Wow! Filled out the entire thing, I do plan on having it be scaleable so you can pan around the screen to manage larger engines like this.
Im surprised someone has managed to get the engine this complex
okAi
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I'm surprised I didn't think about it being generated while the game is paused, but that makes complete sense based on how I have it set up.
The audio bug however, I think may just be a Godot export issue? I left the game open for 3+ hours and the audio never cut out, but after playing it on the html export then it did...
Wow, I love to see that someone has played the game far enough to get an engine this big! And I see you're doing it all completely for free, not consuming any Raw so you can likely just keep spending to get more recipe cards, interesting.
I like the descriptions you've given on your strategies, I noticed that Burst was definitely good for farming up Raw essi too.
How much Pure do you think was this making per second? Was it able to support some of the more costly spells?
Nice little game!
This is a nice break from how many of the other games decided to take on the theme of scaling (including my own) and for that, it is pretty creative! I think this is one of the harder jams to think of something unique and won't be done by a lot of other people, but you guys found a way and put a whole story to go along with it.
The story of this game is great, just having some form of goal or drive I think can help the player a lot in being motivated to complete a game, and feel more connected with it by the end. I do wish the game didn't loop on itself after you beat it though, since I can make it feel a little strange going right back into the start.
The gameplay definitely was unique, although not super challenging, which is a fine thing, since simple games can be a good relax from the harder ones in the jam, and a relaxing theme really fits the cutesy story of the game too. But, I did find myself basically just placing down anything I could, and then just filling in 1 spot gaps whenever a 2 sized log came in. I even beat the last level when I had accidentally gnawed twice. (Somehow G and R were too complicated for me to remember??)
It does make me think how would this game play differently if there was a bit more challenge to it, maybe having a given set a logs that the player must choose from, so they need to plan out their chews more carefully. But, overall the game was still very enjoyable. You definitely don't want something too hard.
There is an amazing amount of art for this, and it all looks spectacular, your artist really did some great work :) Lots of polish on all the pieces and getting the little things to go along with it, like the logs rotating down the stream and all the little particle effects, great polish!
Great job!
Thank you so much for the detailed review!
Having the objects drawn at each scale was basically essential for me, since when pixel ratios are off it bugs me a lot... But it definitely became a lot of work to animate each size the player, ballista, and arrows.
I'm glad a lot of people got the hopes met with scaling the player, I wanted to have a sense of "oh, I bet / hope I can do this", then fulfilling that.
I did try to have each scale serve a purpose, and I do still think there needs to be some more things that makes them more distinct or useful. Making the player gain different attributes was fun, but i definitely made the small player a bit too op with its size, which made puzzles harder to design...
I've already started work on a post jam patch that'll fix some of the weird hitbox size decisions I made, and the scale projectile was one I increased, since it doesn't do any harm being larger.
I'm glad you enjoyed it, I really tried to make some fun moments when the player realizes they can scale certain things.
Hitting the arrow mid air has definitely been a problem puzzle for a lot of people, even though I think people often do it the harder way (hitting the arrow while big and turning it small, instead of turning a smaller one big) Ill make sure to take a look at it to see if I can make it less demanding yet still the same idea.
Cool game!
With the amount of games that are "attach things to some ship and become stronger" it is nice to see one that gets some of the mechanics right, and has some interesting ideas to add to the mix.
I like how this game kind of self balances itself, where often once you have enough stuff you become relatively unstoppable, but in this one you kind of become less strong as you add more objects because it then becomes harder to dodge things. But, you didn't make it so that if you get hit you take overall damage, instead having you lose that section, which is such a smart idea. This allows for the player to get hit, which is honestly somethings a good thing since you want to remove some of the garbage builds you were doing in replace of a clean slate.
I do feel as though the movement is rather slow, I get that more thrusters (I think that is what those were? They didn't seem to always activate..) can make you faster, but it still felt like a bit of a slog at the start.
One thing, that a lot of these games I feel kind always frustrates me, is how difficult it is to place the new pieces onto the ship. Often times I found myself spinning to place a piece how I wanted it, but would accidentally hit it while spinning. I get that playing with the focus on making your ship more compact would prevent this, but maybe explore the idea of the ship not being able to add parts when it rotates.
