Cheeese Watch by Yorsh
You must defend the cheese at all cost. Some little pests want a taste of it, but you won't allow it. Cause it's your favorite cheese. And you like it. It's good cheese.

Controls
- WASD (or arrows) to move.
- Left click (or space) to flick.
Tips
- Score better points by performing combos (chained hits).
- Play while eating cheese irl for better immersion.
Ratings
| Overall | 19th | 4.213⭐ | 42🧑⚖️ |
| Fun | 11th | 4.25⭐ | 42🧑⚖️ |
| Innovation | 49th | 3.925⭐ | 42🧑⚖️ |
| Theme | 39th | 4.15⭐ | 42🧑⚖️ |
| Graphics | 21th | 4.338⭐ | 42🧑⚖️ |
| Audio | 23th | 4.075⭐ | 42🧑⚖️ |
| Humor | 9th | 4.225⭐ | 42🧑⚖️ |
| Mood | 54th | 3.91⭐ | 41🧑⚖️ |
| Given | 27🗳️ | 58🗨️ |
The action is really varied and all of these creatures after the precious cheese have a lot of personality. There's a lot of little touches to this entry, I can tell a lot of love went into this from the animation of the hand to the itch page design. :v: :heart:
@mavvy Ahah yes I love to go just a little bit further of what is needed. It's probably not the most efficient during a jam tho. I'm glad you liked it!
I enjoyed the gameplay during the first speed stage, but I believe it gets increased afterwards. I'm always kinda bad at time attack games when time is basically against you. :D
I don't have enough time to plan for the hits and combos, and eventually you will lose anyway.
Even without increased speed, I think this game could spawn more enemies and the player will lose eventually all the same, but the feel of controlling the situation will be prolonged.
To give a comparison, the first speed level plays like a billiard of sorts, but the balls are moving. The next levels turn it into a shooter, when you can't really do much planning. :D
Imagine if we could even slow time for a short while to plan for a great strike, and if bounce from the target would be displayed as well, doing longer combos would be easier. Perhaps it would be a completely different game, but it's something that crossed my mind after playing yours.
All in all, it's quite a polished experience for a compo game.

As mentioned, the flicking was difficult at times.
Was fun!
Some ideas how to make the game play more interesting; level design with different setups and goals. They might have exact spawn points to drive the player to try risky combos or even having obstacles.
Wonderful game indeed!
Good incorporation of combos
Great job!
didn't like at first until I realized it forces you to rely
on combos early on, which is actually great. You may want to consider locking the
mouse and displaying your own cursor; I would frequently accidentally click outside
of the game window in the web build.
A little frustrating when the cursor goes out of the frame on the web version, so I enabled full screen and tada, no problem :smile: