Quite fun, to improve I would make the horizontal movement feel less slow, like how you tend to lose horizontal momentum when letting go, but not vertical, which felt kind of strange. But apart from that, you managed to make the grappling feel decently satisfying.
angtaming
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Very fun, I found myself playing it quite a few times. The heat mechanic forced me to actually think about what I was doing. My only improvement would be to get rid of the section at the start where you just make one pizza at a time, it's boring when trying to speedrun, and would be a good separate tutorial instead.
This is one of my favourites, you made it very satisfying and responsive to drill, and the physics was on point. I could easily see this becoming a speedrunner game. The only annoying part was the end of the "Shoot yourself" level, that was a menace to aim. Also let players see the whole map so I know where I'm going. But overall very cool.
I found this original - there is a lot of potential in a bullet hell where you have to juggle controlling multiple units at once. One issue: for the first few minutes I had no idea what was going on. The game would greatly benefit from an introductory level, and maybe you could visually distinguish your guys and the enemy guys. Also the movement was kind of strange. Apart from that, I would actually want to play a polished and developed version of this.
This game was decently fun, this is how I would improve it:
- The fish coming from the bottom are hard to react to, so maybe move the pearl closer to the centre
- The difficulty should ramp up, since right now you can just play forever, I ended up playing to around 300s before I got bored
- Maybe the movement could feel more fluid, decrease friction on the character? idk
Overall good job
Gotta be one of the best games. The level of polish is insane, I also appreciate the QOL featues like not having to find out the name again. Atmosphere and gameplay loop is spot on.
There are so many ways you can go with this. Some of my ideas: To throw you off, levels that shift layout after the ghost starts chasing you. Also , a card swiping or keypad code minigame to make running away even more stressful.
One of the most fun roguelikes I have seen in the jam so far, and I put quite a bit of time into it. Combat felt fluit, and a lot of love has been put into the art, especially with minor details like the demon of sloth attaching on to you. The room switching was also a nice touch.
Some issues: When I talk to the demons to get an upgrade, if I use my mouse to advance the dialogue it chooses the upgrade instantly (probably because mouse is still down). Also I can attack the boss with magic while they are talking to me.