Having a leaderboard is awesome for a game jam like this, it easily promotes replay ability for simple games, and it did tempt me to try it out... until I read those top scores and compared them to my own. Wow people have a lot of time.
A game like this can easily be expanded out with more things to add to a ship, and more enemy types, maybe even some more game modes. Like one that could rain down a ton of upgrades, so your ship is constantly changing, but there are also tons of enemies, or maybe the upgrades are temporary. Just thinking of some random ideas.
The visual theme is fun and interesting, now it just need some nice accompanying music to go along with it!
Great work!
Nice little game!
For the amount of games that deal with scaling objects to solve puzzles (mine included) I honestly felt as though this one was pretty creative, in which you place down where they are, and can get them back if you retract them back all the way. That allows for some pretty unique levels to be made, although I don't think you had any that required placing the same thing down multiple times.
You have a lot of potential for more puzzles to be made here, you got a few different mechanics in but only ended up using them once, like the white blobs or the one that changes in both directions. I can think of a few ideas that could be made with these already, and you still have room to explore into more objects and mechanics entirely. I would also like to see more levels that incorporate the ability to block other things from growing, since I think that is a relatively unique feature compared to other games within this jam.
But, I can see how the time constraints hinder the ability to create more levels, and you managed to introduce new concepts despite it. (Also camping during a game jam... thats probably a huge factor, although cool.)
The controls were a bit unintuitive, I didn't figure out that placing would always be below me until awhile, even if it may seem obvious. I prefer having number keys for selecting things, so providing options could be something you would look into.
I highly recommend having some form of menu for you game, to house basic things like options for sounds and skipping / viewing levels. It is a bit of chore work to set up, but they go a long way for the user experience, you always want players to keep playing your game, and weather that means they mute the volume or be able to skip a level when stuck, you give them the tools to do so.
The visuals were very nice though, there was a lot of juice for such simplistic movements.
Good work!
Nice, well polished work!
Definitely a unique take on the theme, I don't image ill be seeing anything else like this within the other games, and I think this is a harder jam to think of some out of the box ideas.
Having each size play roles in and outside of the players size is interesting, where the skills can be useful to use even if you aren't in their specific size, like the various dashes when needed. I do like how the sizes also have semi different style gameplay, but I do wish there was a bit more disparity between small and medium, since they are essentially the same. The only main difference I found with medium is that you don't really have to be in it for that long, you can just switch by it and throw a dynamite. The one size that felt like it needed to be in a lot was the large one, so maybe the design was that it would be more difficult to get closer to enemies when you weren't using the small and medium sizes as much.
The boss was a great change of pace, and added more complexity. I would like to see some more enemy times or variety requiring players to adjust and think about their size more. Maybe an enemy that gets smaller as you hit it, requiring to be killed in all 3 sizes. Or just general more attacks other than proximity, like having some shooting projectiles. You could have the large size be able to deflect them too!
All of the visuals were super clean, works well with the simple style, good use of squash and stretch to get a lot of animation out of having no actual animations.
My only nitpick would be that the music doesn't loop, but finding good looping music is difficult.
Good job!
Wow, thank you for the extensive review. I am surprised I was able to hammer all these levels out in one day...
I've definitely have gotten a lot of experience in making game jam puzzle games, and I've mostly learned that making something simpler is most of the time going to be better. I also got pretty lucky with this mechanic, since it worked very well within a puzzle setting. You know you got a good concept when making levels isn't too hard. But, I was scraping for some ideas near level 14 and 15.
I love your idea of changing effects and sounds when the player is different sizes, and I'm honestly surprised I didn't think of it, since I made the ballista sound change pitch depending on size.
I do plan on having at least a post-jam update, there are a lot of small bugs that can really effect the game experience.
Wow, I love seeing a response from you, I've followed a few of your tutorials and you have revolutionized Godot for me.
Changing the arrow mid flight is definitely a more demanding puzzle timing wise, but everyone I've seen tries to do it the harder way by making the heavy arrow small, instead of scaling a normal arrow to be heavy and falling onto the target. I'll likely look to see how I can make it simpler, but I can do that for a lot of levels.
I'm glad you enjoyed the game :)
Cool game!
I like the idea on this one, and it is honestly quite similar to a idle type of game I had thought of before, so I love to see that the idea actually works pretty well!
