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1nkFalcon

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A member registered Mar 03, 2019 · View creator page →

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simple and fine. dont have much to say here.

the good:

1. looks pretty good.

2. sounds fine too.

3. gameplay... works.

the bad:

1. why does the bullet not shoot *at* your cursor? it aims the *gun* but the bullet is always going to be off by a few degrees, which makes it annoying.

2. you can just spam the gun, maybe theres more that could be done with that? 

3. it felt like i was randomly dying. a good way to add leniency is just to have some kind of meter that fills up while youre over the threshold, that way if youre ABOUT to shoot something it wont kill you anyway, and still gives a chance to recover.

thanks for the entry!!

the good:

1. sounds cool, i like the sounds and voice acting and stuff. its nifty! you dont see this much.

2. looks pretty. i like the vibe and atmosphere, even if a little barebones.

the bad:

1. too simple? maybe some definitive goal could help.

2. i ended up getting stuck at a room where chairs were being thrown at you, i got to the end but i couldnt figure out how to continue.

3. pleeeeeaaaaase let me disable motion blur.

thanks for the entry!

simple game, was kinda enjoyable for a bit. art looks good, but obviously the audio is nonexistent. gameplay was simple, which is fine. could be a fine start for something greater. thanks for the entry!

cool puzzler. got through a couple of levels before i got stuck (the one with the 3 cats, i couldnt figure out the order). i think it feels like there's a bit too much guesswork involved? especially with that puzzle in particular, figuring out the order feels like it's down to trial-and-error, and whether it wants the *days* or *years* for each dial was also up to guesswork. i like the idea though! thanks for the jam entry!!

cool game! i love how it looks and feels. 

the good:

1. the mechanics are good and clear and generally enjoyable. feedback is good. things feel good to play. the music is also good.

2. the player, enemy, and ui are exceptionally well-sprited and well-presented. everything looks great too.

3. the different enemy types go a long way towards adding variation within each wave itself, as adding target prioritization to the mix immediately makes things more engaging.

4. i was not expecting a boss! it was fun and a neat way to end the game.

the "eh":

1. the background and edges of the arena feeling comparatively empty stands out. a simple background plus some world decals could go a long way here for making the world itself feel more "full".

2. why do card effects show their effects on *hover* instead of all the time? also, what's the point of spinning the cards you draw? it doesn't even appear like it's randomizing anything, so it feels superfluous that you do that before picking an upgrade.

3. enemies probably shouldnt be able to shoot at you while you are on top of them or really close. it makes it frustrating since its basically unreactable.

4. maybe more upgrades and upgrades that feel better? most felt fairly inconsequential ngl.

great game tho!! thanks for the entry!!

i think real life laundromats should work like this, where people come in, strip down, wait nakedly, then put on the clothes that are washed immediately. would enhance the experience i think.

good things:

1. the visual language with the colored baskets indicating where things should go was quite clever. never felt confusing what things were needed where.

2. menu screen is quirky and fun.

3. the game works well and the idea is fun. id like to reiterate that the concept is very funny.

problems / wishlisting for future stuff:

1. the clothes washing cycle is a little too simple, meaning that adding difficulty with "more" gets kind of boring. think about something like the papa's games or overcooked where different orders require different procedures and i think the difference is clear. if different customers had different cleaning procedures, then we'd be cooking.

2. whats with the random difficulty spike on day 4? days 1-3 can be comfortably completed with 1 washer, 1 dryer, doing laundry one-at-a-time, and spinning manually, whereas day 4 just sends wayyyyy too many customers. do you have a clear video of someone beating this day? perhaps im just missing something.

3. movement could probably be a little faster and snappier.

4. showing the wheel being spun that gives you new stuff could be nice, could also be good to show the player what the possible rewards are.

cool game, neat idea, thanks for the jam entry!!

being overwhelmed is a good feeling, and exactly what i was going for ;3 THANKS FOR PLAYING <333333

THANKS FOR PLAYINGGGGG <3333333

wacky ass game. love the art style, i feel like checkpoints shouldve been provided each screen (even if the whole game is pretty short). really good game goddamn.

shared my thoughts on discord already, hope i dont need to repeat myself. thanks for the entry, had a lot of fun :)

gg

gg

gg!!

gg

gg

still a really strong game! and it was a lot of fun, so thanks for making it :)

it's not obvious because saying so would ruin some of the magic, but tower distribution and spell distribution is approximately even. you'll always get a roughly even spread of the 4 towers. an upgrade system was sorta planned but i had a feeling that we wouldnt have enough time to properly implement upgrading (which ended up being the case). thanks for playing!!

what a wacky, insane game. the idea is extremely cool, though perhaps it would be better if things rotated around a relative perspective instead of an absolute one. as it is, if i lost track of whichever axis was the "absolute" reference, the rotation wouldn't behave as i expected. 

i also love the presentation and sound design. what a sick-ass menu. goddamn.

actually insanely cool demo with some fun mechanics and fantastic presentation. well done.

there are no words that can describe the experience i had.

on a more serious note, the swordplay mechanics were weird. a "too early!' and "too late!" popup could've helped smooth the curve, as i was taking damage in the first round not knowing why, and whether i actually understood what the game wanted.

fire writing

fun loop, i got to the point where i had everything maxxed out. it's good, but the mechanics just seem to encourage you to just hold q or e all the time, and it was annoying that the rotation speed decreased if i wasn't holding onto the button. this made me assume a weird position with my hands where my right hand was on e and space and my left was on WASD, and i sometimes had to move them to click a card. cool start for a vampire survivors-esque game though! maybe giving more reason to stop rotating or switch rotation direction would be good.

