Oh yes I saw another comment about bad performance. Thanks for the feedback. Next time I will profile it better and and graphics options to make it smoother.
StoicGoose
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This is my kind of game so I downloaded it some smooth buttery framerate.
Great idea to mix a wave based arena shooter with the gambling elements with the wheel. I liked the moments of anticipating, and hoping to get the full health upgrade for example. The shooting, moving, reload felt really polished.
I think some small things could help to improve my experience. For me I often got surprised that there was a bunch of enemies behind me hitting me in the back. If the enemies had grunting sounds or something it would be easier to "read" the situation and then try to adapt to it. I think similarly with enemy spawn points and level design with the rocks it all feel quite chaotic. I think chaos and reaction based shooters can work as well, but perhaps there are some things that needs to be balanced. So that there is some order in the chaoticness :)
Overall very nice game, I had alot of fun playing it!
I played this for way too long :)
Addicting and nice use of the theme, I also found it dead serious to spin around the office like that collecting coffee and donuts. Cool to have an upgrade system, especially liked the permanent cash. So that players like me also have a chance. The controls are rage- game-ishly bad but in a good way.
For me it might have been good to get some upgrades earlier. I also wondered what a jump upgrade would make for how the game plays. Or slippery puddles of newly mopped floors?
Great entry for the jam!
I liked the atmosphere in this game, a charming home brewed platformer. I got a feeling of exploring the town, it was cool to get that cozy jazz when going indoor.
For improvements I think I would look at the platforming mechanics and make it more precise. There is some sliding and bouncing on obstacles. Or if that is wanted and you want the Spin Man to move more fluidly, there might be ways to lean into that type of controls even more and make it a feature.
Overall great job. I enjoyed playing it.
Hm is there some meaning behind the world being a square and so is the enemies. OR is it just a coincidence..?
It is nice to hear you liked it. Oh I looked at Feed the Deep for inspiration on the towing mechanic. Now I need to check out that dev log.
I wonder if it would be cool to add moments of more action sequences where you get to shoot more and use power ups and upgrades. Like some cosmic one eyed sea monster that you fight for a while. But then right after, it goes back to that existential dread of towing these items in darkness to the greedy maw thing.
Haha thanks, for me when I playtest the enemies sound like grunting pigs. Swimming cosmic horror pigs?
I'm glad that you tried it again. I was worried that this would happen. Its not that fun to only tow one item over and over. So I made that upgrade super cheap and gave the player some currency at the start. But yea I can see that it can easily be missed. I played Dredge a lot and it was one of my inspirations. Now I need to build scary lovecraftian eyes popping up in the dark to complete it.
Thank you for the kind words and insightful feedback.
One of my inspirations was Dredge and I wanted to create that kind of moody game with scary undertones. I liked the idea of the cubes being kind of neutral creatures that generally only care about you if you get close and disturb them. But then when The Stir happens the horror starts and they get crazy . But yea. It would be cool if they grew teeth or something. And perhaps the art style even still stylized needs some details.
The player sonar is just a lightsource, which Im not sure is needed. Perhaps it could be extended with other capabilities.
Yea I saw the craxy flying enemies too. It is a bug where they try to push collectable items out of the way and then the physics explodes.
A t first I implemented the game so that after a death you loose all your progression and have to restart. I think that was too punishing, but like you say I think the current implementation is too forgiving. Perhaps some middle way would have been better. Reset relic positions, and possibly loose a few upgrades.
Your feedback is very helpful, I will probably keep developing this after the jam so I will try and remove annoyances and bugs and some balancing first and then see where I end up.
Thank you for your kind words. Im happy to hear you liked it. And it is these kind of impressions Im looking for to decide if it is worth developing further or not after the jam. Good feedback on fire rate upgrade, it should have been something else. Or perhaps it could have been useful if there was some huge seamonster boss or something later on.
The contrast of realxing swimming with the fishes in the warm blue water and then having to dive deeper was cool. It got tense when the music stop and it got dark. I also found a cave when I dared to go explore a bit. I like that there was a minimap that helped me and also seeing the repair progress on the cable itself was nice. Good job!
What stood out to me here was the great level design. It was a nice learning curve starting out relatively easy for me to learn the mechanics with some friendly checkpoints so that failing wasnt that bad. And then each level got increasingly longer and more difficult. I also liked the coherency in the vibes, quite chill with the music and the art and no stress. But still a challenge to complete the levels. Well done!
A very well crafted and polished game. I like how you set the tone instanty from the start. That dramatic synth music kicking in, the voice over and then the clean and responsive visuals. I enjoyed slingshotting around the yellow pickups. Very satisfying. After a few upgrades it reminded me of geometry wars with that deformed grid pattern in the background. As for balancing I felt it was a bit easy for me, but for a game jam I think that usually is a good thing.