I like how progressing in this game works in an interesting way compared to other idle games, where there is a element of randomness with the rockets, but being able to share resources between your planets , and having the per second count be a sum of the planets is very cool. I like how effectively other planets wont be able to recieve as much help from others, just due to where they are positioned relatively.
Because of this, it would be cool to see how the planets move, and having certain windows be better moments to move resources to that planet, since they are so much closer and thus a higher chance to hit them.
I do think the beginning of the game is a bit grindy though, clicker games I think usually work well when the beginning is rather fast, and there are leaps in progression. I don't imagine ill get any huge leaps in progression past when I got to the first few planets.
Having other planets does open to the idea of having them have different behaviors, where maybe they have different upgrades that can help other ones, or have other different types of modifiers that make them harder to sustain. Maybe one that excels in sending out other rockets, but ultimately need a lot of resources (from a nearby planet) to get them going well. Transferring resources between planets in an optimal way would be a fun meta game to solve and figure out.
I do wish you could zoom out a bit more, since I didn't even know there was another solar system until I read some of the other reviews.
The art of this is absolutely adorable :)
Great work! I'll be playing it in the background now for the next few hours.
Wow, that was awesome!
I was initially a bit perplexed by what this game would be, especially when I just spawned in and didn't exactly know what I would be doing. But once I started to see how the bullets began to stack upon eachother it hit me with such a good feeling of "Oh, this is awesome."
I like how this game plays very back and forth on the "Wow, I am getting hit by everything" to immediately being "Wow, I cant get hit by anything" and that kind of realization is nice to see knowing that you've been on both sides of them.
It's also fun knowing that you can theoretically control where every new bullet is going to be, so there is some level of planning how they get added, but I found myself not really planning much after it got crazy enough. It would be interesting to see how this plays if the player had to think more about how the next layer of bullets would be added. Then they would think about how it would react with the other layers.
It is also so cool that after awhile you can start to see the patterns the bullets move in, and dodging them you can basically find a consistent path you can track since they will keep repeating themselves. Although, I did find myself sometimes just barging through since they didn't deal that much damage, but I think that is a good thing rather than this game being extremely hard to dodge everything. I like that you made the smaller projectiles deal less damage as you went, because dodging all of those would be probably impossible.
Switching between the two types of gameplay is also nice, since having the moment of "okay, now get hit as much as possible" is a good break in between the hectic normal gameplay.
I'm not sure how this game could be expanded out post jam, but I think there is a cool idea here. Maybe with some flexing of the core design of the game itself.
This was awesome! And a very creative take on the theme. Nice job!
Nice little game!
I really like the idea of amassing a giant ship throughout the game, and eventually just shooting out bullet hell waves of projectiles, and this game definitely does let you get there. Even if it got relatively laggy at the end, I still think it was fun.
I do wonder how this game would play differently with different control schemes, I didn't find myself ever trying to dodge other bullets unless I was at the beginning of a core stage, otherwise my strategy was basically just hold down space and spin. I think the game could be adapted to one of two different mediums (obviously there may be more, but these are just what I had thought of)
1. Having the map camera be fixed, and the player can move from edge to edge of the screen.
I think that this would help with the general disorentation, and allow them to better fly themselves and manuever to attack and avoid enemies, since they are always going to be on their screen.
2. Having it behave like a normal bullet hell game, where you only shoot upwards towards enemies.
While this would reduce a bit of the complexity to movement, I think it would pan out well to making the player feel as though they have control over what is happening. You could create some more enemy types that force / encourage the player to place different ship parts in different places. Like maybe an enemy that always spawns at the bottom of the screen, so having some guns facing downwards has an actual purpose.
Adding new pieces was fun, and I liked seeing that there were a variety of types to add, instead of just one single bullet gun. The idea of the almost melee type weapon is very interesting. I think there are a lot of different ideas to explore here.
The pixel art is very clean! I just wish the UI elements were made to match it.
Nice job!
This is an awesome little game!
You took such a simple concept and polished it so much that it became extremely satisfying to just amass a giant sword and essentially just swing it around randomly, getting kills with the effects is a great feeling.
I think there is some benefit to having the controls display somehow within the game, as opposed to only on the itch page. Even just the buttons written on the sidebars would do fine because there really are only 2 things the player needs to know. But also a small tutorial at the beginning would do a lot to get players right into the action of the game.
