Thank you for the feedback! I didn't know that about holding space during cutscenes, I'll see if I can fix it. If you want to skip the cutscenes, you can press Esc and then Space. There's also a toggle in the Options menu to automatically skip cutscenes when pressing the "Retry" button from the Pause or Game Over screens.
Bitwise Games
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Bruh, this intro feels WAY too intense for such a lighthearted game lmao. It'd also be nice if I could skip through some of the text faster, especially at the beginning. And is there a way to re-read previous lines?
What determines when you get a game over? While I was playing Challenge mode, the board was almost completely full, but there was at least one more move I could've made, but I still got a game over before I was able to do it.
Very charming art and sound effects.
After a few minutes of playing, with several upgrades and autofire enabled, the entire lower half of the screen was just a chaotic mess. Enemies were dying really quickly no matter where I aimed, and at that point, my main concern was just avoiding enemy projectiles (and there weren't even that many of them). I made it to Wave 12 and defeated the boss, but the whole thing felt very easy.
Made it all the way to the end. It took me a while to realize I had to smash the mirror in the bathroom with the rock (I actually just discovered that by chance). I also kept dying at the explosive chest puzzle, I only finished it via trial-and-error. When I visited the library, it kept telling me to "invert" things, but I didn't realize I needed to open my inventory (is that what the "Primate Island" book was for?). Maybe have a sound effect or something that plays when your inventory gets updated.
CHANGES SINCE LAST DD:
==== FISHING ====
Added new visual elements.
Added dynamic waves to the surface of the water.
==== SHOOTING GALLERY ====
Added level 3.
Added background art.
Added a sound effect when the level starts.
==== LETTER EDITING ====
Re-wrote the tutorial for level 3, and added an extremely easy problem to the beginning. Hopefully the instructions should be more clear now.
==== TOWER DEFENSE ====
Added level 3.
==== SHOOT-EM-UP ====
Fixed a bug that could cause enemies to come back to life if they died at the same time as the player.
Fairies will now sometimes shout "This is over" if the last enemy in a level is killed with a deflected bullet.
Added level 3.
==== JRPG ====
When selecting two abilities for a combo attack, the name of the resulting combo attack will now be displayed.
Fixed a bug that caused dialogue lines from previous level's cutscenes to show up in the log when they shouldn't have.
==== IMP LAUNCH ====
Fixed a bug that caused the ground to not shake properly when landing at a high velocity.
==== DRAGON RUN ====
Added level 3.
==== PLATFORMER ====
Fixed a bug that allowed the player to jump twice very quickly if they hugged a wall.
Added level 3.
The camera will now follow you above the upper edge of the level, instead of getting cut off.
==== QUICKVENTURE ====
New game mode: QuickVenture (a card battler). This game mode is still VERY early in development (in fact, it's not even possible to win yet). But feel free to try it.
==== MISC ====
Fixed some text spacing issues.
Added the Doll Shelf. Practically nothing has been implemented yet, but feel free to take a look.
Thank you for playing! I'm glad to know that it's improving.
I'll look into the platformer bug. I vaguely remember experiencing something similar, but I guess I never got around to fixing it.
Imp Launch actually used to be a lot faster, but I slowed it down a while ago. Guess it's still too fast. I'll tweak the numbers some more and see what happens.
Yeah, I was a bit worried about the third Letter Edit level. "poing to pet" is 100% intentional, but it might be too difficult, since it's the first one of those types of puzzles. I'll see if I can come up with something better.
Thanks for the feedback!
Very well made, but the difficulty is INSANE.
One suggestion I would have is to give the player the option to disable showing the death count every time they revive. Some players (myself included) might get discouraged seeing that number go up and up and up, especially since it persists across all levels.
Nice atmosphere.
I'm not really sure what I'm supposed to be doing at this point. Apparently, some guy wants me to go to his shed, but instead I found some old abandoned hotel. Fell down an elevator shaft, wandered around for a bit, but couldn't find a way back up. According to my emails, I'm also supposed to be taking pictures? I didn't see a button for a camera in the controls screen.

Is it possible to replace this vase in the corner? I can't seem to reach it.

I also kind of got stuck right here. I was able to climb up to this spot by pressing LT near the green wall, but none of the buttons seem to make the character jump, so he just keeps falling. I may have missed something during the tutorial. The game also crashed when I clicked the X to quit.

Right off the bat, the first thing I noticed was that the camera slowly moves to the right, even when I'm not touching the mouse.
Having to manually cock the gun is a neat idea. Reminds me a bit of an FPS game I used to play called Receiver, which had very realistic gun mechanics.
Very nice SFX.
It looks like enemies sometimes won't disappear, even if they get hit? This seemed to happen more often if I shot them while moving.

I think this is a really neat idea. Good luck.
This was really neat. The idea of your character's health determining their strength instead of EXP is a cool idea. Very simple gameplay loop and obviously there's not much to it right now, but I liked it. I will say, the character's movement speed is REALLY slow, but that might be intentional. I also noticed that if I camped or opened a shop, then exited, it'd prompt me to open them again immediately afterwards, even if I didn't press the Z key. A very minor annoyance, but something to keep in mind.
I'm looking forward to seeing more of this. Good luck.
It's hard to critique when it's THIS early in development.
Took me a minute to realize that the E key is for "Next" during dialog. Maybe let the player click the mouse where it says "Next". Apparently, you have to point your mouse at an object in order to interact with it? It feels like you should be able to just walk up to it and press a button, but that's just me.
Collision feels a bit funky. I don't like how you can't move horizontally if you're vertically colliding with a wall, and vice-versa.
I can't seem to attack with my sword. I have it equipped, but nothing happens when I press LMB. It looks like I can only attack with bombs. Or maybe I can, there's just no animation? There's also no indication of the sword's range.
I had a quest to gather some rocks, but I wasn't able to find any. Eventually that quest disappeared from my list. I guess I ran out of time? I also had a quest to use a slot machine, but I couldn't find one of those, either.
CHANGES SINCE LAST DD:
==== FISHING ====
Re-did Game Over screen.
Fixed a bug that caused the hook to always be below the surface of the water, even when it should've been flush.
==== WIZARD DANCE ====
Fixed a bug that caused a short delay between missing a note and taking damage/losing your combo.
==== SHOOTING GALLERY ====
Slowed down most of the targets in the first level. Hopefully it should be easier now.
Added an outro cutscene to level 2.
Fixed a crash that could occur if you ran out of ammo before the level was finished.
==== LETTER EDITING ====
Completely revamped the first level. There are now 3, shorter problems, and the time limit is gone.
Added intro and outro cutscenes to levels 2 and 3.
==== TOWER DEFENSE ====
Added an intro and outro cutscene to level 2.
Re-did Game Over screen.
Re-did level 1 cutscene.
==== SHOOT-EM-UP ====
You can now hold L-Shift to move at half speed.
Enemies now wiggle before attacking.
Added an outro cutscene to level 2.
Enemies fall off the screen upon dying.
Fixed a bug that caused enemy sprites to be cut-off at the bottom.
==== JRPG ====
Fixed a bug that caused the logs to not show up.
Added cutscenes to levels 2 and 3.
Music now fades out at the end of a level, instead of stopping suddenly.
==== DRAGON RUN ====
Fixed a bug that could cause the clock to continue ticking down if you paused the game while talking with Esther in the first level.
Added an intro and outro cutscene to the second level.
Re-did Game Over screen.
Replaced some sprites.
Fixed a bug that prevented the special Easter egg cutscene from being seen after finishing level 1 without killing any slimes.
Enemies now fly off the screen after being killed.
See what happens when you skip the first hourglass in level 1.
==== PLATFORMER ====
Fixed a bug that could cause your time bonus to be negative if you took a long time to finish the level.
Fixed a bug that could cause the camera to move erroneously after exiting the Pause menu.
Added a clock. The text turns red if you've taken too long to receive a time bonus.
Added a short coyote time for when you step off a platform.
Replaced the first level.
Added a cutscenes to levels 1 and 2.
==== PILLAGE ====
New game mode: Pillage. A and D to move. If an obstacle is red, move out of its way. If an obstacle is blue, press Space right at the last second before it collides with you to gain a point. Colliding with either red or blue obstacles will cause you to take damage. As you earn more points, the obstacles will start moving faster.
==== MAP ====
