Foon → Ludum Dare Explorer → Users → Seth Tal
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Coalescence: Battle System Prototype | jam | 1205 | 3.21 | 3.21 | 3.16 | 2.16 | 3.69 | |
| 2020 | 46 | Keep it alive | Pocket Rancher | unfinished |
Okay okay, I actually chuckled a little when the little green **** said "we already are" when I explicitly requested that they play a video game.
Hey! So I thought what you were able to accomplish fit the theme of this Jam very nicely. I really like the asset design and the character feels great to move around. Those are my favorite things about it, but now I'm gonna write about the negatives.
+ I would improve your overall combat mechanics as that is where the game has its biggest flaws. + Hit detection is very inconsistent and as the player I feel as though I cannot reasonably distance myself from the enemy in a way that feels fair. + The way it feels to make contact with an enemy is akin to having slices a butter knife through air + the sound effects could use some improvement, this is highly subjective for me, however, because I am no sound designer so take this one with a grain of salt. I like how swinging the sword sounds but it just doesn't fit a sword kind of sound + I mean the world has no boundaries near the top of the map but Ill chop this up to time constraints so no big deal there + Giving the flower more health would have made the game a little more balanced in my opinion + The delay on the dash mechanic should not exist, if I press a button, as the player, I should receive immediate feedback
A really fun little game, and Im sure with some more time it could be a fantastic rouguelike or action rpg, or what ever you would turn it into. Good work!
Every day I would check the feed of posts, seeing the progress of those also participating. I saw your update posts all the time, and I was really excited to see the end result. For a pico8 game made in just a couple of days this was a lovely experience. I have no real criticism to offer other than I thought the audio was pretty loud, and I wish there was a way to control that in game. Otherwise, fantastic existential experience. Thank you
Short and sweet is how I would describe this game. I would love to know the technical details behind programming essentially a 2D on the rails shooter. Its so clever, and really well polished. For a Compo game this is absolutely in my top ten games right now.
This is amazing! I love the visual 8x8 style. I think this game really stands out amongst the rest. It's not the best I've played thus far, but is certainly one of the more unique entries. My only real gripes are that I wish the volume could be tweaked as I found it loud at times, and I feel as though some more visual feedback is needed for certain enemies. I'm not sure which one it was as the art is fairly abstract, but one of the enemies would essentially teleport around my character randomly once I got close enough. Made it very difficult to manage while moving around other enemies.
Overall I really enjoyed this entry, and I think you made something really special here. Nice work!
This is a really cool combat system! I found it easy to progress for the most part, but I think this would make for a very enjoyable fleshed out experience if given a little more time in the development oven. Really great work here!
@ynk Out of curiosity I wanted to view some of the other work you had done, and I also really enjoyed your Ludum Dare 46 entry. It too, also shows some really nice polish and ingenuity. I would be very interested in a much more polished experience of any game developed by you and your partners.
edit: oh yeah one thing I think you guys should work on in the future is Lighting. Forgot to mention that in my previous comment.
@ynk ah yes, sorry I realize that during a very brief window of development like during a Ludum Dare I understand lighting is difficult stretch goal to manage. I suppose I mean if you were to continue a project beyond a Game Jam.
The art is just fantastic, although it seems pixel art is your specialty? I could definitely learn a thing or two from this game. At first I really didn't understand the point of the guard entity type as combat was basically non-active which contrasted really strangely with the rest of the game, but then it hit me that *that* was kind of the point and that I was really just playing a puzzle game disguised as something a little more active. FANTASTIC JOB, truly!
edit: I did *not* realize you were the former lead & creator of dead cells. everything makes so much sense now haha
@tolmera I think you and your team did a great job considering the time frame for this jam. Creating an fps game in just a few days could not have been easy. My only gripe is that I found the mouse sensitivity, even at its lowest setting, was way too high for me (my mouse dpi is 400). This, on top of not being able to see enemy projectiles very well, made combat more difficult than it needed to be. Otherwise, great job this jam. Hope to see more in the future!
Hey @miziziziz, Really really enjoyed this entry. This is one of the first actual original takes on the theme that I have played, and I think from a gameplay standpoint this concept is fun enough to become its own standalone product. A puzzle action game of sorts? Anyways, here is some feedback, as I experienced a lot of technical problems with this game.