After awhile, it does become a bit of a mindless collect gold -> swing weapon, and strategy isn't a huge factor into what the player does. Although, there are a few things like the shield guys that take atleast a little bit more planning on the players behalf, but the frequent and random spawns hinder the amount a player can plan ahead. And this design works fine on its own, and is very fun to play anyway, so if your intention is just an action game then disregard my next paragraph.
It does make me wonder though how it could play it the movements were a bit more methodical, not slowed down to the point of where it is a puzzle game, I think the action pace of it is one of its core strengths. But if you had asked me anything that I had done during my run, I wouldn't be able to tell you other than "well, I just ran around and clicked every once and awhile." Maybe these could be split into different modes, one where chaos and little thinking is preferred, and one where a little more methodical approach is needed.
Anyway, this is such a fun game to play through, and trying to get a high score is very fun. And its very nice to see people posting high scores, that is always a good sign of people enjoying your game :)
The artwork is very cute :) I do wish the gameplay art and the title screen / intro are were more consistently themed though.
Great work!
Love seeing such an extensive response off of this!
I really think this game has a lot of potential to be made into a fully fledged game. It obviously could go well into the theme of games like Getting over it or Jump king, but this one would have a unique take on it by being that you built the entire structure you need to climb, rather than having an awkward control scheme.
I like that this game came to you with your own personal journeys, it can definitely help create an emotional attachment, as well as just boost general motivation towards creating it.
I look forward to see where this game will go, if you decide to continue working on it :)
Thank you so much! I got sort of lucky that it was a lot harder to get boxes stuck against walls because you could always resize it out of it, but I always think that a reset or skip button is essential in Jam games where problems and unexpected behavior are bound to happen, I know this game doesn't always do what is expected with its collisions.
Thank you! I think a lot of people decided to try out the scaling objects within puzzles ideas, and it is interesting to see how everyone used it a bit differently. I did definitely try to create some fun moments where you could realize that new objects could be scaled that you didn't think of before.
Thank you so much! I tried to focus a lot on polish and general "liveliness" in this game compared to others I've made before, so I'm glad that people feel that. I think I also did a lot better at designing levels for this one, but I think a lot of that came from the simplistic mechanic itself. (I personally love level 10 myself)
I think having all levels be accessible in any way is very important for a game jam, since unexpected behaviors are bound to happen, and you want your players to be able to keep playing your game. Which is also why I think skip buttons are also important. I know I've sometimes wanted to keep playing a jam game, but found one level too difficult to continue going.
Cute little game!
I can feel the inspiration from katamari in this one, but there definitely are a couple of games that share the same core idea. Obviously the idea works very well with the theme of the jam.
I think that this game could benefit with a little bit more of the puzzle aspect of those games, where there is a small sequence of "what do I need to get to be able to get that?" and finding out if you are big enough to eat / absorb something. While the highlighting showing what you can and cannot eat is useful, I think it can take a bit away from the satisfaction of returning to a object unknowing if you are actually big enough to eat it or not.
Its interesting to have different enemies that chase you around, and I think it could be cool if were multiple sizes of them that played differently when you were at different sizes. Like if the dog in the original level didn't care about you until you got to a big enough size. Also, outright dying immediately can be a bit annoying in a progression game like this, so maybe experiment with other ideas like losing some of your size, or other negative things that aren't just a hard reset.
Having jumps be a part of your core movement I think could also be leaned into harder, where maybe depending on your size you could jump further. Which could lead to interactions like needing to be a certain size to cross some sort of gap, or not wanting to be too big so you don't overshoot some jump you need to make. Anything that can add more depth to the core mechanic of the game.
The art style is very cute! Although, I would look into making sure all the sprites you have are at the same pixel ratio, since (atleast for me) it can be a bit jarring seeing two differenly scaled sprites. (Namely the people and police dog in the city level)
Having a little story go along with the game is very nice, its always fun with these kind of games for the scale to get ridiculous until you are starting to eat planets and the cosmos itself.
The ending theme is also a banger.
Nice job!
Very creative take on the theme!
Scaling some sort of mountain or structure I think is a simple look at the theme, but growing in this method really makes this idea shine.
I really like the work balance you can sort of get into after growing the tree for awhile, where you need to basically do different tasks of cut the bramble, add new seeds in top locations, and make your tree more scaleable quickly. Being able to feel a sense of progression is very nice, with eventually getting the currency very easily, to also being able to visually see the progression you've made.
