fun game! having the player upgrade when they die is a genius way to do balancing,,
shooting costing time is also an elegant way to discourage spamming!
oh also writing dialogue wise, we have an interesting method
the artist, who “isnt that good at writing” writes out the dialogue for each conversation in one go (after we discuss a little of like “this person needs to say x, that person knows y about the world”)
this means we cover the key bits, but we also get extra flavour stuff and tone of voice that just sort of happens as a natural result of writing the dialogue one line at a time in a stream of consciousness, as if the conversation is happening
after/concurrently, i (the programmer), who “isnt that good at writing” read over everything to make sure theres no mistakes etc, but also to reword some things so they land better, since often on the first pass some ideas wont be communicated very clearly
this somehow means we end up with dialogue that is actually decent
fun controls! good difficulty!
the timers for the levels all felt long enough that they often didnt really matter (as in, i either died to a hazard, or the timer still had 10 seconds left after beating the level). adding eg a rank based on speed could add replayability and give a sense of how good youre doing without making the game any harder. … but like, given that its for a jam etc, that isnt massively important
very nice presentation! the controls were a little awkward on trackpad, but generally fine. figuring out the pathfinding mechanics over the game was very satisfying!
breaking the box with the cursor was a funny reveal the first time it happened, but got a little annoying when it happened accidentally
very cool visuals and lots of polish! after a while i ended up just playing cards in order and hoping the last card has an upgrade that lets you play something big on it. maybe i just didnt get enough strong upgrades
(also it seems the “orange juice” upgrade doesnt have a description, which is funny)
very fun and rewarding pathfinding puzzles! it takes a good amount of time to figure out how to solve them. the crystal one felt like itd be really close timing wise, but then on my proper attempt i ended up with like 10 seconds to spare
i somehow did the third one “first try” (after exploring the map once first), i think because i just stumbled into the optimal path immediately lol.
some of the controls did feel a little fiddly (it took me a while to figure out how to use the bombs, since they dont work if youre right next to the wall, which makes sense given the implementation, but is unusual)