@f1krazy Thank you for your feedback! Despite the fact we overscoped, we also have been really unprepared for the jam, and lost almost morethan 12 hours of precisiuos development. That said, I don't know, if we could at least implement the rest of effects, sounds, and polishing as we wanted :D But next time, we will be better prepared. With our tools installed, vacation ready for the whole Ludum Dare, and pipeline runnin!
We encountered this wrong scaling issue too, after the deadline, on some devices it tends to look like this, but we don't know what is the main issue here. Guessing that it is because of bad screen scaling settings in unity :/
You are correct, the communication of what to do, and how to achieve it, might be not communicated clearly enough. Also lack of feedback for multiple circumstances, makes the game lot less readable & intuitive.
Right now the dificulty scaling is kinda nonexistent, you can actually play the game until dawn of time, when you find the balance sweetspot (which is also bad). Dificulty scaling over time was one of the features we did implement, just did not ballanced it correctly :|
Hopefully we will release a Post LD version, so most of the problems will be fixed, and in the desired polished state as we originally intended :)