Growing out a seed spot is very satisfying to do, especially when it moves well into your favor. I do think there is potential here for the RNG of the root growth to screw you over, but maybe you have implementations within the game to prevent that from happening. I know I sometimes got some that were stuck almost immediately within themselves.
Having the different tools was a cool idea, but a bit annoying to need to scale the entire tree just to get different one. I think changing them to rather run out of uses, like the watering can, but you can hold all of them could be nice. Like having to sharpen the shears because they get too dull. I didn't find myself using the watering can that much, since it felt much more worth it to just buy a sprout that would grow much further, and I think having the watering can on me at all times would make me use it more.
I liked the idea of progressively buying better seeds and items, but I never found myself using the red seed that much. Maybe if it had the tradeoff of growing a lot more vertically than the other seeds it could have some more potential. I loved the design of the vine, since it builds a trade off of wanting to make the tree higher before you place it because you want to get the most gain out of it, but you can't try to go too high otherwise you'd likely just be wasting time.
Having a currency system I think also allows for the possibility of letting the player upgrade their tools, maybe making the watering can have more uses or shoot out multiple water bubbles. Or giving the shears a larger hitbox. I think it is very unique also that the tools allow for the player to move in more dynamic ways, maybe having some system to try to get the player to use this more (like the bubble bounce) would be beneficial.
The only thing that got me at the start was the awkward control scheme, it was very frustrating to navigate with seemingly random buttons, and not going to where I wanted. I think having multiple control layouts could ease this issue for different players, since different people have different preferences. I would prefer WASD movement with maybe E or 123 being used for items. But, I did eventually get used to the key bindings, it did take until about the lower level clouds to really feel like I could move how I wanted to.
The art is very cute and well made! I loved the little wave at the end :)
Great game!
Good game!
This is a nice take with a simple addition that goes a long way for a scaling type of game. The addition of "matter" and being able to relocate it into different objects is very cool, and opens up a lot of interesting puzzle and platforming gameplay mechanics!
I was a bit disappointed to see that this was a physics based game, since I think a lot of puzzle games using physics engines for the solution can often lead to solutions that are known, but hard to get to because you need to sometimes fight the engine to get it to do what you want. I usually prefer having puzzle elements like this be more un-changing in nature, in that you will get the same result every time despite minor changes. But, despite that, this one honestly worked very well. Nearly every time I launched a box across to hit a plate, it did do what I wanted. The only "janky-ness" I felt was that boxes moved underneath you when you walked over them. But this also did help me get boxes stuck out of corners, so it had a benefit to it as well.
Having to think about your matter stored, making sure you get enough or can reach certain objects to store it until you need it later was very interesting. I think the level that explored it the most was the galaxy style one with all of the purple circles. I kind of wish there were more levels about figuring out how to get a certain amount of matter across a level, or needing to manage it very resourcefully. Maybe having some object you need to grow at the end of a level, and needing to feed some central object a lot of matter so you can access it when you are near the end of the level. I think this is the most unique idea of this game, so it could be explored a bit more.
I do like how you can scale things (seemingly?) infinitely, and you do let the player scale some stuff up to a pretty large degree, which is always fun. And the feature of where items just pop out of existence is very satisfying to do to items you no longer need.
I loved the visual theme of this game, it was very simple but all of the style went together. The sounds were a bit interesting though, with some default Minecraft sounds in there, and the landing sounds felt a bit off for the theme.
Having a little info test room is also a fun thing to give to the player for a mechanic that is, is nature, fun to play around with. You just need to give us a bomb in there ;)
Nice job!
Very interesting take on the theme, having scale be more of a mechanic of the reason the gameplay is played in a certain way a nice way of using it, rather than scale be a major factor within the direct gameplay itself.
I was glad to see that there were some more interactions past typing within the game, and I think you got to the mouse movement right as typing on the keyboard was just starting to get rather tedious. Although, I think it would interesting to see some more mechanics that come come out from having to navigate a small computer. I was trying to think of ways that I could optimize my movements by typing in certain ways, then remove characters that I didn't need, but wasn't able to without arrow keys.
But, you wouldn't need to stick it to a computer, it could go on even further with just other tasks. Like having to do some random household task but small, or navigating a phone screen where all input matters. Just ways to get around the seemingly small ideas that come from specifically the computer would be likely beneficial.
