Had no idea how to play for the first 5 minutes and kept reloading to read the instructions, but once I figured out how the runes worked, it was awesome! Maybe instead of making the dark green come out of them, make them just a brighter color so we can identify the ones we are supposed to click easier. All in all, super fun! keep up the good work!
This game's *juice* is *incredible!* and the SHEER PANIC of the siren makes me all the more likely to mess up, haha.
I think I've also managed to softlock the game---if you click the active button again *after* the minigame starts, the summoning menu doesn't show up again. Incredible sound design and music too! The sound, especially, add a lot of juice.
Maybe you could color code the buttons themselves, too, that way you wouldn't have to memorize which button goes where; but I don't know if you're intending to make this part of the challenge.
I'm not sure why, but I couldn't find the magic orb after I hit 30/30 enemies (and it kept going up too) --- I'm not sure if this is an entirely different threshold, though.
Absolutely love the visuals! I’m really curious about the tech behind the smoke effects and the wavy letters in the intro. Are you guys pulling this off in real-time with OpenGL and shaders? As for the gameplay: I figured out by trial and error how to generate smoke around the car, but shooting was a total mystery. I tried using the smoke to take down enemy units, but eventually, that green tongue thing got me every time. Maybe simplify the shooting mechanics or provide clearer instructions?
I love the graphics, audio, and how everything runs smoothly with some clever system in the background. Managing to survive that snipe shot for the first time was a pleasant dopamine hit. But, difficulty is too high. I tink the main problem is the interface of clicking combinations is more difficult than fun. The fact that this interface stands still while at the edge of the screen but moves with ship at the middle of the screen (same like the ship) makes it look like a design flaw. Also, the tracing particles that show correct circle start late, so when a player is late he feels like it is not his fault but the game's. Instead, there should be one quick burst in shape of a ring, followed by those other tracing particles. Or something like that, maybe you just didn't had time to finish it, considering how many stuff is in the game. But, good job in overal.
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I think I've also managed to softlock the game---if you click the active button again *after* the minigame starts, the summoning menu doesn't show up again. Incredible sound design and music too! The sound, especially, add a lot of juice.
Maybe you could color code the buttons themselves, too, that way you wouldn't have to memorize which button goes where; but I don't know if you're intending to make this part of the challenge.
I'm not sure why, but I couldn't find the magic orb after I hit 30/30 enemies (and it kept going up too) --- I'm not sure if this is an entirely different threshold, though.
Incredibly fun game, and y'all are awesome!
I had a couple of "wait what killed me" moments, so the color palette might need a bit of tuning. All in all the game is pretty fun!