Performance wise, I do not think a webGL build on its own was the best option here as there are severe slowdowns when certain conditions are met. I have not done extensive enough testing for you to quickly debug and fix these issues in a reasonable manor, but here are some conditions that cause frame drops: * when the electric coil becomes long enough * when too many enemies are destroyed by the coil at one time * when the coil stays active (electrifies) for too long * all of the above, combined (thats when performance gets really really bad). These issues made playing certain stages a very slow process. Honestly, being a fan of your channel it didnt actually negatively impact my experience of the game, however, bias aside I think this is a serious oversight when considering a webGL build as the platform for this entry.
As a side note, I noticed that the player character's position is updating at a different rate than the in game camera? This causes some strange ghosting on the player character that makes them appear blurry.
Overall, this was a fantastic little game, thank you!
Edit: I see now there is more than just the webgl build, so my harsh criticism is was a little unjustified here, my bad
Hey this was a great little prototype. I think the idea is great, and with some more work put into fleshing out the overall experience, as well as overhauling the vehicle physics, I think this could be a fun game. Nice work!
This is a really cool crafting system! This might be a little out of scope for what you were going for with this game, but I could definitely imagine an alchemy game structured like Factorio. Where the player must craft potions and build more complex alchemical structures, while fighting off waves of enemies. Really nice work!
This is so so well polished. I really enjoyed this game. I honestly don't really have that much criticism to offer. It was overall just very well done. I think if this idea was fleshed out more it could be its own standalone game for really any platform
This game honestly SLAPS. Its so fun. This is one of the better games I have had the pleasure of playing this jam. This is great. The writing is perfect for what it is as well. Man I am jealous. I wish I could have developed a unique mechanic as fun as this. Congratulations on making something worth playing.
Really interesting take on the theme. The visuals are stunning as well! really clever job here, nice work!
This is the kind of game I would almost consider the perfect jam game. Its just simple enough for 2 or 3 days of solid work, and just polished enough to be a real game on either an App store or Steam or what ever distribution platform. I am such a fan of this 8x8 art style. I would love to know if the trees are rendered behind a filter or if they are actually animated? (OR DYNAMICALLY ANIMATED?). Overall amazing job!
Really well done! Its relatively polished outside of not having many sfx (either that or they are really quite and I turned the sound down too low :p). Only issues I had were balance related and QOL related. * would be nice if, when a night wave was completed, the speed up function would automatically turn back to x1 speed * would be nice if there was some way to tell what kinds of enemies were going to spawn before a round begins
Fantastic job on this jam entry. I think the work put in really shows through in the game!
Edit: I am dumb, bullet point #2 is null and void
@Floscha62 My apologies, didn't notice that my first time through. I will edit my comment to reflect that. Thank You
Hi, what the fak is this? Also, brilliant work here! 12 / 10
I think in levels where cars appear so closely off screen, an earlier indication of when they will appear would help immensely when getting used to the flow of the game. Other than that small criticism I really enjoyed the game. The graphics are very nicely polished. I think overall you guys did a great job!
This is definitely going to be one of the highest rated games this jam, I'm calling it now. Just... so simple and yet so fun. Its absolutely perfect! ... okay so I mean nothing is perfect, but I mean this game is great! Its one of my absolute favorites at the moment. Thank you for making such an enjoyable experience!
@tad No, THANK U! haha anyways, I tried really hard to get my game to function on webGL but unity just refuses to compile a working build. I still have a little over 24 hours to get one sorted out though so if you happen to peak at my entry again you will know. (I will try a linux build though! Do you know of an easy way I can test the linux build if I don't currently have access to a linux OS? Maybe WSL?)
@tad I was too curious to see if I could do it, so I updated the itch.io page with a Linux build for my game if you're still interested haha. I tested the build on 64bit Ubuntu 20.04.1 LTS off a virtual machine so uh.. good luck. :smile:
I loved WarioWare growing up. Even to this day I'll sometimes hook up my Wii to my TV and play WarioWare Smooth Moves with my gf. This is a lovely WarioWare style game. Took a little bit to get used to some of the mini games. I didn't realize I needed to use my whole keyboard at times lol. Overall very well done, nice work!
Hey, nice game. Pretty solid foundation for a top down shooter. Maybe ease up on the Post Processing a bit haha, but otherwise pretty fun game.
Outside of the character controller being kind of clunky, as well as moving that cube in the third area being nearly impossible at times, this was a very well designed game for the most part. The animations and art was on point, like really really well done. The only thing I would say to work on for next time would be lighting. Other than that really really well done. Great job!
