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Aryogaton

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A member registered Jul 24, 2025 · View creator page →

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The visual style and audio design are pretty good and pretty satisfying. I think the only way to lose is to accidentally fall off the platform, which doesn't feel great. Having the turret take damage and need repairs could be better? A fair amount of the gameplay is waiting to grind enough conveyor belts, after which you can trivially take the turret anywhere. 

The idea has lots of potential if expanded on!

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Wonderful art and audio design (obviously), and the puzzles were pretty satisfying to solve. It definitely needs colorblindness accessibility and possibly an easier way to check what the color is without plugging it into the output.

Excellent design, art, and audio direction, and very juicy. Only flaws were colorblindness accessibility and the music stopped looping for some reason, those were small nitpicks at worst!

The art and audio are quite beautiful, and the voice acting is nice if a bit repetitive. 

I feel like F should be a toggle, and it's hard to distinguish objects from the background when it's on.

The level design of this game is fantastic, the puzzles had variety and were satisfying to solve. 

The main frustration point is that hitting spikes forces everything to restart. Since you can restart one character's loop at any point instantly, there's no reason to make spikes any more punishing than that. It's a big problem where otherwise the game's design would be perfect!

Very fun, just needs a bit more variety (I don't think the game changed much if at all between any of the rounds).

Small things to improve could be the hitbox of the customers, letting you buffer the space bar for better responsiveness, making it easier to see what luggage a customer at the top of the screen wants. Some of the wrong luggage also looked very similar or identical.

I liked how most of the levels had different gameplay, I think that could be explored further, especially with the boss, it should do completely wild things. I think the game could be either faster paced or have more hazards like a bullet hell.

The level where falling off the screen puts you very close to a row of hazards was frustrating because it is hard to tell where you will end up and it's too close to react. 

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If you push a direction against a wall as you're jumping you can't jump over anything higher than a 2 block wall, but if you're not holding left or right as you're jumping you can get over a 4 block wall. This is true even if you hold down jump the whole time.

There is also a walljump, but it doesn't let you climb up a single wall, so it's not very useful for the level design and is more likely to throw you somewhere you didn't mean to go. The walljump would be more useful if there were vertical pipes that you need to walljump to climb.

The game picks up pretty well after a few upgrades, going up after going down is a pretty nice game loop and it has a satisfying ending.

At first I didn't know where my character was, what any of the upgrades did, how to get ore or what what it looked like, and assumed that you had to dig down forever like any other mining game, but the game does a pretty good job of teaching the player all of these things and learning them was pretty fun.

The only obvious point of improvement I can think of is trying to find a way to do more of the teaching with gameplay and less with the statues.

I think the premise is fun and the enemy's pathfinding is cool, and the art and audio are pretty functional for the game.

Pushing up against a wall makes your jump shorter, which means to get up most walls you need to awkwardly let go of left/right. The character's hitbox seems to be a square even though the sprite is round, so barely not making it up a wall doesn't feel great. 

The crafting system has potential to be an interesting resource management game but the items are expensive and craft-to-reach areas don't reward you with more resources than it takes to get them. It's hard to get full value from the crafting when you need to save them until it's impossible to keep going, it's really easy to put them in a useless spot, and the UI doesn't show what they do or how much they cost.

Levels are very well designed with a creative premise, especially the last few levels. The only things I think could be improved are the character can feel too strict to control sometimes, and the main melody of the music gets too repetitive even for the premise.

Looks like you can fly limitlessly if you hold a direction, shift, and mash the K button. I think the concept of scrubbing a timeline to make frame-perfect jumps has potential though!

The premise is cool and the art is well done, there's lots of potential with the spell shapes (I definitely expected drawing a pentagram to do something funky). Reminds me of that Google cat witch game.

The art and music are soothing and wonderful, but it's often hard to see the contents of the level because of the locked camera and the character gets stuck on corners a lot. 

Since the character is limited by distance, I think if there was a rewind button that refunds the distance as it's held down would make the game much more enjoyable.

The puzzles are fun and the third level is pretty tricky. It sometimes feels like a little too much guess-and-check, there might be less waiting if it were a little easier to predict what the nodes will do.

Very cool and creative narrative and high quality assets.

It's very hard to remember exactly what the room looks like and it's unclear how going to the next copy of the room progresses through the game. There were performance problems and the view kept drifting to the right for some reason?

I think the game loop could be very cool if it focused on a small part of the house at a time, so that it's easier to remember how things are supposed to be and so that there's more variety between different loops.

Fun little series of jokes, the art and shader effects are very cool, although they can be a bit hard on the eyes when the game is fullscreen.

I would've liked to see the minigames make more use of looping or the loading bar, possibly with some more trolling with how the action bar fills or unfills.

The art and audio is nice and consistent, music is pleasant to listen to while playing.

Collecting all 8 secrets was fun, had to do some cool optimizations to make sure I had enough loops. 

Jumping on top of yourself repeatedly until you get enough height looks like it's the most powerful solution to a lot of the puzzles, but isn't as fun as optimizing the loops.

The loops having a minimum length means a lot of waiting around, either for a loop to finish or to bank up enough time to make a loop more consistent.

The controls were responsive, but a bunch of the levels require squeezing through or across one-tile-thick gaps, which leaves not much room for error and feels a little too precise when I think the puzzle element is stronger.

The dialogue is a little verbose but in an endearing way, thanks to the art. 

The time travel mechanics are pretty clever, definitely feels like proper time travel instead of a gimmick.

There were some performance/responsiveness issues when editing the arrows. I would've loved to see a few more levels, especially ones without mostly-uninteractable tiles, but I figure level design for this mechanic must be a nightmare!

Very cool premise, which solves a problem of old shmups where there's a fire button but you never have any reason to let it go. 

Two things I would've liked to see are being able to start on later loops instead of having to start over from loop 1, and more mutation on the enemy copy, so that it can require more strategies than just being economical with your shots.

Art and sound design are wonderful, I thought the player was a puppy instead of a bunny at first.