With a game like this where errors and mistakes are often and expected, I think you need to lean into them a bit more within the design. As it is right now, any mistake is purely negative, and causing it to be just an annoyance. There are games that allow mistakes to be a part of the gameplay, but not be outright negative or annoying. One thing is with the texts, if you somehow were able to take in more responses, reacting to typos and such could be a entertaining thing to go through. Maybe your computer will auto send a message every X seconds, and (given the player has more quicker ways to move around) you need to type something out within that time, and mistakes are very much expected and add to the humor of the situation. But, I'm not entirely sure what else could be explored to fit this, but if you want to keep the idea of having to carefully navigate and mistakes will be made, you'd need it to less frustrating for player and more of the core design of the game.
The art is very nice! I love the hand drawn theme, and the final picture is very cute :)
Cool little game!
I liked the idea of having the scaling be limited to a certain number of uses, it can add a lot more to a puzzles complexity by having to think about how many times you need to use certain scales, especially when have to divide out your uses throughout the different colors.
I think it is interesting to have the different types of objects only scale specific ways, rather than being more flexible. This likely makes it easier to create some specific level design ideas, but it can also be a bit of a two sided blade of also making the solutions to a level basically a exact specific sequence of inputs. It is a hard design to avoid doing, I know I've often done it before within the past, I even named an entire game off of it.
But, with that, I think it could be nice to see some more objects that can be scaled (or now outside of the theme, maybe interacted with in some other way) Maybe one that will always follow the specific color that was pressed, either going up / down or left / right. Or ones that are "locked" so they can only be scaled in one direction. There is a lot of room to have new ideas here!
Having mouse controls for a game that doesn't incorporate the cursor is a bit strange, I think some key bindings to increase the scale of objects would go a long way.
The player also can't seem to jump when they aren't fully on the ground, which can lead to some behavior where the player would want to jump near a ledge but can't. I'd look into developing coyote time also to fix issues like this, but I can also see how you didn't want the player to possibly scale walls that have the red scale objects on them by just jumping on the small part of it, so if that was the design intention I see its purpose.
Having text most of the levels definitely gave them more character, and I wish they were present in every level, especially in ones where you introduce new mechanics. It was also cool to see rooms be connected within the last level, and I think having that for the rest of the game could add a little bit of charm to the overall progress.
I liked the art style, it was a unique look for the game and it fit it well!
Nice job!
Cool little game!
I feel like this is one of the few games that gets window stacking correctly. In many others I found it hard to manage them how I wanted to, that be moving them around and picking the ones that I wanted, but this one controlled that great. The only improvement I would see for it is that they can sometimes overlap with the hotbar, which can get in the way even if its the only window on the screen.
I liked that there was a flower with some different effects, it shows how this game could introduce many different flowers all giving you some sort of bonus for having / growing them. Although I don't think any of the levels were short enough to make real use of the timer one, it shows good ideas.
It would also be cool to have the flowers behave with their windows a little differently. Maybe there are some flowers that have a high passive generation, but will always be creating windows even if it is fully planted. Or ones that grow quickly, produce a lot of windows, but give a good amount of gold once they are finished.
Having to lose the entire flower if you didn't complete a window in time feels kind of bad, especially when you couldn't get to the window in time because you had 3 other ones to do. It could be made so that it only goes down a stage or freezes for a little while. You could maybe keep losing the entire flower for specific ones that do require perfect maintenance.
If you introduced a few more window styles, (thus maybe a bit more time to do them) I could see this growing out into a larger game easily. You could have some windows for picking off bugs, trimming, cleaning the dirt before planting, etc.
The rate that the windows come at can be kind of controlled, I found that if I planted everything at once they would all appear at the same times. But if I just staggered my planting then they would be very manageable. Maybe introduce some more random elements that make it harder to control knowing when they appear.
Art is clean and simple, and the music is a jam!
Nice work!
The hitbox of the player is actually in the center, but I do agree that it needs some adjustment still.
I dabbled with the idea of having the dash go through bullets, but I usually don't enjoy that this makes dodging sometimes trivial. If I get around to adding more enemies and maybe some bosses that shoot many more bullets, I would want to keep the sense of skill of dodging through base movement and have dash be used as a simple position relocator.