Coronga Strike by elzeu

Gameplay
Dodge and attack interleave every 10 seconds
Controls
Right and Left Arrow Keys to control the direction.
Return to start the game and restart after Game Over.
Attribution(s)
Music: Fight Them Until We Cant
Author: Zander Noriega
Source: https://opengameart.org/content/fight-them-until-we-cant
Fix (According to the LD rules)
Download Link.
Power Up Spawner not restart between rounds.
Ratings
| Overall | 1100th | 2.917⭐ | 26🧑⚖️ |
| Fun | 994th | 2.896⭐ | 26🧑⚖️ |
| Innovation | 1098th | 2.625⭐ | 26🧑⚖️ |
| Theme | 924th | 3.271⭐ | 26🧑⚖️ |
| Graphics | 1090th | 2.354⭐ | 26🧑⚖️ |
| Humor | 960th | 1.974⭐ | 21🧑⚖️ |
| Mood | 1146th | 2.479⭐ | 26🧑⚖️ |
| Given | 27🗳️ | 31🗨️ |

I like the mechanic of using the turning radius to dodge enemies. It was quite satisfying to blast all the enemies en masse after rounding them up for a while. It would be cool if you had some kind of progression system in place to reward the player for surviving longer.
Also, nice audio transition between menu and game screens :musical_note:
@boxedmeatrevolution Wow 67 rounds is an amazing record :)
The lack of HP limit is a bug haha, I could only work around 12 hours in the game, I couldn't balance the gameplay nor put progression, rewards or even save the record. Thanks a lot for playing and submitting your highscore!
Warning!
The following features required to run Godot projects on the Web are missing:
WebGL2
When I try to run it on Chrome and a black screen on Safari
"Warning!
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation
SharedArrayBuffer"
I had good fun playing your game.
The way the AIs are implemented is great, although i would have liked more variety in the behavior of ennemies.
Graphics are simple but the nice choice of colors blends everything together nicely.
The game lacks feedback though : sound effects (even though the great soundtrack hides that), camera shakes, particle effects...
A great entry overall !
As in Pacman this game would benefit greatly from just a simple add to the AI where different enemies try to go in front of you or behind or to the side.
I think the main issue is that when it's your turn to attack, all the enemies scatter, and once you lose them it's really hard to find them again until it's their time to attack again. I feel like the enemies should probably have some more interesting and random movement when running away, but still staying fairly close to you, even if that doesn't make sense from a defensive point of view.
There's a lot that could be added to the game as a post-game project, like power-ups, different weapon types, a speed boost, different enemy types. Really cool game, great job overall!
I *really* love how, when you die, the triumphant metal music just deflates and grinds to a halt. That's a fantastic little detail.
For twelve hours' work, this is excellent. Well done!