@Jpiggs note taken! we were thinking that we would lower the explosion timer after the jam ratings are over, so the pace isn't impacted as much. but we should have adjusted values for sure. and yeah, bugs bugs! you try to squash em and more pop up last minute. we had a couple game breaking ones at the final hour so that was our rush.
@locemo for sure. there were some hiccoughs in the development process that lead to us not leaving enough time for playtesting or exports, and one of the things I've historically been poor at is building in a tutorial in time. definitely a good note. in addition to making the explosions stronger, we could have increased the radius to make it even more fast paced for the jam. the challenge was balancing it around the 10 second timer, and the fact that we had originally planned to make proc gen more robust (I have a page of notes in front of me on what we were planning on doing) but had some issues before even getting to that which prevented us from making more cohesive, navigable levels. for now, they're mostly just pretty labyrinths to showcase the mechanics!
@gangrue thank you! I didn't have time to offset the individual sound levels (left that to the sound designer) so I added a sound a music mixer in the settings menu. are you meaning the sound effects overall are too high volume, imbalanced between effects, or that the sounds themselves should be replaced?
@shiro-white for sure! we'll take a look at the project. thanks for checking out ours! Fuse hopes to see you in the future again as well (maybe with a full roguelike game design shell!)
Thanks all four of your for your feedback. We'll take it down and use it!