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AXYLDev

87
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A member registered Jul 15, 2022 · View creator page →

Creator of

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Thank you! It's cool you noticed the tank tracks, was fun to make that with my engine's custom shader system (it's all done GPU side). Yeah, enemy variation would definitely help a lot, and would add to the playstyle diversity even more.

The animations and VFX are really good! Just felt a bit too difficult to kill the shield and sword clocks without taking damage. I always felt limited by health not time so didn't get to experience the theme link to its potential. The knight's moves maybe should've been more slow and prewarned, so you can run away then come back while it recharges. Especially for a general audience of a game jam, bit too hard.

Also the game maybe could've been taught more clearly, as for a while I thought you had to hit the clock when they reach the X, or had to dodge the attack when it reaches X, but only after checking the clips on the page did I realise you had to kill it before the X.

Perhaps being able to use up your stored time to pause the game but you can keep moving would be a cool addition.

But overall, the dash and combat feels very good and the audio communicates the actions to the player as well as having great music.

thank you!

Thank you! It took a lot of thought to ensure that the complexity of the game grew with time, as removing parts initially led us to ideas such as “you can no longer dash”, but to get the complexity curve right we decided to go for gaining abilities but with compromises instead, I’m glad you enjoyed it!

Cool idea and fun game! It is very satisfying to get the explosion right and take out a bunch of enemies. Just a bit hard to control with the balls moving so fast. Having the balls stop before they explode definitely helps though.

Having some SFX or healthbar to more clearly show when you get hit would also be good.

This is one of the most fun games I've played! I love the pokemon-style attack camera angles. The card synergy is also very cool and well made. The scramble to get your cards charging with enough time to spare and making the split second decisions to recycle or use a card is very fun.

Also, the models are super cute!

Only thing holding it back is the timer on the cards sometimes bugs to 100% and then the card won't activate.

very cool idea, and well implemented. Graphics were amazing.

Only problem is I found being one shot a bit frustrating as a lot of runs I would die before figuring out which character was the current one, and I was never really close to running out on the timer until the last few lives.

Cool game! I like the wall running mechanic and the shader effects.

I liked the puzzle aspect of the mage where you had to line enemies up for the special shot! Very nice game.

Being able to hold a button to speed up time might be nice for the first few goes of a level.

Unfortunately couldn't get either build to work. The old version crashed when I opened it and the new version froze.

Nice game! Having some VFX for when you activate the computers would be cool.

The artwork here is really nice, I hope you get a chance to finish the gameplay at some point!

Thank you! I'm glad you enjoyed the choice system!

thank you!

The diagonal moves are pretty interesting, and the timer life bar works well. The effects make it very satisfying to get a chain of matches.

I think it should be a bit clearer what increasing difficulty means, as I initially expected it to add more color variations or change the board, but eventually realised it speeds up the timer.

Pixel art was nice, and music was very good.

Boss fights were very cool, but first two had too little health so were over a bit fast.

Last one maybe had a bit too much health, but I think mainly could be improved by making the damage you take greater, but also giving you heals. That way if you have a bad first phase its more recoverable.

Would also be nice to have an indicator for where the last enemies are since its a bit tricky to find them in the level.

Although the theme is present, it would be nice if it impacted the gameplay more actively as it's mostly in the story.

Hi! I'm impressed by how much depth you managed to add in just 4 days. The storylines and coming back at certain times are very cool. I think it needed to be clearer the concept you're trying to pass the time, as in a lot of games you're trying to preserve time so you can complete everything.

The diversity of art for all the areas was also impressive.

Also, the music didn't repeat so most of the game had no music.

I think simplest improvement would be to add something which highlights things you can interact with because you kinda had to spam J while walking around. Maybe a glowing border would work.

Being able to see how many coins you have and what items you have would also be nice.

All the little animations were really nice, and gameplay was intuitive except I couldn't figure out what was meant by restore the Hearth as a kitchen, I'm not sure if I needed to find a kitchen card at some point.

After I realised exploring the county was so important, the game was pretty fun but I think more emphasis might've been needed on that as I wasn't sure what to put my workers on at first.

Hi, I like the ending animation where the duck crashes into the planet.

Biggest improvement would be a better player controller. At the moment you have no acceleration time, so you instantly move at max speed when pressing a button. This makes it very difficult to microadjust your position so its easy to tap a key and fly off the platform. Easiest way to implement this is to add your movement direction to your velocity, and then if you velocity is above the max speed, set your velocity to the max speed.

I'm not sure whether it would fit but another potential addition would be "Coyote time", where if you try to jump just after leaving a platform you still are able to jump. This makes it a bit more forgiving, as especially without any acceleration time I regularly walked off before pressing jump. But this problem might be fixed by the previous suggestion anyway.

Hi, you uploaded the .exe file but no assets. When I launch the game I get an error about a missing .pck file. I think you would have needed to zip the entire build output folder for the upload. Unfortunately this means I can't try your game, but I hope you had fun making it.

I really like how the stats get kept between rounds, lets you charge up your cards ready for the boss fights, and the mechanic of attacking the right most first works very well since you have to think about which card you don't mind losing as much.

Potential improvements would mainly be a more detailed tutorial, took a while for me to realise the cooldown system. Maybe first explaining the mechanics without swapping (cooldowns ticking down each turn) would make it clearer, so the player understands the basic rules before adding complexity.

Also, some cards get quite OP, but since the bosses are also very powerful this isn't necessarily a problem.

Extra idea: could the enemy have an AI that also swaps tokens? That would add more depth so you can't just deny the enemies making moves by swapping away their 1s.

Thank you!

Thanks! Clearer track placing is definitely needed, but great to hear you liked the game!

Thank you! I’m glad you had fun!

Thank you!

The movement in this game is really fun! I think adding some parallax effects on the backgrounds could be really cool too.

Thank you!

Thank you!

Ah okay that makes sense, I think it must've be a bug then since I wasn't split at that point.

Thank you! I'll let the artists and musician know, glad you enjoyed!

Thank you! Yeah, some sort of diagram to explain the controls might be better, but I’m glad you had fun!

This is a very cool idea! The controls were intuitive and I like the character splitting. However, I got stuck on level 10 due to not understanding what  the "already enough" prompt meant.

The existential intro was very cool, but I found it a little tricky to play the game. It wasn't clear you had to double click to buy packs, and also I wasn't sure what influence each card had. The idea is very interesting though and could definitely make a great game!

Cool idea to use the knight movement! It could be nice to have different puzzle elements in the later levels as you need to take the same path each time. The art style is really cool but the UI and projectiles would benefit from proper textures too.

This is a super fun concept! It's so comical to deliberately die and see the particles explode. The controls are very intuitive. I'd love to see some more animation in the background too, like the lasers having effects, as well as maybe some puzzle elements.

This is a really cosy little puzzle game! The controls are a little confusing at first but once I understood it was fun! Maybe instead of WASD you could have one button to go clockwise and one to go anticlockwise, so its easier to traverse around the shapes.

Wow this is such a cool concept! It took me a while to understand though, so a proper in game tutorial and very simple first levels would be very beneficial. Once I understood, it was a very interesting and creative twist on theme!

Wow this is such a well polished, fun game! Controls are so well visualized. The artstyle and music are so fitting too!

Thank you!

Thank you! I’m working on a Factorio inspired game so hopefully I can get some elements from this game into it somewhere!