Making the main character a diver is such a fun way to explain the the reason you're climbing the level and it nicely ties into the progression. Really enjoyed it!
zyzamo
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Going down the stairs one or two steps is a great and simple idea and the graphics and audio fit the setting perfectly. However I felt like the game is currently just a bit too easy and the difficulty doesn't really seem to ramp up much as the game progresses. I feel it could be super fun if you have to quickly decide how far to jump but you only get a small window of time to decide
I totally get the game can be a bit difficult to play. Regarding the controls: we added alternative keys since some team members preferred different keys. Personally I usually used shift to dash and z to throw. Sadly I didn't anticipate that these keys could be overlooked by people who miss them in the description so thanks for letting me know!
I can see this being fun in a future version but currently I didn't really feel the fun yet because of some small annoyances. The biggest thing was that the bike controls just felt a bit too effortless. Making it function a bit more like a racing game wouldve added some extra depth or maybe you could even make the player hit a button to pedal the bicycle. Also I sometimes ran into orders that were extremely far away or were just impossible because there was not enough time. Regardless I hope that you had a lot of fun making it and you learned a lot!
The driving mechanics felt a bit awkward and hard to control, maybe some of the upgrades help you in this regard but I finished the game before I got them. I always feel like racing games are really difficult to pull off during a game jam because players often expect very polished and responsive controls that you might not have time to deliver on. The mechanic that increases your speed if you kill more cars was a really clever
Controls felt really good and satisfying and it was fun to try to survive as long as possible. I did notice that I sometimes didn't want to use the fun movement mechanics because this would push me away from the enemies I was trying to kill. I think it would be really great if there was some sort of attack that was based on the speed of the player so you really want to keep your momentum up.
Really like the idea of falling to lower floors all the time while still dealing with the enemies from the previous one. I did however feel like it wasn't really worth it to attack enemies because it costed so much life energy. My strategy became just to try to kite the enemies around in a circular pattern and hoping I didn't get hit too much. The artwork and music were excellent!
The platforming mechanics felt really good and I felt the minimalist pixel art style really fitted the darker setting. I did notice that after the first boss the gameplay started to feel a bit samey. Maybe it would've been better to focus on a shorter experience with some more variety? Having your life counting down constantly is a really fun idea but I felt like in the current version it was a little bit too easy to recover causing it to never really being a challenge to the platforming mechanics.
I had fun playing it but I found it hard not think of balatro in my head while playing. It makes it a bit hard for me to rate it on its own merits because I can only unfairly compare it to a really polished and highly rated game that took a lot longer to develop. I'm still really impressed you managed to deliver such a polished and complex game in a very short time.
Really enjoyed this a lot more than I expected. It's really satisfying to figure out the optimal moments to switch over to a higher tier building somehow. Wouldve liked to see some kind of victory condition (maybe you just buy it from the shop) but I see you sadly didn't have to time unfortunately. Also nice to see you still doing game jams ;p
Those penguin chefs are so damn cute! Spending all your money while avoiding a full stomach is a really creative use of the theme. Had some trouble figuring out what the goal of the game was but after a couple of tries I got it. The values of the foods were not always obvious, I first assumed smaller items would make me less full so they would be the best options.
Managed to find my ship on the second attempt. I like the idea of using a depleting oxygen tank as a countdown but I was missing some additional depth to the mechanic beyond just a timer. Maybe it wouldve been fun if you could restore some of it by collecting rare oxygen rich meteorites for example? Some more challenge wouldve been nice as well. Still good job on making it to the finish line as your first 3d game!
Really strong vibes in this one and just turning dials on a radio is a surprisingly fun mechanic. Also the fact that there's a kind of subtle choice system is very cool. I did kind of figure out some dial setting that meant I didn't really have to mess with the second two dials any more so that made it a little too easy for me






