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aggs-1501

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A member registered May 23, 2024 · View creator page →

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There is a lot of good here, I like the enemies and that each is slightly different in behaviour. the choice to have the count just auto drink within distance is also a strong decision. the controls feel decent albeit a bit floaty at times, over all plays well and was fun. However, a few key areas of improvement would be: 1. fix getting stuck on buildings and not being able to regen stamina, breaks progression and immersion. 2. more lighting and texture in the world, the cover art is super vibrant and juiced with vibes. The environment was good, the models were good but the lack of lighting or much emission and the plain texturing made the environment look unfortunately dull. 3. lastly don't have roads or pathways in the environment that look as though you should be able to walk down them and then not let me do so. there were a couple instances where I felt like the path extending into the horizon was indication I could go there. Over all very good given the time constraint but could have used just a bit more juice.

The art, the tone and the message here is great. The movement mechanics feel good and the vines growing and using tiled sprites works very well. Bezos is scary and the warehouse also fits well, the vibes are certainly well architected. However, the fact that I can't die or deal damage to Bezos does undermine the rest of the game. Bezos should be able to move to avoid attacks and the rockets should be able to explode and damage you, enough damage should kill you. If you also needed to attack Bezos as well as consume the orphans before he does the multitasking would make the game loop more varied and feel less slow. Over all very strong idea and good art and tone, it's clear you both just ran out of time regarding execution of game logic.

Good concept, I enjoy the art style and the silly meme nature of the men you've chosen as adversaries and of Lisa Simpson as your protagonist. The shooting and movement feel good and it's not too difficult at first. However I do wish the projectiles shot and patterns of those projectiles where linked to a certain enemy type rather than random. This would make it easier to target ones you know could end your run easier than others. Lastly, it would have been nice to at have a couple more weapons to use or some way of upgrading your weapons? Overall though good base, good art and good execution no game breaking bugs.

Good concept, the variety of people is strong and the vibes are indeed very funny. however, that being said there needs to be more indication of whether or not a person is a match, I felt like there was some but after giving the same answer and receiving different responses depending on the round it seems completely random. If there is a concrete way of decerning who is and isn't a match it isn't intuitive enough to understand. Over all really good work, strong idea, great art, funny and meta characters and bios. This just needs some work on how you tell who is and isn't a match.

This brought me back to unfair Mario days and kaizo Mario, well done, painful and unfair yet you feel responsible for your mistakes and deaths.  The character being a different size, style and res than everything else was a bit distracting at times, and made me wish for more cohesion in that regard.  However, the bit crushed meme style of the game certainly works for the tone and message it seems is trying to be conveyed here. Over all good work

Many idle games or incrementals follow similar principles but there is one key area where this one needs work. it's not the art which is beautiful, nor the mechanics which are also strong. It is however, that you introduce too many of your mechanics right off the bat. Similar games like adventure capitalist or communist in this case, or cookie clicker do one thing different. They gradually introduce new mechanics or new additions to existing mechanics, but they start with a single cookie to click or a single task to do. Because you give the player all of the options at the start it is overwhelming for them to choose which to pick, even if you do a good job of explaining what each does. Over all it is really impressive what you both built in a week, so please take the criticism and grow don't let it bring yourselves down. This is great work

The art is very good, the style and satirical undertones really shine through. The systems function well and the interactions feel good. however the design for the email system specifically is a tad unintuitive in terms of the word selection for the emails. It often feeling difficult to decern what answer I should give or you end up feeling like the answer you gave should have been correct when it wasn't.

I believe having a single response to give with the same amount or a lesser amount of options would have made this a bit more intuitive and easier to choose one correct answer instead of being required to decern two separate correct responses.

The phone calls however are easy and intuitive to understand which did make the game more enjoyable. The pacing is stressful enough and feels just the right amount of overwhelming for this type of game. 

Overall with a few tweaks to the email system could be a very compelling game

I think the idea is interesting, especially as someone who loves swords. however the ui scaling of the items in new order ui doesn't match the scale of the ui items you must put together. If the items matched in size the speed of the order would not be an issue because your brain could do the work quickly, but when the size does not match the quick speed currently makes this difficult to complete effectively.

This game has me torn, it feels good to play the movement is hard to control at first but gets easier and I think the learning curve is decent. The art style is super cool and I really enjoy the vibes of this game, there is a lot of good game design and good art with both the background and foreground. However, I almost quit before even getting to see any of it because it is too zoomed in. Despite all of the good I almost never got to witness anything because I could not see what to do next and nearly gave up right there.

Doors has beautiful art and style, you can tell there was a focus on vibes and it paid off the aesthetic is truly beautiful. however the gameplay is a tad lacking after about 2 minutes, some randomization of where the doors spawn could go a long way to keep this interesting for longer. This is because although there are unique scenes and the order of those is random the door placement is static.

This game is fun, I believe the slow down slows down too much too fast and the speed is the same, you go from very slow to very fast within a couple meals or lack there of which just doesn't feel right, a bit more gradual increase and decrease would feel better while keeping it closer to the initial speed for longer as needing to take time to react feels better than slow motion right off the hop.  it may be interesting if eating too much food in a row simply kills you as well