I wish I had someone else to play with. If you got enough support for this game, you could probably set up a server so others could play with random strangers. Good concept, great execution!
ARTO
A game made for the 7th KluJam. The theme was "#TogetherApart".
You control two dots that are linked together by a spring. Dodge obstacles and survive as long as possible.
This game can be played alone (hard mode) or together with a friend (on the same keyboard or controller).
Gamepad support. Actually, recommended.
How to Play
Team
Sebastian Uitz (https://firetotemgames.com/)
Graphics and sound effects from kenney.nl
Font "Permanent Marker" by Font Diner under Apache License, Version 2.0 https://fonts.google.com/specimen/Permanent+Marker?category=Handwriting
Music "The Little Broth" by Rolemusic is licensed under CC BY 4.0 https://freemusicarchive.org/music/Rolemusic/The_Black_Dot/09_rolemusic_-_the_little_broth
Changes
I wish I had someone else to play with. If you got enough support for this game, you could probably set up a server so others could play with random strangers. Good concept, great execution!
Added the idea of an online multiplayer option to my to-do list 😉
playing alone isn't that "hard", but definitely not as much fun as playing with someone
Sometimes I forget which ball is controlled by which keys so maybe you could have the controls appear next to the balls or something.
The music was kind of quiet and didn't feel fitting to the game.
I liked that you colored the heart projectiles the color of the ball so you know which ball is supposed to reach which heart, though maybe you could make it so if the opposite ball touches the heart you get some penalty to make it more tense.
The background graphics are a little bland.
Lastly, I think the game difficulty increased too slowly and I got a little bored at the end.
Overall it was good and unique.
Thank you very much for your feedback.
I'm also not fully happy with the music and will look for a better one for the next version.
I was also thinking about making the difficulty curve ramp up faster, but I didn't have enough feedback so I kept it flatter. Depending on further feedback I might increase it for the next version.