I did a modest score of 9.2e18
Not too bad I guess O_O xD
I see, thanks, perhaps you could explain about the pause menu in the tutorial level ?
As for the grass I don't think you "took it too far", its just not logical for the player to be slowed down even after exiting the grass, that's why it felt like a bug, an idea to fix that while keeping the same difficulty would be to add "mud" areas, in which the player is slowed down if he goes into them, just like in grass, but the mud is still on the wheel after, so it take some time to speed up again. Idk, just an idea.
Phew, I managed to win all gold stars! Omg that was challenging. Honestly the best game I played in this jam, I had so much fun! Please continue it, I want to play more!
Here are some things I noticed:
A retry button is clearly a must-have (like pressing R for 3 seconds to reset the level).
There is a (bug?), where at some places I could't get speed anymore for a period of time after touching grass/a wall.
If you make it a full game, please take me as a playtester while you are in development!
I would love to help with game design feedback and such ^^
Nice little game! Reminded me of Donut County, good job.
If you wish to improve it, here are some very simple tricks to make it 10 times better:
Very interesting and creative game! I was impressed by the amount of very unique mechanics!
However, I did spot several issues that you could address if you plan on finishing the game. The major issues were:
There are many more fixes, improvements and game design tips that I could have told you about, but I didn't wanted to upload a wall of text (though I kinda did it, lol).
The graphics are amazing and it's certainly a unique game!
However, there is a big lack of explanation. A tutorial would be great, but I think there is a better solution in this game: it's actually three things.
1. Make the text easier to read. The glow and other screen effects made the text really hard to read.
2. Make the shooting UI easier to read (visually, I mean). For example, don't show '0/x shards', but instead make the purple squares bigger, as they show the same information without using text. This alone would make the UI clearer.
3. Also, when drawing the shoot, don't make it shoot automatically when all shards are in use, as this reduces clarity. It would also improve UI readability to animate the purple squares when all shards are used (so any new player would see it and realise that they have reached a limit).
These three changes would make the game much more accessible to new players.
I enjoyed the concept, but some of the earlier levels were a bit hard. The game would benefit from an easier progression curve at the beginning.
Another thing I would recommend fixing ASAP:
Using the Escape key to reset is not ideal for a browser game, as it's also used to close the full-screen view in a browser.
Using the 'R' key would make more sense.
Overall, though, it's very well made ^^
Yeah, that's my point. I place my pegs thinking "ok so when the ball hit this one, then it will hit this other one, so if I place one here it will be hit after that". But I end up loosing quickly thinking like that because the ball movements are very hard to predict, so perhaps I should just place pegs based on what they do and not trying to place them for the ball to hit them in a row.
A very good concept, thank you for this nice experience.
But the enemies spawning is way too constant, there should be less enemies until you get stronger. Perhaps make the max enemies in world linked to the amount of upgrades the player has to make the game gets harder over time but not too hard on the beginning (but if the player destroy an upgrade, it probably should't lower the cap as it would feel wrong I think).