Just got done playing through the normal mode. This game has a pretty solid foundation. I felt as though the easier levels dragged on in the beginning as the correct path to take was very straight forward. I will be playing this game again on Hard mode once The Jam has finished and provide some of my final thoughts. Congratz on finishing, I think this game is very well executed.
@tomeks Finally got around to playing the game on hard, definitely an overall more enjoyable experience for me. Once again, my prior thoughts on this entry still apply, its very well polished for a Ludum Dare game. I think the main issue I have with level design is that a path is for most of the game very straight forward. For most stages you are exclusively moving from left to right or top to bottom etc etc. I dont know how possible this could have been for you, but spicing things up with less linear level design could have gone a long way for replay-ability. Overall this was still a fantastic game, and one of the few I fully played through multiple times. Nice work!
Edit: about my thoughts on level "paths", I just want to clarify that I dont literally mean a straight line path, when I describe a level's path I am thinking of the path in general. I am not sure If my thoughts will come across clearly or not but hopefully you get the idea.
This is one of the more unique games I've come across for the jam. I really think this should be fleshed out and expanded into its own puzzle game. A really solid foundation has been built here. Nice job!
I think the idea here is really great! Honestly it was a lot of fun figuring out how each building and resource interconnected. I do think the game could do with some balancing, as I couldn't learn fast enough to build the buildings I needed to, whilst maintaining a eye on the fire storm meter. The fire fighter facilities don't really cover enough ground in my opinion, so I was constantly cycling off firefighters in different locations depending on which buildings are most important. Overall, really great work and really interesting game.
Wow this game looks great! I know the assets arn't of your own creation, but its clear that some polish was put into designing the overall experience. Nice Work!
Some quick feedback, the jump is too short to clear some of the early platforms. It becomes a huge problem, however, because it is essentially luck based whether I am able to jump onto certain platforms that are clearly designed for me to get onto. Please consider uploading a modified build with a slightly increased jump height. Otherwise, pretty cool game. Considering the time it took to make I think you did a wonderful job.
Edit: after playing through with the fixed jump height its much less frustrating and an overall smoother experience. Thank You
Not bad for three days of work. I liked the premise, so overall nice work!
Fun idea! Fairly polished as well. I found it difficult to control multiple objects at once along the same circular path, but after getting used to it I really enjoyed myself. Although a nice feature that makes sense within the game's setting, I was not a fan of the satellites continuing to move in the previous input direction. When things get hectic on screen, and the player needs to manage ten to twenty objects at once, not being able to correct the course of a few specific satellites due to it moving on its own feels frustrating. Overall though, Nice work!
This is very well polished, nice work!
This is a great little puzzle game. I think it could use clearer instructions on what exactly is going on, but once I understood exactly how the "clones" worked I was able to get through most of the game with ease. Nice work!
This was a clever take on the theme, and given a little more time this could be a fantastically fun short contained experience. The cops reminded me of Need for Speed Most Wanted (2005) back in the day. I enjoyed driving around the city causing mayhem. Nice work with this one!
Wow, I'm blown away by the level of polish in something so simple. One little exploit I enjoyed finding early on was that if I simply pressed ok on all the popups as quickly as possible I could get through "stage" after stage with relative ease and increase my score very rapidly. My first playthrough ended with a score of over 50,000!
For a first Jam game, and first game in general this is great! Much much better than mine. The movement, and jumping feel very smooth and weighty in all the right ways, Nice job!
5 HONKS / 5 in my book. Definitely one of the best games this jam. Truly, a very solid foundation for a top down shooter. The art was fantastic, enemy design and animations were on point, and the guns all handled uniquely leading to some interesting gameplay. I don't have many criticisms about game as a whole really, just some nit picks. * I personally found the sfx design to be lacking and would have enjoyed some juicier weapon sounds (I was playing on webGL, I've heard webGL doesn't like certain sound assets so I figured I'd point that out) * The game was loud at times and could have used a volume slider * When many of the projectile based enemies are on screen it becomes a chore, rather than challenging, to dodge incoming fire. I think reducing the size of certain projectiles would have helped in this regard. * a cooldown indicator for the dash mechanic would have been nice. I have a hard time tracking that kind of data in my head as I play action packed games so for someone like me that almost categorizes a cooldown indicator as an accessibility feature of sorts haha
Overall, great work!
