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SoftServeDemo

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A member registered Jul 04, 2023 · View creator page →

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Thank you!! I'm glad you enjoyed it.

Thank you very much! From the sounds of things there are a lot of numbers to tweak if I keep working on this, yeah.

Very fond of dodging everything to try and hit the piece of junk I need- definitely a lot of places you could take this concept. Putting a discord ping sound in the music is a bit evil though.

Thank you very much!!

Thank you! Upgrades certainly were a thought that crossed my mind, yeah- making different types of cannons that fire different types of rockets, maybe?

Thank you! I'm very glad you liked the art. I tried to keep the spawn rates low early to not overwhelm new players, but I might've gone a bit too far with it, yeah.

Thank you very much! The trash spawn rate does speed up a bit every 10 or so you destroy (up to 50), but the pace is definitely something worth messing with.

Music's a bit of a blind spot for me artistically, yeah, but for the most part I just ran out of time. I'm glad you liked the theme implementation, at least!

For the most part, yeah, there's no audio. I did try to get a SFX in last minute for when trash collides with the planet, but it doesn't work on itch.io for some reason. I'm glad you liked the art and gameplay, though!

Definitely starts weirdly zoomed in- I feel like this game could've realistically fit on one screen instead of needing a zoom-in/zoom-out. Beyond that, though, pretty fun! There's definitely legs here.

It'd only ever show a proper direction when I was in orbit, is the thing. And there wouldn't be much when I tried to follow them in orbit either.

Thank you very much! Redirect cooldown is definitely a way to go, but part of my thought was that redirecting is a "time cost"- every second spent redirecting is a second that a rocket isn't moving towards a piece of trash, after all, even if they do speed up afterwards.

Fun! Beat it once with all 3 radioactive objects and then a second time without any of them- the latter was definitely easier. I do wish there was a little more feedback on the lid closing just erasing some of your stuff, though- it's pretty unforgiving.

Thank you! Rockets deal more damage when you redirect them, so a lot of it is balancing how much you're getting out of each individual rocket. I might've made the trash spawn rates for the early game too slow, though- they hit max spawns after around 50 are destroyed. Either way, I'm glad you liked the game and the art!

Since I first got it, it had one pointing straight up, but later on it managed to point me towards the actual third blueprint. After that it was always just pointing up until I went into orbit, where it went every which way. Probably something to do with tracking between the two distinct "modes?"

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A girl can only do so much in a couple days. The original vision was having a campaign with levels, but that was definitely higher scope than I could manage in the timeframe. Thank you very much, either way!

Really really fun base to work upon here! I think the blueprint scanner is bugged out, and it's really easy to accidentally mouse off of the inventory menu while you're trying to fuel up, but I'd definitely be interested in seeing where something like this could go.

It felt like the fish spawn rates got high shockingly early, making the earlygame a bit rough, but other than that this one's suuuper fun. Love it love it love it.

Very fun with good sounds and visuals! It's probably my fault for going for hard mode, but the third moon did feel more or less impossible with how many projectiles were just shredding down the rocket.

Very fun! I did get my first win by just hugging the left wall, though. As well, while the limited palette for the artstyle is very striking, it did make it hard to tell what actually can or cannot knock me down- some of what I thought were projectiles turned out to just be background decorations.

Nice stuff either way- rocket shoes is a very creative take on the prompt!

As someone who also went for "blow up trash with rockets": very fun! All the SFX being made from trash is incredible, and the game kept me engaged enough to reach the ending.

It did have a weird lag spike when I hit trash sometimes though, including the first trash of every day.

literally the coolest ever

Thank you! I'm not much of a musician, ahaha... I didn't want to do something royalty free, though, so I toughed it out.

Went back and beat it all with no deaths. Only two lost hearts along the entire thing. Hell yes.

Getting this out of the way immediately: I grabbed an item through the sign and got stuck. Beyond that, very fun game, but dealing with clones ramps up really slowly, making the early game very very boring, and 40 rounds of it feels like a lot.

I think there is potential for an amazing game here. Genuinely the most interesting tower defense concept I've ever seen. However, rats dying feels unfulfilling, and running out feels really easy for a slow, painful, and inevitable death. It also makes the items that upgrade them feel meaningless. I would absolutely love to see this improved upon and fleshed out, though.

Very fun shooter, but enemy health felt really high, and having to reset to the same set of three boring items felt frustrating. Dash never quite felt right to slot in either. Really good ideas here though.

Understandable! I could have maybe included a few more signposts. There are items for you to find while exploring around a dungeon, and an exit that requires 3/4 of the items to get through.

Very nice and well put-together for what it is. Simple but effective. I do wish there was a way to end it early if I felt like I got close enough instead of having to try and match my prior inputs perfectly.

Thank you for the kind words! I didn't even think of that for the movement. I will try to keep that in mind for the future.

I must confess that I never did get past the boxes. Being able to collect them using cannons helps but eight still feels like it'd be a tall order- let alone what game may lie past it. Perhaps I'll come back to it after the jam to try and make it through fully.

Thank you for the kind words! I tried to make the hazards relatively sparse and lenient, but alas- game jam lack of playtesting will be game jam lack of playtesting. I'm glad you enjoyed regardless!

Very fun game. Getting multiple guys in one go felt very luck-dependent though.

There is a very, VERY good idea here that I'd be very interested in seeing fleshed out. As is, though, the difficulty feels very overtuned- getting even a few boxes can be pretty hard, let alone eight, and controlling the ship is far from smooth. Aiming the cannon is really difficult too, and the entire time, you have to worry about bumping into a rock at a weird angle and getting your health shredded. Very well put-together though. I'd love to see it expanded upon.

Extremely good bullet hell. I don't have much to say- the mechanics work well and it was pretty fun. My one note is that the water and lilypads were confusing at first- usually, lilypads are the good thing.

Very, very well put-together and interesting for what it is. Would be very interested in seeing this fleshed out.

Honestly, more than the circular path, I was fascinated by the towers breaking down and the enemies defeated acting as "currency" for unlocks. I managed to hit 235 enemies defeated on one round. I feel like enemies shouldn't have been allowed to spawn as close to the cities as they can though, and the city position randomization can be similarly weird- my 235 enemy run had both cities next to each other, making things much easier.

Hit 109 on my better of two attempts. Extremely fun minigame-esque game. Well-built in all areas. It didn't always feel like the "lasso's distance to the time I held the mouse down" ratio quite felt right, but I got used to it overall. Very fun.

Thank you! Needing to be careful with exploration was an intended part of the game, but I can definitely understand wishing you could take it at your own pace.

Audio hit a little loud and some of the minigames felt underexplained (first time on the soup i didnt realize you had to click, third time on the soup I learned you could go too fast) but very fun experience overall.