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andrewcsmith03

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A member registered Oct 22, 2021 · View creator page →

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This game is clever and topical, and the rocket was very satisfying to control! I felt like the gravitational pull on the planetoids was a little frustrating, as you couldn't really react to them after running out of fuel. It could have been interesting if the satellites gave you some fuel back.

This game is clever and topical, and the rocket was very satisfying to control! I felt like the gravitational pull on the planetoids was a little frustrating, as you couldn't really react to them after running out of fuel. It could have been interesting if the satellites gave you some fuel back.

Definitely a unique interpretation of the prompt lol. The art was really well done, although the z-ordering was a bit buggy at times. The way the arm moved was nice; however, I thought the game could have been a bit more forgiving. It was a bit too difficult to catch the chicken, and the stuffing hitbox was pretty small. The music was also such an earworm; I'll be singing that in my head for weeks.

Definitely a unique interpretation of the prompt lol. The art was really well done, although the z-ordering was a bit buggy at times. The way the arm moved was nice; however, I thought the game could have been a bit more forgiving. It was a bit too difficult to catch the chicken, and the stuffing hitbox was pretty small. The music was also such an earworm; I'll be singing that in my head for weeks.

The art direction in this game is absolutely stunning; every prop looks really good, and the movement feels very satisfying. It's a bit finicky when dragging it down to the bottom. I also think it would feel a bit more satisfying/difficult if there was a second after the time ran out to resolve physics. I also received scores above 100% and am curious how you calculated the percentages.

A very nice, peaceful game. The music and art style fit together very nicely to create a relaxing environment, paired with a very simple gameplay loop. The clouds were a bit hard to tell they could be walked on, but their positioning helped a lot with that.

A very nice, peaceful game. The music and art style fit together very nicely to create a relaxing environment, paired with a very simple gameplay loop. The clouds were a bit hard to tell they could be walked on, but their positioning helped a lot with that.

I've seen a couple games with this concept (Build the rocket on a time frame), but you definitely added something unique with the physics-based pulling of parts. Struggling to build a stable rocket while having to slap together scrap parts is really interesting. I was a bit frustrated losing parts if they weren't connected, and the fact that clicking on a connected part reset it, rather than just letting me pick it back up. That being said, adding a simple restart button so you don't have to watch the full launch before trying again would help this a lot, and the art style is super unique.

I've seen a couple games with this concept (Build the rocket on a time frame), but you definitely added something unique with the physics-based pulling of parts. Struggling to build a stable rocket while having to slap together scrap parts is really interesting. I was a bit frustrated losing parts if they weren't connected, and the fact that clicking on a connected part reset it, rather than just letting me pick it back up. That being said, adding a simple restart button so you don't have to watch the full launch before trying again would help this a lot, and the art style is super unique.

This implementation is really unique. I loved the guess-and-check nature of the game, roughly estimating how much time is needed for each movement, and then adjusting whenever I failed. The UI was a little hard to read and understand, but the art in-game was very nice.

The concept is super interesting. I love any game that involves order of operations heavily, and getting caught by your past selves added a really interesting dynamic to it. I also love the chalkboard-esque art style, and the music worked really well for a contemplative game.

The concept is super interesting. I love any game that involves order of operations heavily, and getting caught by your past selves added a really interesting dynamic to it. I also love the chalkboard-esque art style, and the music worked really well for a contemplative game.

The core concept is interesting, and the car controls well. I really like the ability to switch to an isometric view, but it's a bit buggy visually, and the music and UI don't move with the camera.  I am curious as to why you chose a cherry asset as opposed to something a bit more obvious like a fuel can?

The core concept is interesting, and the car controls well. I really like the ability to switch to an isometric view, but it's a bit buggy visually, and the music and UI don't move with the camera.  I am curious as to why you chose a cherry asset as opposed to something a bit more obvious like a fuel can?

Thanks for playing!

Thanks for the feedback! I was really happy with how quick a round felt, but you can still get long rounds going if you balance your build.

I appreciate the feedback! We spent quite a bit of time trying to nail down the difficulty. Of course that came with the issue of us playing the game a lot making it a bit easier for us than it would be for a new player. Our goal was to have the average round last around 30 seconds to encourage fast paced gameplay and low friction to replay. I do think there could have been more fuel near by at the start of the game, just to get the ball rolling a bit.

The movement mechanic is very fun to use and is reminiscent of the old Windows screensaver, which captures the liminal feel very well. I did think it was a bit too snappy, and felt myself getting a little nauseous from it. Maybe slowing down the turning a bit and adding a lerp/tween for moving from tile to tile would help. The soundscape felt good for the liminal horror you were going for, but I also think there could have been more immediate feedback from the entity hunting you.

The movement mechanic is very fun to use and is reminiscent of the old Windows screensaver, which captures the liminal feel very well. I did think it was a bit too snappy, and felt myself getting a little nauseous from it. Maybe slowing down the turning a bit and adding a lerp/tween for moving from tile to tile would help. The soundscape felt good for the liminal horror you were going for, but I also think there could have been more immediate feedback from the entity hunting you.

I really enjoy the double interpretation of the theming; the countdown to launch paired with the countdown to build is really clever. The game is a really clever puzzle builder, and balancing the number of engines you have to make sure you stay in the twr green zone is really fun. I loved the challenge of figuring out where to place your boosters to make sure you didn't use the wrong fuel.

I really enjoy the double interpretation of the theming; the countdown to launch paired with the countdown to build is really clever. The game is a really clever puzzle builder, and balancing the number of engines you have to make sure you stay in the twr green zone is really fun. I loved the challenge of figuring out where to place your boosters to make sure you didn't use the wrong fuel.