Fixed a bug that could cause map icons to be selected if you clicked near them (but not ON them) while zoomed out.
The map is now zoomed out by default. This is helpful now that the icons are more spread out.
==== MISC ====
Fixed a bug in several of the game modes that could give the player extra time if they paused during a tutorial.
Fixed a bug in several of the game modes that caused an incorrect score value to be displayed at the end of each level.
Re-did many of the game's UI elements.
Added a credits screen.
Added a custom mouse cursor.
Fixed a bug that could sometimes cause cutscene objects to jitter.
Hey, thank you so much for the feedback!
- You can control the map with W/A/S/D and the space key, although it might be a bit buggy at the moment. It wasn't a super high priority for me.
- I actually do have a plan for coins being usable outside of just the Higher or Lower game mode! It will probably be a long time before I get around to implementing it, but it is coming.
- Good idea about the time, and I'll try redoing the physics in the Platformer mode. Maybe I can get them to feel better.
- I've completely redone the first level of the Letter Editing mode, but I haven't uploaded it here yet. In the new version, there are three, short passages, instead of one long one. I think it's a bit more manageable this way.
- In the Wizard Dance mode, you'll get a blue circle if you hit a note perfectly, and a yellow circle if you're close but not exact. And if you hit the wrong note, the correct note will turn grey, meaning it's too late to press it now. If you don't press anything, an X should show up. Originally, this game mode used W/A/S/D instead of A/S/J/K, but most people told me W/A/S/D felt wrong. A/S/J/K is what Clone Hero (by default) uses, so I figured it was probably the best option. Remappable controls are definitely something I'd like to add someday, but I just haven't gotten around to them yet.
- Yes, the artist did a fantastic job on all the fairies, the imps, and the cutscene. I'll pass your feedback onto her.
- Neat idea about being able to move slower. I'll play around with that and see what happens.
- Definitely a good idea about the enemies' attacks. I'm still finalizing how some of them move and attack, but I'll ask the artist about adding a few extra frames before they attack.
- I may have completely forgotten to explain it, but the boss can only be killed by deflecting its fireball attack. When you do that, it'll split up into a bunch of smaller imps that can be killed individually. Someday, I'll get around to adding a cutscene which explains this much better. You can see a video of this boss fight here: https://files.catbox.moe/a34vya.webm
- I'm glad you like the writing! I've tried in the past to write some "funny" games, but a lot of them did not land very well.
- For my next DD submission, I've already decided to remove many of the levels currently in the game, and only have two or three levels for each game mode. Hopefully this will allow me to polish up each individual level as much as possible.
Thank you so much for playing, and I'll keep improving it as much as possible!
You're definitely right about the RPG and the movement in the Dragon Run game. I'm still hammering out all the fine details.
Can I ask why you were having trouble aiming in the Shooting Gallery mode? It's basically just a point and click, but with moving objects.
You can skip the cutscenes by pressing Esc and then Space. There's also an option in the Options menu to automatically skip the cutscenes when you click Retry.
Thank you for playing!
As someone who plays embarrassing amounts of Tetris, this was actually pretty fun.
It looks like the enemies take 100 damage for each row cleared. I would recommend adding a slight multiplier to this. So for example, if you clear 1 row, they take 100 damage, but if you clear 2, they take 250, 3 and 400, etc. As it is now, there's not really any reason to try to clear more than 1 row at a time.
It would be nice if you could move through the dungeon via arrow keys instead of the mouse. And if you DO use the mouse, allow me to immediately move to rooms I've already discovered by clicking directly on them, instead of having to click into each room until I get there.
Entering cursed rooms doesn't seem to do anything? It says "Received a curse but gained an item", but I don't see anything different. Same with the Blessings.
One enemy said "Only takes damage when X rows are cleared", but it doesn't look like it told me what that number X was. It must've been at least 3, because clearing 2 rows didn't do anything.
Maybe limit the number of Merchants that can appear at one time. One of the floors I was on had 5 merchants on it.
Q and W to use items felt a bit awkward to me. This might just be because I'm used to using the arrow keys for movement and C for hold.

