Awesome game with a really fun core mechanic. There was a lot of really cool details and polish in this game. I especially like the effect of the line breaking from damage, that looks really good. Nice job!
That's a very neat mechanic, it's simple, fun, interesting and new to me. Graphics are really nice for a compo, and overall it's amazingly polished. Imo the take on the theme is the weaker part, it's still fine but not amazing.
Great little game! The difficulty at first was low enough to get the hang of things before it started to kick off, and the upgrades were a lot of fun. Seeing my little line be destroyed for the first time was a bit of a "oh no" moment, haha.
Really enjoyed the vibe overall, the art and sounds worked well together. Only minor issue was that I quickly started to forget which upgrade was on which key, maybe a way to see those (pause menu, maybe?) would be a good addition.
Fun game, simple mechanic but the unlocks keep it new and interesting, got into a groove where I could just attack at the ends of each path and do major damage. Great job!
I like the concept, but it felt like if you fell into the right rhythm you could deal with enemies with screen-wide attacks right as they spawned, until suddenly 3 enemies spawn at once and you're out of the rythm and you lose all your hp in 10 seconds. At least that's what happened to me :smile: It also felt like maybe I had too many skills and didn't always have a reason to use one over the other. Still a really cool game of course, the idea is really well executed, graphics are very crisp and clean, nice job there. Would love to be able to start at a higher difficulty straight away.
The difficulty seemed to ramp up pretty quickly, but the mechanic feels very unique. I'm curious to see how this concept could be explored further! The overall look is very nice and polished. Well done!
This is so good! I loved how much you expanded on such a simple core loop. Some of the powerups felt like they completely changed the way you play. Cute graphics as always. Nice work!
It's a nice idea, but I have the same problem I had with windowkill that the pacing is too slow for my taste. It takes a while before it gets really difficult, and when you die you don't feel like trying again, because it takes so long to get to the difficult part again.
But it is a solid game. I do like how the mechanic has a nice risk/reward balance. The snake-like creature looks cool, and I like the simplistic artstyle overall. Great job as always!
Interesting concept. You're vulnerable to damage while setting up your own attacks. I panicked pretty bad at Wave 9 and forgot to summon my attacks. Great game and really enjoyable!
It's very innovative and fun! I love how the core mechanic punishes you for being greedy haha. The difficulty felt a little bit too low for me, so I never felt a need to use the upgrades, but I enjoyed experimenting with them. I think this can be a really virus mobile game!
I played few times, each time died on 8 wave. Overall I liked the game the mush, its smooth and addictive. The only thing is maybe devils are not quite in their place, I mean conceptually. But its just a minor thing
Really simple game that excelled that what it needed to do and didn't need to do any more than that! Perfect execution of such a small idea! Really well done!!
This is impressive! You have a replay able and engaging game loop with different abilities, very cool. I only think it's a little bit difficult to remember what keys do what but that comes with experience and will be a difficulty in virtually any game. I had fun with this one, very good job!
Fun little game! Good amount of replayability with the different abilities, and the 1-D-ness of it felt super unique. The visuals were simple but charming, and I found myself wanting to play again every time I died. Good work!
Your arcade games are always immense fun to play! This one really excels on how everything is related-- no element is not integrated in the game (it's a "total game", so to speak). Great job!
Finally got around playing this! It's reaally well designed and polished. The mechanics are intuitive, and controls simple. The risk and reward of doing long attacks is a great idea. It'd be cool to have upgrades that help you do more damage, maybe somehow make it possible to stack lines by going back and forth, multiplying both damage dealt or taken.
Really interesting concept and execution! Loved the minimalistic art style and the unique controls! I didn't really understand why sometimes I take damage when my "line" gets hit and sometimes only when the ball itself does, nor what the blue meter did, but it was very enjoyable regardless! Made it to round 8 in both my attempts
Like the tradeoff with attack vs vulnerability, gives the player a lot of decision to figure out best strats. It ramps up in difficulty pretty quickly, I think for feedback I'll want some kind of FX right before the laser fires as a final final confirmation that maybe you can dodge or so, but that's mostly because I don't have a good sense of the timings.
The y axis in the game does some interesting things given the 1d nature. My first thought would be to do something (like powerups or horizontal lasers) for the player in the y axis though that immediately breaks the constraint.
I really liked the core mechanic where you had to take a risk to get a larger attack. I had some trouble deciding when to use some of the extra abilities though - I felt that it got a tad too complex.
Hey torcado, I played this on stream! The mechanic is so dang unique (as yours always are)! As for the upgrades though, these didn’t seem particularly rewarding, as their usefulness seemed quite limited, and the controls were tricky (I was using mouse when it seems keyboard would’ve been better for triggering lots of different skills). Anywho, you can see what happened on stream here: https://www.twitch.tv/videos/2130698362
@justcamh haha that was great to watch! thanks for the kind words :) and im glad you found the updated version with many of the suggestions you had made!
Another awesome and really well polished game! Your games arre always what we set out to do, something simple but unique that we can get really polished in the time, but we always get too abitious and convoluted!
The visual and audio feedback from all the player actions was really nice and it was also not repetitive so it didn't get annoying with the sounds being the exact same every time with the pitch variation.
The UI was nice and clear with a really sleek finish. I would have liked would be to be able to know what the upgrades are before selecting them but I appreciate that would clutter the game maybe? Also means we want to come and play again to select options after knowing what they are!
I did find controls got a little confusing and hard to keep track of what I had available to do, especially with multiple runs and not knowing what upgrades I had this time round. The myriad of buttons meant I lost track and just stuck to the controls that I knew in the end. Although, I am not the most co-ordinated person, so might have just been me not being able to deal with more than 3 buttons! This did mean it was less addictive than some of your previous games but still enjoyable!
Overall, another awesome compo entry with a great level of polish. Well done!
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calling it now, this submission is definitely getting into the top 5
Really enjoyed the vibe overall, the art and sounds worked well together. Only minor issue was that I quickly started to forget which upgrade was on which key, maybe a way to see those (pause menu, maybe?) would be a good addition.
Still a really cool game of course, the idea is really well executed, graphics are very crisp and clean, nice job there. Would love to be able to start at a higher difficulty straight away.
But it is a solid game. I do like how the mechanic has a nice risk/reward balance. The snake-like creature looks cool, and I like the simplistic artstyle overall. Great job as always!
It'd be cool to have upgrades that help you do more damage, maybe somehow make it possible to stack lines by going back and forth, multiplying both damage dealt or taken.
Nice work, would love to see it expanded upon!
The y axis in the game does some interesting things given the 1d nature. My first thought would be to do something (like powerups or horizontal lasers) for the player in the y axis though that immediately breaks the constraint.
The visual and audio feedback from all the player actions was really nice and it was also not repetitive so it didn't get annoying with the sounds being the exact same every time with the pitch variation.
The UI was nice and clear with a really sleek finish. I would have liked would be to be able to know what the upgrades are before selecting them but I appreciate that would clutter the game maybe? Also means we want to come and play again to select options after knowing what they are!
I did find controls got a little confusing and hard to keep track of what I had available to do, especially with multiple runs and not knowing what upgrades I had this time round. The myriad of buttons meant I lost track and just stuck to the controls that I knew in the end. Although, I am not the most co-ordinated person, so might have just been me not being able to deal with more than 3 buttons! This did mean it was less addictive than some of your previous games but still enjoyable!
Overall, another awesome compo entry with a great level of polish. Well done!