Lol, thanks to your brother for the feedback!
BitShaper
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Excellent UI and sound design! I'll admit, it took me a while to get into the flow of following a single set of instructions, but once I got used to it I got faster.
I liked the multi-path options for inputting instructions that could break the player out of a set storyline! II only got the AI and Kell endings, but I want to figure out the Ash ending when I've got more time.
Excellent submission overall!
Excellent visuals, polished UI, and an engagingly complex system! Very well executed!
I'm still trying to figure out the best way to optimize antidote research progress, and I think I need a better understanding of what constitutes a sign of infection besides the little green illness pop-ups around them.
I enjoyed your game! Short, sweet, and simple!
If you could review our as well, that would be much appreciated!
In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper
The visuals were super adorable! Excellent choice!
People have already mentioned the UI and collision issues, but I had fun exploring the world! The wizard was untrustworthy, just like the villagers said!
(I'll be petitioning the council of pixelated wizarding elders to revoke his membership forthwith.)
In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper
Already rated your game! We're looking for feedback on ours.
We're looking for some more feedback on ours! Thanks!
In Which A Surprising Amount Of Magnets Escape And Must Be Stopped by DaBurgerBandit, BitShaper
In my limited run, I didn't feel like I got anywhere other than to have everyone point out that Gregory was behaving strangely, which I figured out when I talked to him first. Unfortunately, I ran out of time before I found anything useful.
Using the keyboard to choose a dialogue option and then the mouse to pick it feels a bit too disconnected to feel intuitive.
I liked the fact that the NPCs stopped moving when you got close to talk with them, and it was fun seeing the footprints on the ground behind me as I walked.
Thanks for the feedback floofyboyo11!
Pretty much all the art credit goes to my brother, DaBurgerBandit!
Getting faster was definitely something we wanted to implement, but I guess the solution we tried near the end didn't have the effect we hoped. Currently we have multiple spawners that each have a different delay on each of them before they get started, and then they spawn at semi-regular intervals afterwards. If we add more spawners, but with greater initial delays, then we can easily make faster and faster overall spawn rates.
Unfortunately, level 10 didn't load for me. BUT, in those 10 levels, I managed to get a feel for the attack controls and soon felt like some kind of ninja vampire!
Very nicely done! The graphical design is perfect for procedural generation and the gameplay is simple in a way that gets the player more and more excited the faster they go. I enjoyed it!
No Limits indeed! The choice of random sound effects, and the faces on Dr. X. Treme are awesome!
I like the concept of the game itself too. Keeping your options open for an unknown future, while working to accommodate the decisions you've made in the past. It's a metaphor for something I'm sure of it.
Hey! You made it to space! I didn't think many people would have the patience to ride the bombs that high... Congrats!
Yeah, this game proved to need a lot more fine-tuning than I expected. I have spawners ahead of the player on the X and Y axis, but I realized too late that I should have some behind the player as well for when they fall.
If I return to this project, I definitely want to add more obstacles (The sun to melt wax wings, aliens to abduct you, more traps to catch you, more boosts, more environments, etc.) that interact with different player upgrades. (non-wax wings, more energy, stronger flying, etc.)
My poor hand! An option to hold the key/click and just repeat the action would go a long way to improving the experience here. I had to learn that while testing my own game.
The visuals where nicely put together and the miner is cute. I enjoy mining games in general and I had fun with this one. Excellent job for putting it together in 3-4 days!
The visuals and the audio are wonderfully put together! After a week, the amount of polish your team was able to give the audio was very impressive. The particle effects, lighting, and monochromatic palette all came together to form a neat cohesive experience.
The gameplay is a bit easy to cheese by simply spamming right-click once you unlock the ability, but it's fun shooting monsters all the same.
I applaud the ambitious use of voiceover for a project like this. However, it felt like the dialogue felt a bit pretentious and long-winded to listen to in between every fight. Plus, I just spent the fight shooting a bunch of blob monsters, so taking things that seriously isn't easy in context.
Overall, this is a very well made game! I had fun popping the ichor wraiths.
It was fun! Once I figured out, I was basically driving a car from a birds-eye view everything clicked.
My only gripe would have to be the rough walls which can snag the player in awkward ways. If the colliders were smoothed out, it'd be a lot easier to course-correct using the challenging control scheme.
Otherwise, everything felt like it was put together well! Nicely done!
Thanks for the feedback!
You're right, the dive is a "booster" in code because it temporarily raises the velocity limit. It's called "Dive" because it provides a double boost downwards.
I had considered only providing left, right, and dive actions, but I discovered that made it too easy to accidentally swim into an obstacle if the player pushed themselves downward. Player movement has momentum underwater, and the best way to slow down is by pushing yourself in the opposite direction.
I'm glad you had fun!