CHANGES SINCE LAST DD:
==== FISHING ====
Added new SFX.
Re-did the "Success" screen.
==== WIZARD DANCE ====
Re-did the results screen.
==== SHOOTING GALLERY ====
Replaced sprites.
Re-did the results screen.
==== LETTER EDITING ====
Changed the background in the Spellcheck mode, making it look more like a piece of paper.
Text is now rendered at float positions instead of integer positions, making everything look a bit smoother.
Re-did the results screen in the Spellcheck mode.
Added an extra "problem" to the second level.
Replaced the third problem in level 3. I think the original was too hard (at least for this early on in the game).
==== TOWER DEFENSE ====
Re-did the "Success" screen.
Added new SFX.
Replaced "NUM COINS: " in the HUD with a single coin icon.
Added some grass and flowers to some of the levels.
Some weapons won't be available until later levels.
==== SHOOT-EM-UP ====
Re-did the results screen.
Re-did the HUD.
Re-did Level 1 intro cutscene.
Enemies with more than 1 health now wear helmets.
Added an intro cutscene to level 2.
==== JRPG ====
Added a background when choosing abilities.
==== DRAGON RUN ====
Re-did the results screen.
Re-did the HUD.
Added a background.
==== IMP LAUNCH ====
Re-did the game over screen.
If you die with a splat, there's now a chance you'll be able to see the corpse of the previous imp when you retry.
==== PLATFORMER ====
Added results screen.
Score is now given in points instead of time.
Improved camera (although it could maybe still be better).
Added a very basic, still very much WIP cutscene to the first level.
==== HIGHER OR LOWER ====
Added new SFX.
==== MISC ====
There's now a transition screen between the endings of most levels and the beginnings of the subsequent cutscenes.
Re-did the Pause menu.
Fixed a memory leak caused by not properly deleting levels when transitioning from the Pause menu to the Map screen.
Fixed a bug in several of the game modes that caused the timer to continue counting down, even while the game was paused.
Re-did the Options menu.
Changed the font up a bit, so it's hopefully more readable now.
Added the ability to change cutscene text speed in the Options menu.
I should start off by saying I do NOT play many plane/flight sim games, so I may not be the right person to review this type of thing.
Right off the bat, I really liked the visuals and sound. You definitely nailed that part.
The biggest issue I ran into was the controls. Like I said, I don't play this type of game much, but using A and D to move horizontally felt awkward to me. I'm used to moving the mouse left and right for that. Moving around and especially aiming were difficult.
I died a whole bunch of times while I was trying to destroy all the enemies (the "OH CRAP" made me laugh). I had a lot of trouble avoiding enemy missiles. I assumed I'd be able to shoot them out of the air, but that doesn't seem to be the case.
Guess I don't really understand how to play. I apparently have a rifle, although it doesn't seem to do anything. The little blue orbs that circled around me killed enemies when they collided (although sometimes enemies would die even without a collision). Most of the platforms are too high to jump on, so it doesn't look like I can move very far. At one point, I pressed down while on the ground, and I was immediately teleported to top of the level.
Long loading times (although I didn't install it on my SSD).
If you click "Bonus" on the main menu, then click "Return", instead of just switching back to the original menu, it reloads the entire thing.
If you hit Tab to open the menu, then click "Reference", the "Remember something" button is cut off. I also got stuck in a loop, I kept hitting "More Options" and "Back to the Start", and it just looped over and over again.

There doesn't seem to be a way to re-read previous text, like most VNs. Maybe I just couldn't find it.
Q/E/R/F to rotate the camera instead of the mouse is a... unique choice. And it looks like you can see into other rooms by moving the camera in a certain way. I'm assuming this isn't intentional. This also happens while looking in the mirror.


The writing and dialogue is very good so far (although I did spot a few minor typos). The idea that the game's time limit is however long the players can survive without water is a very neat idea.


I am a HUGE fan of games like Zero Escape, Danganronpa, Ace Attorney, etc. This definitely seems promising. I'd like to wait until it's further along in development before I continue playing. Good luck!







You've got some spelling and grammar mistakes here. I know it's probably not your top priority right now, but I figured I should probably point it out just in case.
