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amber & foxtail

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I had lots of fun with this even though I think the game tuning is way too harsh. I played it several times, farthest I got was the clone after the lightsaber cat. I like how in encounters with multiple enemies the RPS concept gets deeper because the enemies can essentially stack options on one tick. I feel like the player's options are too undertuned or equal to the enemies' options though.

Like the cabomination is basically a do you have multiple defense mitigating options or a good destabilizer build, which is hard to build sometimes. Like I don't feel blue defensive options are very common, yet in that encounter you have to eat 30-ish damage per turn until the timer hits zero. I had a defensive corrosive build and I still barely survived that. Like, even the elites in StS2 usually have cooldown turns, y'know? And then afterwards the clone has a corrosive build, so you basically need to have steal soul for your corrosive build to gain an advantage. And they do a hefty amount of damage too. The upgrades feel kind of useless, because having more options is simply better. Like having 3 more block isn't gonna matter for the cabomination fight. Corrosion+ is also kind of useless in boss fights because the timer ticks down the same (and the clones apply unstable too), and it's not hard to apply it multiple times in the first place.

I think it's impossible to have an offensive build in this game, because your DPS is simply worse than the opponents'. The best red skills are the utility ones imo.

Having a limited amount of slots for skills feels rough given that each boss fight is basically a build check so you just kind of just eat crud sometimes since your build isn't good against that fight. This could potentially be remedied with giving the player more or stronger options or simply adjusting enemy patterns to be less harsh or at least cycle through different patterns.

On my first playthrough I encountered a bug where the UI disappeared after I tried to replace an option. It reappeared after I ended my turn, although it didn't feel great eating that damage.

Great game, great concept, could use better tuning. I think you have something good cooking. Visuals kind of reminded me of Earthbound.

Fun 5 minute clicker game. I like the autoclicker options and I appreciate the fact that the sounds aren't jarring despite them being, well, alarm clocks. I don't usually play those types of games so it's nice to get that dopamine that comes from the formula without spending too much time (or clicking) on it.

The experience felt somewhat musical with the cacophony of the clocks and the BGM. 

Clean animations, especially the rewind. Simple but effective graphics.

I can see the concept is early in development, but I'm interested to see how the idea would develop. Perhaps gimmicks like checkpoints so you don't spawn in the same place every rewind?

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I raised my bomugachi to max level and let it explode near the cracked wall, but it did nothing? 

This game really sells its aesthetic well, but the gameplay felt somewhat tedious. Picking up the droppings felt more involved than I feel like it should be due to their small size. I never felt the need to buy multiple bomugachis so I don't know what lunacy does.

Great job though, great art.

Extremely cute game. I generally don't like stealth sections in video games, but this gimmick plus not restarting when being seen makes it pretty fun. It's kinda funny that you can get real close to people and circle them without being spotted, but it makes for a neat tactic.

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I'm a kitchen master now! I love the character designs and quirky vibes. It's a sweet and short  quick draw/reaction time game. The gimmick powers were neat, but mine proved to be better: reacting to the opponents through sound.

What a cute little story. I'm guessing the survivors part was added to fit within the narrative structure and time limit.

Cute concept. I like the unique aspect ratio and the minimal art style.

 The customer requests are sometimes impossible to fulfill because they require two random events that just don't happen within the span of time. Perhaps this could be solved by making everything loop at least once within a 20 second timer, or by generating the events required at some point within the 20 seconds?

This speed dating game's kinda peculiar... And when did Washizu become so cute and nice?!

This is an amazing game. It's very polished, like a vertical slice game demo. I could see it being a new entry to the board game roguelite subgenre in the likes of Balatro and Aotenjo. I love the characters' designs and interactions.

I had to try 3 times to beat it because I'm not good at strategic positional thinking. The upgrades were very nice for me for a beginner like me to power through difficult starting positions and made the experience more enjoyable.

Nice ambient vibes and art. It would've been nice if there were onscreen indicators for the button you had to press, and maybe a crosshair to make choosing dialogue options easier.

The characters all felt like one person  that's trying to tell me the same thing. So the story wasn't my cup of tea. Otherwise a neat idea.

Solid little gameplay loop. I found it interesting that the antivirus became more viable with the later types of pop-ups as the pace increased. I wish you could cash out when you reach 1000 euros, because near the end I was buying all the antiviruses to get to the end.