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AdNecrias

16
Posts
A member registered Jun 13, 2020

Recent community posts

This is amazing, great work guys. Only improvemnt i'd add was to be able to skip text with space or one of the arrows keys rather than having to go for the mouse.

Man, you're evil, stressing me out with bills. who can afford a kid in this society? TWO?

Played a bit further after reading it, and saw the place i could go down. Made it to unlock the timestop ability but then after i used it there was a big place where a dash would be needed to cross. So i went back and found i couldnt get back up by the place you had to place an arrow so people knew where to go through. So no dash, went back tgo that lever closest to the time slow place and managed to find a way to just drop to the spikes without dieing, whcih brought me to the red and grey "stone" wall. I don't nkwo how to get through that one, and cannot go back because i don't have the dash and the bug preventing me from dieing in the spikes isn't triggering again. Pic related (sry failed to attach).

Anyhow, cool art and funny voice. Enjoyed the little head bang he does when holding S.

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When the multiplayer patch comes...
But yeah, for accessibility, click clikc rather than drag would be nice. some hotkeys (12345?) for selecting what to place... and some indication of interfeerence from the overworld woudl be cool. 

I played ages thinking there was only a bow until i finally took damage. Lot more enjoyable after.

Couldn't get too far, as teh dashj and timestop didnt tricker with either the keys or the mouse. So thje first level beat me.

Would love more feedback of whether I'm hitting the slimes.

I expected to shoot at cheese.

Oh no. I'm terrible with memory, dear Death, you cannot go on holidays when I'm handling your job.
Nice enough. I feel like you should have made the sound for success and failure more clear, but the ghost does help there.
I think the how to play the game hints should also bew an option in the esc menu, but i found the reap list key by mashing they keyboard again.

I cannot prevail, the count defeated me.

Cool take on the theme!

Yeah this is gonna be good when it becomes multiplayer. Really disliked the sound/music.

I feel like you charging another bomb yourself with some immunity after you pass the fire would fit better than the torch throw. You can keep the current aim and mechanic, just make your player charge in that direction with that charged speed and a miss makes you take longer until you can charge again... just an idea.

I tried the Kamikaze power up in a singleplayer game btw, haha. It'd be fun in mp i can imagine, if someone had annoyed you the whole game, might as well make them lose.

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Not a huge fan of plataformers and getting stuck on the second for as long time almost had me quit but i hmade it to the end. End credits box explosion was a cool reward at hte end of the tunnel.

Sfx is nicely placed and alooks the par for my expectatioms for this type of game. Whenever the levels didn't frustrate me it was enjoyable. And i did stick to the end till I cleared it.

EDIT: forgot to say, the checkpoint design is great.

I actually really liked it. I expected to be the one to place the bombs on my own time, but the 2 sec timer was funny to figure out. I was expecting to have to cross some door to win the level, I like the idea of reasing up successive xplosions.

Not my cup of tea gameplay wise and the whole Win megawin theme, but nice take on the theme. I liked the art and sounds you got for it.

I really enjoyed clearing this I liked the vector game loop and that elements you found let you manipulate things differently. The art is nice digging the pixel art. Sounds were also good though the sound engine eventually crashes. Nothing that a restart doesn't fix though, since there are frequent save points.

I'd love to see some caching of the last spent gems, or being able to assign a gem combination each of the gems in the elements view. And I understand that some multitasking would probably be implemented, that would help with the energy management, which right now interrupts the explorative flow. Talking of which I think some better feedback for close hits to colliding for elements would be cool. An "Efficiency" or "Accuracy" number that pops up which tells you how close you were to the nearest element.

All in all a great experience and a pretty good minigame to have somewhere.

Tried it out, 3 enemies appear, the help texts don't stay for long enough and the controls one I think it is inverted to what it should be. Commands felt unresponsive at first because of that, but once i figured out it was the other way they worked, but not really too friendly for a new player. The scene looks neat and I think the idea to fight hostiles with the looped tracks could be neat but no otrher enemies spawned after the first 3. The mix was cool.