dope jam game! and respect for making so much, I really need to step it up.
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I loved the tight, responsive controls, the lovely visuals and the theme/presentation. I immediately understood what I had to do with the element spawn-ins, even if I didn't immediately understand what the timer/death zone was (until I died on it - then I did. and thought - clever!)
I found myself avoiding the powerups since avoiding the deathzone was such an immediate need. I also had an "aw, really?" or "aw, not fair!" on dying on the smallest contact with the zone. I found myself wishing for other layouts beyond the circular one, even if it was super-understandable for me. (designer-brain: maybe I wanted to be able to "skillshot" to solve a level perfectly, or have some kind of high-skill, high-feedback single action? or that in the lack of one, my brain expected "levels". just a shot in the dark - I'm not sure why I had that reflex)
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ps. the pixel art prac stuff is working out. simple, understandable to read, but nice to look at!!
I found myself avoiding the powerups as well, so I added the double-score goal mechanic every time you pick up a powerup. Almost like an opt-in risk-reward gameplay :P
And you're right on the unforgiving losing condition, I wish I had the time to implement tolerance tweaks.
And yay! I'm glad the visuals are working out.
Excited and curious to see what you're cooking next :D
Thanks for the kind words Eduardo! Hope you enjoyed your playthrough. You're right, can definitely put a rewarded video ad plcement for continuing the game (wink wink)
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dope jam game! and respect for making so much, I really need to step it up.
//
I loved the tight, responsive controls, the lovely visuals and the theme/presentation. I immediately understood what I had to do with the element spawn-ins, even if I didn't immediately understand what the timer/death zone was (until I died on it - then I did. and thought - clever!)
I found myself avoiding the powerups since avoiding the deathzone was such an immediate need. I also had an "aw, really?" or "aw, not fair!" on dying on the smallest contact with the zone. I found myself wishing for other layouts beyond the circular one, even if it was super-understandable for me. (designer-brain: maybe I wanted to be able to "skillshot" to solve a level perfectly, or have some kind of high-skill, high-feedback single action? or that in the lack of one, my brain expected "levels". just a shot in the dark - I'm not sure why I had that reflex)
//
ps. the pixel art prac stuff is working out. simple, understandable to read, but nice to look at!!
Thanks Julian, awesome feedback as usual!
I found myself avoiding the powerups as well, so I added the double-score goal mechanic every time you pick up a powerup. Almost like an opt-in risk-reward gameplay :P
And you're right on the unforgiving losing condition, I wish I had the time to implement tolerance tweaks.
And yay! I'm glad the visuals are working out.
Excited and curious to see what you're cooking next :D
The music on this game is very cool, like the mechanics and the progression. Would love to have a continue features T_T
Thanks for the kind words Eduardo! Hope you enjoyed your playthrough. You're right, can definitely put a rewarded video ad plcement for continuing the game (wink wink)