some numbers tweaking couldve made even the slide we did have more enjoyable. still, good job on having submitted something *at all*! thanks for the entry!!

i like the take on the simple deckbuilding roguelike formula! it's neat! and it was fun. i like it.

so glad you enjoyed <3 thank you for playing, and moreso, thank you for being willing to give it another shot!

the story is fun, the little guy spins in a funny way. the movement feels really... slow? i think you should be able to dash more or have it periodically recharge even when not on the ground. have you ever played spiderheck before? floatier movement like that could feel more fun, especially with a lot of air control. it also felt unclear to me at times where i was supposed to go and what i was supposed to do. cool entry!!

game is fine, the unique mechanic is cool, though combat is too simple to really justify this mechanic. i think some decals showing what orbs/keys are connected to what boxes/doors could go a long way here, as it's kind of a guess as to what each button and interactable does. cool game!

short and sweet little game. were you supposed to spawn by the exit in the final level? neat little platformer.

cool game that got kind of frustrating when i kept randomly dying for seemingly no reason. sometimes when i would land on a spinner the bird would die? cool game though, i like the idea.

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simple game, i liked it though. i think showing a "last trajectory" could reduce the amount of trial and error required. showing where the last rocket you sent landed could be really useful for planning. right now the only way to figure out where the dynamite launches is by trying it out or guessing. seeing a visual where it went (or even, predicting where it will go) could work wonders for making the game easier to grapple with. also, why is restart (keep spinner positions) hidden in the game over screen but only sometimes? cool entry!!

this game looks awesome and the sfx are good too! what i will say was that the controls felt janky and... jerk-y? moving on the ground was weird because the character "stutters" forward. sometimes collisions were also janky.

i think it would be a good idea to allow players to fast foward text by pressing space or another button, because when i played, i didnt want to talk to anyone knowing that i was going to have to wait for the scroll to read the dialogue. i know that you can SKIP the dialogue, but i think pressing the spacebar or another button should make the full line show, THEN move to the next textbox.

very stylish entry!!

i ended up trying again, and i got past that dreaded main menu.

some actual comments i have about the game is that i feel like im actively fighting against the camera, it should probably always be facing whichever way the hamster is facing instead of which way youre moving, because at low speeds you can change direction VERY quickly, and the camera jerks around in response in a really erratic manner. the first ramp up to the table probably shouldve been made less steep and easier to traverse, but its a fun idea. cool game!!

holy shit incredible art, the audio design was generally strong too. the gameplay was a bit weird, i feel like having to move the mouse up and down to rotate makes less sense than just being able to drag parts of it in a circle to rotate. i also think that perhaps the text should be self-paced, allowing the player to decide when to continue, as it doesn't seem like very much is timing dependent (background images can progress as the player progresses the text). incredible entry.

dont apologize for the wonky game! it's neat and nifty, and i hope it was as fun to make as it was to play. simple idea, works well. i didnt realize that was supposed to be a bird. neat game!

cool game! ended up beating it. it was weird because on the last screen i didnt really know where to go exactly, so perhaps that could be communicated more clearly. finding all the movement tech was pretty neat, but the wall jump just never felt right. jumping happens on click instead of on release, and so the wall jump should work similarly imo. i think you should also be able to spin dash out of a wall jump but perhaps that would be too much. in any case, fun time.

really wacky puzzler, i like the idea of it, i was surprised when it ended so soon yknow? genuinely a really interesting idea for a puzzle game, though i feel like it was easy for me to count on brute force, just changing each parameter individually to try to "lock on" to the solution it was expecting. still, that wasn't trivial, and this is a cool idea for a puzzle game.

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fair enough, i suppose. i guess i'll try explaining things a little more thoroughly in case you feel like giving it another shot.

1. there's a pity mechanic, meaning that you'll get a roughly even spread of all 4 spell variants and all 4 tower variants. it feels luck-based but it isn't, you'll eventually always get what you need (think tetris, modern tetris games will always give you the same pieces at the same frequency, but the order is random).

2. as for the background moving while using the ui? this is understandable i suppose, but there's only 1 element in the ui you need to interact with to play the game, being the wheel at the bottom you spin for more towers. everything else you don't need to actually interact with.

3. the gameplay loop is always just managing the 4 things: spinning the wheel for more towers; collecting orbs for more spells; placing towers and using spells to control the board; stopping skelly dan's wheel periodically. as long as you stay on top of those 4 things, the wins are very consistent (in hindset i think we shouldve made the game harder).

thanks for playing, though!

AWWWWW IM GLAD YOU ENJOYED ITT!!!!

hi, how do you start the game? i tried running the executable, but it just trapped me in the title screen and i couldnt figure out how to start the game. i tried pressing every button and clicking everywhere on the screen to no avail.

insanely clever little puzzler. the mechanics are genuinely super well thought-out and the whole thing has great presentation. huge fan.

a better push tutorial would probably be useful, i had to check comments to figure out how to get past the one puzzle. forcing the player to push something out of the way first to get free would be a really easy way of teaching the mechanic before going further. currently, it's just "how the hell was i supposed to know you could do that??" kinda deal.

some faster movement could also help, the squid feels kinda sluggish at times.

fantastic entry overall tho. 

nifty game! accelerating the pusher's (?) rotation speed as a way of gaining more "power" is highkey clever at balancing risk/reward. you can go further, but with less accuracy. some jumps seem to be higher than others? i jumped over some of the barriers keeping the player in the bounds. the art style is also neat! thanks for the entry!