5 stars for the unique premise. I would like there to be more decision making/skill involved. Maybe have monsters that are walking around so get to choose how they're framed in the picture. Doesn't need to have a scoring system, just a bit more agency.
The background music is a recognizable GarageBand loop played over and over again, it gets really annoying. It would be better if there was some tune that played when you enter the next level of enemies, there's no real feeling of progression. More bright saturated colors would make the artwork pop more. Controls don't feel super great--I would often attack an enemy and it wouldn't register until I pressed the attack button again.
It should say "You lose!" instead of "You loose!". I really like the animations. You should spend more time in balancing the levels. Like sometimes I play and there's only one easy skeleton in the first swarm. Sometimes the first wave is immediately followed by skeletons with the shield which are a lot harder. Other times the swarms are the same difficulty level and the gameplay feels really tedious. The lack of order to the randomly generated levels also removes any sense of progression.
Cute concept. However at the end of the level there needs to be more feedback that the player successfully completed and collected enough hearts. Changing the tune and having some sort of victory animation would be nice.
Bug: I got knocked down under the grass and now the character is stuck up to his waist in the HUD at the bottom. Other than that this is a pretty solid game. The difficulty level ramps up nicely.
I would change "Tap to continue" to "Click to continue", "Tap" is a little confusing since you technically tap keys, not mice. Cute character design for the flies and bat.
I wandered around a bit and didn't see anything to shoot at or any out of the box feature that would need an external opinion. This doesn't seem like it is ready to be released online yet.
If this game is about making an ocean floor pretty in whichever way the player wants, the player needs more freedom in where they can place objects. If this game is the type of game where a scene flashes before and the player has to match it, then there should be an instruction screen that says so. Nice graphics though.
Not sure if this is trying to poke fun at artsy games or trying to be one. If the former, it needs to make light of more tropes. If the later, it needs more scenes to create a story--what inspired the dog to become an octopus? Maybe a scene assembling the hard work?
It's not really poking fun at "artsy" games, the dog/octopus comparison was used because I made this game for my girlfriend over Christmas break to inspire her artistic pursuits. She loves Corgis and Octopuses (or Octopi depending on how you like the plural form), so naturally I used those in the game.
I know the game is extremely short, but it was a side project, my main game I'm working on is shaping up very nicely and immensely better in comparison with this.
For some reason, WASD keys didn't work for me, only the arrow keys did. It would be nice if the background outside the track was either black or a nice image instead of a pure grey. The descriptions of the cars is really small and hard to read. I found the game pretty difficult, which might just be me, but it'd be nice if there were a break feature or the ability to back up a little bit.
Interesting concept. Given how much people are going to be fumbling around in this game, it would be useful to have some sort of "action" button so players don't keep flipping switches when they're trying to figure out how to get out. Also, better voice acting would be nice
If we were to go down that route, it would be better to make the switch one use. Though that cuts down on the complexity of the game. Which is disappointing for me, but certianly makes the game easier for players, and with the general lack of completion, it might be a good idea.
As for the voice acting, aww....poor fornoreason...I liked it.
Having the up arrow key instead of the right arrow key to move the tractor forward is not very intuitive and frustrated me a little. Otherwise I liked it.
Pretty solid game with nice background art. It would be nice if the bees had some sort of animation or flashed a different color to indicate if they took damage. Also would good if the help section explained what the green/red shields and potions do.
It's not really poking fun at "artsy" games, the dog/octopus comparison was used because I made this game for my girlfriend over Christmas break to inspire her artistic pursuits. She loves Corgis and Octopuses (or Octopi depending on how you like the plural form), so naturally I used those in the game. I know the game is extremely short, but it was a side project, my main game I'm working on is shaping up very nicely and immensely better in comparison with this.