a good thing?)
- Very small chance the shop and or the exit don't spawn - usually on the first floor. You'll have to restart in this case
- Some upgrades carrying over between runs (refresh should clear everything)
Interesting idea here, and the first time I saw the night creature it spooked me, haha. It was nice seeing a 'cycle of life' game to fit the loop theme (I've only played a few), but also the day/night cycle even better fit the loop. I figured out the best way to move vertically was coiling up and bouncing straight up, but by then it was nighttime and I knew I was dead. I think my frames dropped a little each time I did it too, until the game was running at sub 10fps. It was nice you could kind of slither up vertical walls though, and I read the terrain was procedurally generated which is pretty cool for a jam submission. Nice work!
Wow, I'm glad I checked your game out in time - very cool visual use of the loop theme! I also loved the dithering shader, wish I could've figured out something similar for my game. The atmosphere and puzzle design has been great so far (I temporarily put it down on floor 6 to get to the last few games I wanted to check out).
I was going to ask if there was any significant to the art of a Macuahuitl at the end of the hallway until I realized it was just the hallway floor plan, haha. Also props for including a solution guide with hints if anyone gets stuck but doesn't want the answer laid out. Great submission, Thomas!
Ha, the performance could be a bit of both - caused by low fps, but the grid shifting once a second was intentional, at least. If I do a 3D web-game next year, I'll have to either get that sorted, or also include a download just in case. I've also heard a few times it's hard to see what's next (especially in the middle column) so I'll play with the camera a bit. But thank you for trying my game anyways!
Yeah, there's FPS issues in some browsers, then some people were also thrown off by the grid shifting every second. I thought having everything update once a second would make it easier to play on lower-end hardware, but maybe I shot myself in the foot there, haha. I'll definitely have to go through everything after the jam and try again. But thanks for checking my game out and leaving a constructive comment!
I liked the swap between platforming and walking - including the music switch. I also liked the tower spinning animation! The only bug in particular I noticed is that if the player falls, they carry their momentum when respawning (which might cause them to fall again). Other than that, nice submission!
Absolutely wild game! I'm not going to lie and say the controls weren't overwhelming - but I think that was most of the challenge, haha. It was nice there was the option to change your keyboard layout if you wanted, but I ended up taking a screenshot and moving it to my other monitor. I enjoyed that you could use each individual finger to hold the shoelaces, so I had to use one hand to make a loop, bring it over to the other, have that grab it, let go with the first to pull the end through, etc.
After accidentally undoing the cross step from trying to follow a 'simple shoelace' diagram online, I ended up making one big knot which held. I would've liked to make a proper knot, but very creative game!
Cool ideas here! Drawing to cast spells is a nifty concept, and good on you for trying to get that to work (I imagine it must be kind of tough with how many ways you can draw a triangle for example). I also liked the artwork! I did find some shapes were difficult to register - the infinity loop to recharge felt a little inconsistent, it took me a while to cast the triangle spell, and I was never able to cast the heart. Still, nice try!
I got to score 3863 before I put it down.
Wicked game! I was going to give up after two tries, but after I read that you can shoot the crates I had a much easier time and finished it. I really liked the swapping between driving and cannon-firing, and going around a whirlpool was a great use of the loop theme. The cannon firing trajectory felt great and rewarding to land, and the bots felt well implemented too. I laughed the first couple of times I saw the bots drive into each other or smash into the rocks (which also helped add some extra crates to pick up). I might have liked to control my camera while repairing the ship so I could stop and make an emergency change in direction, but other than that, awesome job devs!