hahahah! this game is brilliant. I love how ridiculous the premise is. 11 hamsters / 10
As others have stated, this is an incredibly solid foundation to build on. I ended up playing through the game multiple times! The only issues I have are related to first time user experience, and controls. * There were some UI bugs. For example, if I switched over to my resource inventory while having a machine selected to be placed, the preview sprite for the machine would layer on or bellow the resource I select. * There is no way to tell what a machine actually does without randomly experimenting and figuring things out. This is a bad way to start the game especially since the resources the player starts with are limited. I understand in depth tutorials take time, but at the bare minimum especially in a game like this you must explain what the machines do. Some make sense, like the quarry, but some are drawn too abstractly to easily discern what their function is without experimentation. This is like the most ideal example of a game that kind of requires a tutorial, even if its an annoying one. Showing what controls do is not a tutorial. * not sure if this was intended or not but if I have a resource selected to be placed down and I double click above a conveyor belt it will place the resource and delete the conveyer bellow it.
There were some other bugs but they were minor and didn't really impact my experience with the game at all. Also as a side note, upon reflecting on what I mentioned above about tutorials. I take back parts of it, as this game really isn't complex enough *yet* to need a dedicated tutorial. Instead what it needed was simply explanations. Neither your jam page, nor itch page provide an explanation of what each machine does which made experimentation a guessing game rather than a fun experience. Don't take my criticism too negatively though, I'd consider this one of the best jam entries I have played so far. I hope you rank very highly in the jam for innovation and fun. Fantastic work on this one!
@seth-tal Oh fantastic! I'll be sure to check that version out soon, and I'll leave some feedback for that as well
This was fun! I think if you spent more time working on the physics of the car, or maybe adding more enemy variety this could easily become a great little mobile game. Nice work!
This game is really cute, and the art is wonderful! I really think it could do with a little extra speed though. The game plays out very slowly. I think if you made the movement speed of everything maybe 50-100% faster it would be a fantastic little mobile game. Overall though, great entry for Ludum Dare!
@tomatolamp When coming up with this game I owe most of my inspiration to Digimon World: Championship for the Nintendo DS. Was one of my favorite games for the system along side Fossil Fighters and Pokemon. Crazy how much I grew out of those games only to come full circle :smile:
@netmute maybe you're in luck. I just added a Linux build to the itch.io page. I will be updating this page shortly. If you happen to only have access to another kind of platform I still have about a day and a half to port to any platform I'm able to.
@netmute haha hi once again! If you're still interested, I compiled a macOS build of the game. I have no idea if the build works as it should, because I have no apple devices to test it on so uh... yeah, best of luck if you give it a go. If not, no worries, I needed to port the game to other platforms regardless
@somnium Thank you so much for this feedback. I agree with everything you've said here. Because battles are so fast paced, it can be difficult to acquire vital information in a timely manor. This will be one of the things I hope to improve upon in the future.
During the development weekend I sadly left a lot of the balance and UI clarity to the last half of the last day. This was a very very rushed prototype, and if you peer into the source code you will notice that much of the core components are strung together with little thought given to error catching, and so on. This essentially left me with many bugs, some even game breaking. Here is a quick list lol: * Sometimes the health bars do not accurately track entity health data * Sometimes the floating damage numbers do not appear at all despite entities taking damage * object reference for instantiating entities onto the battlefield remains on battle field throughout the match (its just invisible) * Some button sounds randomly become inconsistent (meaning they play different sounds...) * Hit detection is just wonky in general
And I am sure there are many more. Once again, thank you so much for taking the time to list out your thoughts. One thing I hope to improve on for my next jam, and for my games in general in the future will be to improve technical performance and improve UI / UX design. :smile:
@netmute Oh that's an strange issue... maybe I should have taken the extra five minutes to make each selection a button lol. When setting up the UI canvas I set the canvas to worldspace - camera, and set a reference resolution of 720p. I'll have to look into a more universal UI solution in Unity. Anyways, thanks for playing I really appreciate it!
@feesh @aymeric-le-moal Thank you so much for playing! I'm glad you liked it. I did not spend a lot of time balancing and fixing bugs like I should have. In the future I will take these things into greater consideration :smile:
@barelyevengames oh! you are totally right! I will be changing that immediately!
@nolife-m Thank you for playing!
@etrealjunior Thank you! I hope my feedback for your game is helpful!
@copito Thanks for checking out my entry! I was considering making some kind of player progression but I ultimately wanted to finish prototyping the core concept. I appreciate the feedback!
