This is a really nice little idle game, you should really consider doing a quick little polish pass then put this on mobile. it's exactly the type of game I want when waiting for the buss etc! nice use of the theme too
wow really nice. addicting game. great for the phone single click style. i guess thats what your going for with the layout. hope more people get to play it.
Rather nice and fun game. I liked how things got faster as you played. It was a little hard to see the opening in the double rings at first. The graphics were nice as well. No problems with the game otherwise. Nice entry
Really nice! No learning curve, just jump right in and easy to play. The polish is already pretty solid (in my opinion). The animation and sound effects when changing rings is very satisfying.
This is such a zen expercience!! loved it! Very fitting for mobile, a one finger game that's relaxing and a lot of fun. Great job!! Artwork and SFX are just superb... Congrats on your game :D
I've not read any of the comments so I write my review as a pure first experience.
The game feels really relaxing and pleasant. Graphics and audio are both assisting perfectly in that regard. I like the use of gradients for the level. Overall the colors could use a bit more variation. It's nice that enemies are distinguished from the environment by a different color. Maybe the player could be too?
The game fits the theme nicely as the player is going deeper into the whirlpool of juiciness. The challenge could be a bit complex to keep the player engaged a little bit longer. I know it's a short jam game, but if you want to continue with the project it would be interesting to explore timed obstacles that would turn on/off. Maybe the player could jump back to previous layers to avoid some enemies coming their way. This would add nice risk-reward mechanics where safe-playing players could decide to play it safe and wait for better opportunities vs. aggressive players going for really close timings. Combo bonuses for fast transition between layers could also make the game more impactful and push the player for more risk-oriented gameplay.
Cool fun little game. I could see it being very relaxing on mobile if you added some good background music and fun sound effects. As some additions to the game there should be some additional difficulty added, it never felt like it ramped up much after the first little bit. Maybe add some additional rotten fruit, or different fruits you can "play" as. Add "powerups" or maybe things to make you speed up or slowdown, etc. God job!
After getting past level 15, it seemed to stall in difficulty. I really liked the beginning with the two openings, then it went down to one opening and it was much too easy. There was only ever one poison apple following me. I figured out if I clicked off of the game screen and back on, it would add more apples, which I think was a glitch. But I used this to raise the difficulty and added 8 apples, which is when I lost. I think with some extra polish this could become a really nice game.
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It is a simple game, but fun. I had a bug at some point where 2 circles spawn at the same time, so I can't pass it on. Anyway, nice work! :smile:
JFI: I found a bug during playing. It did not affect my impression but I think it's also good to know about bugs
When I make double click instead of single click I have two rings simultaneously and I have to start again
The game feels really relaxing and pleasant. Graphics and audio are both assisting perfectly in that regard. I like the use of gradients for the level. Overall the colors could use a bit more variation. It's nice that enemies are distinguished from the environment by a different color. Maybe the player could be too?
The game fits the theme nicely as the player is going deeper into the whirlpool of juiciness. The challenge could be a bit complex to keep the player engaged a little bit longer. I know it's a short jam game, but if you want to continue with the project it would be interesting to explore timed obstacles that would turn on/off. Maybe the player could jump back to previous layers to avoid some enemies coming their way. This would add nice risk-reward mechanics where safe-playing players could decide to play it safe and wait for better opportunities vs. aggressive players going for really close timings. Combo bonuses for fast transition between layers could also make the game more impactful and push the player for more risk-oriented gameplay.
Overall nice entry. Well done!