It was difficult to balance the pixelated graphics with the readability of menus. The goal was to have a round last about 30 seconds on average to reduce the friction of replays. The fast pace of the game made it a bit more difficult to have a true tutorial, so the how-to-play section was a bit of a compromise for that. The information there can also be found in the description. I really appreciate your time, and thanks for playing

The art style is very nice, and the gameplay is fun. I like using the countdown timer as a resource (health and ammo), but the auto-aiming made the use of the timer as ammo feel less strenuous, as there was a very low chance of missing shots.

The art style is very nice, and the gameplay is fun. I like using the countdown timer as a resource (health and ammo), but the auto-aiming made the use of the timer as ammo feel less strenuous, as there was a very low chance of missing shots.

Really interesting concept, and I love the idea of the decremental genre. The typing was a fun main mechanic. I felt like the items getting cheaper as you play (going from 500,000,000 down to 5000) felt like I was getting weaker as I played. The parody is interesting, and I enjoyed the art.

The art style was super compelling, but the gameplay felt a bit too easy. Like I could accumulate a lot of time early on, guess on some of the more difficult puzzles, and hold off on just that and pressing the button. That being said, each minigame did feel fun and satisfying to complete.

The art style was super compelling, but the gameplay felt a bit too easy. Like I could accumulate a lot of time early on, guess on some of the more difficult puzzles, and hold off on just that and pressing the button. That being said, each minigame did feel fun and satisfying to complete.

I love that, instead of losing when the timer ends, it randomizes an element of the maze. I did find myself waiting for a "good seed," so to speak, on certain mazes, which I think breaks the flow of the game a bit. The crt/scan line style was really cool though, and I loved the music.

This game is really cool! I've always been a big fan of games as activism, and your interpretation of the prompt is really interesting. The art style was also nice, though I do wish there was more sound. The game was a bit quiet. The minigames were all engaging but didn't overstay their welcome. I thought it would be nice to click and drag some of the props, rather than just click on targets, and I do wish there was a progress bar somewhere to let you know how close to finishing the minigame you were. I loved the format of the debate minigame. It felt straight out of Mario Party or WarioWare!

This game is really cool! I've always been a big fan of games as activism, and your interpretation of the prompt is really interesting. The art style was also nice, though I do wish there was more sound. The game was a bit quiet. The minigames were all engaging but didn't overstay their welcome. I thought it would be nice to click and drag some of the props, rather than just click on targets, and I do wish there was a progress bar somewhere to let you know how close to finishing the minigame you were. I loved the format of the debate minigame. It felt straight out of Mario Party or WarioWare!

Animations were really nice, and the sound design was good. It's an interesting implementation of the theme "Countdown to broke". I don't entirely agree with the decision to make the calculator an item. Making it easier to tell what your current hand is allows for more quick-paced decision-making, which is good for a countdown-style game. I felt like you had an opportunity to force the player to balance their resources by using money as time, as well as your betting resource, but using chips reduced this aspect, making the timer just a timer. Your art style was very cohesive, and the writing was easy to read and understand and had personality.

Animations were really nice, and the sound design was good. It's an interesting implementation of the theme "Countdown to broke". I don't entirely agree with the decision to make the calculator an item. Making it easier to tell what your current hand is allows for more quick-paced decision-making, which is good for a countdown-style game. I felt like you had an opportunity to force the player to balance their resources by using money as time, as well as your betting resource, but using chips reduced this aspect, making the timer just a timer. Your art style was very cohesive, and the writing was easy to read and understand and had personality.

A great first game, especially under a tight time constraint! The isometric camera is interesting, and it's nice to see you didn't cop out on some of the more difficult stuff, like animations. I love having your combo meter pay for different attacks as a mechanic.  The movement was backwards from what I expected(W moved me towards the bottom of the screen), it was easy to get stuck in a corner, and the timer is so long that it didn't create any real pressure. It also would have been nice to have some color in the game, even if its just flat solid color materials on some of the walls. When time constrained like this, it is also easy to forgo tutorials, just hoping people will figure it out, or posting it in the description, so I commend you for actually including one!

A great first game, especially under a tight time constraint! The isometric camera is interesting, and it's nice to see you didn't cop out on some of the more difficult stuff, like animations. I love having your combo meter pay for different attacks as a mechanic.  The movement was backwards from what I expected(W moved me towards the bottom of the screen), it was easy to get stuck in a corner, and the timer is so long that it didn't create any real pressure. It also would have been nice to have some color in the game, even if its just flat solid color materials on some of the walls. When time constrained like this, it is also easy to forgo tutorials, just hoping people will figure it out, or posting it in the description, so I commend you for actually including one!

The gameplay is pretty straightforward, and it's very easy to understand what you are supposed to do. The music doesn't loop properly, and there isn't enough feedback when you hit or miss a target. The glowing is a good start, but maybe there should be a sound effect, and the clock hand should grow slightly or something to make it clearer that the player has clicked. It would also be interesting to see more scaling opportunities. For example, maybe have a small chance that a full moon spawns, which swaps the direction of your clock hand, or maybe multiple targets spawn, and missing one results in a punishment for the player.

The gameplay is pretty straightforward, and it's very easy to understand what you are supposed to do. The music doesn't loop properly, and there isn't enough feedback when you hit or miss a target. The glowing is a good start, but maybe there should be a sound effect, and the clock hand should grow slightly or something to make it clearer that the player has clicked. It would also be interesting to see more scaling opportunities. For example, maybe have a small chance that a full moon spawns, which swaps the direction of your clock hand, or maybe multiple targets spawn, and missing one results in a punishment for the player.