@theseusinabottle Thank you! I'm glad some of the game breaking bugs didn't impede on your enjoyment too much
@random-storykeeper This is fantastic feedback. I really appreciate you taking into consideration all of the components here. I agree with pretty much all of the criticism, and in the future I will be reworking every system I implemented to be more flexible and manageable. One thing I was disappointed did not make it to fruition was that each of the ability buttons was actually supposed to be a unique ability per partner instead of team wide support abilities. What ended up happening was that I could not think of a clever enough programming solution for providing uniquely programed abilities to each creature without reworking systems I already had in place. This is really what I hope to improve the most in the future. Thanks again for playing!
@jag haha :smile: thank you for playing. Yeah my mons are absolutely digimon inspired
@aless sorry to hear that. When compiling the mac build I was really just kind of hoping it would work without needing to test it, as I don't have any apple devices to test it on. Could you describe the issue you're having? I can do some research and see if it can be resolved.
@nailuj29-gaming Thanks! glad you enjoyed it. If you liked the music just know that I did not make it, however, the music is free to download and use in any projects as long as you aren't making money off of said project: https://tallbeard.itch.io/music-loop-bundle
@aless Thank you, after some quick research it would appear that when compiling the build on windows the files are given certain windows specific file permissions, thus you may experience difficulties running on macOS devices. To solve this try performing some of the steps found in this thread: https://forum.unity.com/threads/mac-unity-build-from-a-pc-not-opening-on-mac.947727/
* Open the macOS terminal * navigate to the folder where the game was downloaded: cd [PATH_TO_APP]/LD47_macOS.app/Contents/MacOS/ * then type the following command: chmod -R 777 Coalescence_BattleSystem_LD47.app
This may work. Sorry for the inconvenience. If this solves the issue then this will not be something I can fix on my end as I am not able to compile a working build on a native apple device. Hope this helps :)
@aless Minor edit: turns out this may be something I can fix on my end. Still not sure if it will work but I changed the unix file permissions on the file manually through WSL and reuploaded the LD47_macOS.zip file. Try redownloading the game if you're still interested.
@aless I'm sorry :frowning2: If I come up with a solution I will update the itch page, and ldjam page
@piscythe I apologize for the technical issues with this prototype. I really did rush this little project in order to meet The Jam requirements. I think greater visual clarity and more consistent AI could have gone a long way here. Thank you for your feedback
@tricky-fat-cat I plan on overhauling the whole experience as a component of a game I am developing. When entering this jam, I wasn't keen on the theme, thus I decided I would program a prototype from scratch. Everything will change but the foundation and ideas present will remain the same. Thank you for playing!
Really interesting visual design. I would love to emulate this style in a future project at some point. Really great work here, I enjoyed this entry a lot!
I think the idea here works. Some tweaks I would make would be to allow the player to right click a tile to cycle through track pieces in reverse, and maybe add some UI that appears when you hover over a piece of the track that displays each new piece the player would lay down if they pressed left or right mouse button. Overall though, nice job!
Okay so visually I wasnt blown away, but after playing it for about 10minutes I gotta say, its really fun. I had to get used to the camera angle (both of them I guess), but after that I was having a blast. I think you did a great job balancing how much the player needs to pay attention to at any given moment. Really great job!
Hey so a few issues with this game. I didn't realize both downloads were necessary. You should just created a zip of both the executable and the .pak file for download. You can use free archiving software for this. Another thing, being able to shoot in both directions would be a huge benefit when fighting certain enemies. Also for next time, you should program the platforms in such a way that you don't collide with the bottom of the platform. If you place them too close together its very easy for the player to fall after hitting their head. Nice work for such a small time frame. I hope my feedback is useful.
This is very well polished. I think this could make a fantastic mobile game if you added some more JUICE to the ship's weaponry. I especially liked watching the planet develop over time. Its a cute little minigame. Well done!
I really like the idea of a "reverse-bullet-hell" game. The most interesting component in this entry for me was actually the level design as I liked you could help future iterations of yourself get to certain places by hitting the buttons. Really clever game, great job!
Not bad, I downloaded the first .zip and played through that. You have the foundations here for a fun twin stick shooter. With a little more polish this could be an interesting game.
This is such a great concept. Definitely deserve to be up there in the top 100 games this jam. Nice work!
