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What a fun idea!  Navigating the level and popping balls was a blast.  I did get stuck in the balls a few times and I wish there was a bit more ammo for when you are trying to hit that last ball.  Great Poroto-type!

Thank you very much!! That's great feedback, I will look into ways of avoiding getting stuck (like a crouch), or the placement of some of the balls.

For extra ammo, one tip I generally share (besides collecting the PO-RO-TO tiles for +15) is to try to play a bit more aggressively from level 2 onwards to take advantage of the combo bar - but of course that comes with a bit of risk too! May I ask in which level you ran out of ammo?

It was the last level where I got stuck in-between some balls.

Gotcha, thank you very much!!

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amazing game. I liked smooth moving and physics and also  theme of contrast between order and chaos is great. maybe it could be more emphasized. congratulations

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Thank you so much, I'm glad the theme resonated with you! 

I'll take the chance to build on it on the full release so it's more emphasized. I appreciate your comment!

Wow, the music vibes in this game are absolutely amazing! While I do feel that the beginning could be a bit easier to get into, the fun factor definitely increased as I progressed towards the end. Great job!

Thank you so much, glad you ended up enjoying it! If I can ask, what made it difficult to get into at the beginning? Perhaps that's something I can try to fix in the full game.

I felt that there was a certain lack of a hook at the beginning. I had to invest some patience, especially for the controls. For me, a better control setup would be using Move (WASD) with W as jump, and CTRL as the shooting key. CTRL for shooting was good, but the projectile path should be assigned to Space.

Moreover, it wasn't entirely clear to me that I needed to collect all the cards to obtain ammo. They didn't seem to stand out as much as the other elements in the game.  Maybe this could be fixed with a larger and smaller animation on the cards or the light behind them, or perhaps with a marker when ammo reaches 0, indicating the need to collect the cards.