Thank you so much!
WayneMadeAGame
Creator of
Recent community posts
Hey, thanks for the feedback, it's really cool to hear how deep you've gone on the game! We can't make any changes until the ratings period for the jam ends but after that I'll have a look at tuning the balance, it was a bit of guesswork for this version because we didn't have much time to test it.
The card removal and upgrades are intentionally too expensive to buy early as keeping your deck small makes thing much easier, I wanted to force players to bloat it up a bit before they started slimming it down. There is a bit of smoothing on which cards show up in the shop too but this could definitely be tweaked a bit more to be less swingy.
Cool game, it gets really frantic but the rings and shields are visually distinct enough from the traffic to avoid situation where you get caught out by not know which lane you need to be in. Looking at the other comments I suspect the difficulty has come down in the update because I made it to almost 450k on my first go, my only criticism would be that it occasionally felt too generous as I think there were times where I pressed the button too late for the sprite to switch lanes in time but still didn't seem to get punished for it.
I made it to 217 second but then it jumped from fairly difficult to completely insane. I like the simple control scheme but they can feel a bit clunky at times, especially since there's no full-screen option which leads to annoying behaviour when you drag the mouse outside of the window while trying to rotate things. The hitboxes on some of the smaller items make them feel like it takes more luck than skill to grab them when the belt really picks up speed. All that said, I still had a lot of fun and I could see this being great if you can smooth out some of the rough edges.
The difficulty balance feels a bit off, the character moves a bit too fast to feel like you have fine control over it while there's a lot going on but then you frequently have periods where you don't really need to do anything because nothing is coming at you. It is fun to master but a minute might be a bit too long (especially with no visible timer to track your progress), it might be worth making the levels shorter but more action packed.
I bumbled my way through the first level without realising there was a tutorial at first, which meant I got stuck on the second level because I had no idea what I was supposed to be doing. Something as simple as putting 'click to continue...' on the bottom of the info boxes would help avoid players missing them. That aside, the puzzles are clever and the visuals are excellent, well done!





















