The art is beautiful, and the platforming is nice. It was almost a puzzle in determining where you could jump; there were parts of what I would normally consider the background that were actually platforms haha. Although I think the "Role Reversal" theme of being the narrator was tacked-on, the game is enjoyable none-the-less. Nice story-book presentation too!!
spoofshot
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Doom Eternal has this fun idea that melee-ing enemies showers you with rewards; the playstyle change between firing and melee-ing reminds of that a bit. Melee is tough when those enemies still shoot at you; you get a short window to melee between shots as long as there are too many of them, but I like the tenseness of suddenly being a shot or two away from death in a tough spot. I enjoyed it!!
Hahah, I found the secret cat!! So sophisticated! It might be my favorite easter egg of the jam so far.
I'm a big fan of the Limbo aesthetic. The rope pull mechanic is pretty tight too; I'm imagining some Get Over style gameplay from traversing terrain alone with that thing. Definitely worth the play.
Soothing, there's something here. A more fleshed out score system (even arbitrary points) would do wonders for tracking progress.
You mention 4x games here, and into the breach on your review of our game, and can see the influence from games like those on your art choice. They're beautiful tiles. Good game!
Oh and I forgot to comment: you must have had an impressive algorithm in place to determine how the hero destroy our foes. It seemed you purposefully allowed the hero attack sub-optimally in order to leave the hero with 1 hp left (if possible). You built in a lure to make me go "juuust one more time!". That AI raises this higher
The core mechanic felt good, I felt like I was move a large swath of land with the shaking. The woodland creatures were beautiful too.
At first I thought I would prefer to see the moves in advance, but not knowing those moves caused me to plan ahead, which was interesting. "If I get diagonals, which creatures should I hit?.. oh what if it's a straight and a diagonal". That planning would reward a first-time victory, but (assuming there were checkpoints) it could also be more relaxing by just having trial and error and a small memory game.
There were a couple times where I totally missed a single creature by the end, but it was a success anyway, which was relieving haha. Anyways great game!!
It was enjoyable creating routes for the little man! It was satisfying to learn a few tricks to boast time farther than originally expected!
Allowing the player to place blocks while the scientist ran around was a nice design choice, I think some developers would default to making you set everything up before releasing him. The real-time aspect not only gave the player a more hurried and exciting feel, but it opens up more strategy to place blocks at opportune times (suddenly trapping the little idiot at a dead end and making him wrap around felt like I cheated the system lol). Simple, elegant art design too. Thanks for the game :)
I knew this concept would be explored; you have some nice features here. Trial and error at first, but you get the hang of it quickly enough. The music reminded me of the original Lemmings. Glad I could play this!
(I didn't read the note on itch page at first, but resolved the clipping in the first level by placing a jump pad right underneath the robot, worked from there haha)
I'm going to college!! I loved this. The uncertainty of what ingredients do to damage, durability, and weight makes collecting items and building a fun mystery to suss out. The down time of killing enemies with your newly brandished weapon is clever too, making you feel more involved with the weapon-making process. The variability of the ingredient market makes you question what you really need to. I'd love to a speed run of this haha!
The audio is soothing and satisfying! Combined with the doodling art gives a distinguished feel; I feel like I'm playing a game on some yellow notebook paper haha!
There's little aesthetic details paired with the well-formed puzzles to make solving them intentional. The dotted lines were a nice touch to clearly communicate button intensions, even for colorblind folks. The spikes had just a little extra color for a nice minimalist boast, and the several boxes representing the exit were easy to deduce in function.
It's a splendid game and I'm glad I played it :)
The levels scale well. The first level gave plenty of time to realize the mechanics and how powerful your tethering lasers are. I like that 1) your ship can't be harmed, and 2) the ship still has it's weak weapon; this still entices the player to actively shoot, rather than focus purely on positioning. As a commenter below said, positioning in relation to level ports and enemies is a less explored and interesting spin on tower defense shooters. Great job!!