Right off the bat I want to say that the game *feels* smooth to play. I think the character controller is pretty solid, although I wish more work was put into visual feedback (i.e. the jump animation is wonky but hey, third party assets so no biggy). I'm not sure what issue people have with the way the jump feels. I mean its pretty basic but it gets the job done and is still fun to use. The biggest issues I have with this game involve enemy design. That being I don't think there is much in the way of design here. I mean initially they are just static objects and it would have made more sense to use textured cubes at that point. That aside I think the package as a whole is put together well enough to get a decent rating. I think next time I would put more technical focus on how to flesh out the basic mechanics you have set up rather than putting together a whole package, with menu, options, etc. The platforming was fun, and that was the meat of the game for me. Finally, as a side note, maybe tone down the post processing a tad as the anti aliasing went a little overboard, and an option to remove motion blur would be fantastic. Overall nice work, I think this is a very competently made jam entry and I wish you all the best.
Beautiful game! I really like the art style, however, I do feel as though the presentation tends to impede on the gameplay at times. For example, the combination of the low-to-the-ground camera and animated tile "discovery" (referring to when tiles appear before you along an undiscovered path) tends to make navigation, especially around enemy encounters, very tedious. I found some of the earlier levels in particular hard to adjust to. I think moving the character with the mouse was an interesting choice excecated relatively well. I found it rather intuitive to control for the most part. The combat was fantastic. I really like how juicy all of the animations and art feel. Really impressive. Overall, fantastic game!
Hey this game may not be in the state you wanted it in, but I think this has a solid foundation to work with. Honestly if the combat was a little more fleshed out I'd probably play it through again. Nice work!
Hello! So I just finished playing through a decent chunk of the game. Here are my thoughts so far... * The rope feels like it weighs a metric ton, which is bad as it makes maneuvering around the rope very tedious * The building in the first few levels does not have colliders on the right side of it, making escaping very easy without the need for the key * The key is very inconsistent to move around and if the guard is chasing I mostly rely on luck to make it out of the building.
Overall, don't take this feedback too harshly, because the idea here is lovely, and I can see a lot of effort has been made here. I think you did a fantastic job considering you were learning a whole new engine. I really like the art-style, and the whole western vibe of the game makes it all the more fun to experience. Nice work! I look forward to your next game
This is great! everyone on this project should be very proud of what has been accomplished in so little time. I think some user feedback needs a little bit of tweaking, but otherwise very well done. Also some of the UI needs some polishing, but hey the gameplay is what's important.
Nice work here! the art style is really unique and I think that in tangent with the music gives the game a very surrealist feel to everything. Some of the animations needed a little tweaking (like the jump animation makes it look as although the bean is jumping only after leaving the ground if that makes sense). All in all though this is very nicely polished.
edit: side note, the game was fairly loud for me. Including volume sliders would be nice for the next one.
Wow, for a 48 hour game this is very well polished. Great work! I appreciate that it has a leaderboard haha!
This game is extremely simple, which I feel is its greatest strength. I'm not sure how exactly you calculated the ball's trajectory after colliding with the paddle but its absolutely perfect, as with enough precision I can essentially deflect the ball to exactly where I want to go. Its brilliant! Way to go! Honestly the only thing I would change would be to make the speed of the ball about 50% faster or more. Really great work here. This is absolutely in my top ten games this jam :smile:
Very challenging game for me. The controls took a bit to get used to but once I did I had a great time with this title. Great job all around!
This game is actually so much fun! Great work!
This is really well done! I think you struck a solid balance of well polished visuals *and* gameplay. The sound design is decent as well so to your partner, or whoever made them, nice work there. The only thing I was not particularly fond of was the handling of the vehicle at times. The physics, in general, was actually pretty good, however, I wish that I didn't have to maintain a keen eye on my car when driving as veering off to the right or left too quickly would make me loose control too easily. Overall, wonderful job!
Wow, I'm sorry not many people have played this thus far. This is very very highly polished. I think the art style works, despite the limited color palette. Overall just really well executed. The only thing I would say could be done better would be maybe a simpler tutorial level next time in the main menu explaining each component the player could expect in the early stages (i.e. here is a what a turret looks like, here are the things u need to shoot, here is the final goal). With this more of your levels could have been more complex like the last half of the game. The tutorial doesn't need to explain all of the components of your game, especially if you want to introduce new components in the future.
I really do think this is one of the best games I've seen this jam. This is definitely in my top ten. Thank you!
Nice work. This game and simple, but its polished enough to feel enjoyable. Arguably a better version of the Google Chrome Dinosaur game haha