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boomcatto

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A member registered Feb 13, 2023 · View creator page →

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Thank you! The codex explains what objects are evil and what objects aren't, although I do agree I should've made the enemies have clearer indicators over their effects.

Hi! I might release a web version soon! I wanted to do it for the jam in the first place but had to rush the original release.

Thank you! I originally wanted new types of objects to spawn slowly as well, but due to time constraints it was cut off.

The codex was also going to contain a more proper tutorial as well, but I rushed it and didn't have the time to make it more readable.

Thank you very much!

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Thank you! The game's difficulty is based on your score. The higher your score is, the harder the game becomes, if that's what you were asking.

Thanks! It's sort of explained in the codex, but the game's difficulty is based on how high or low your score is!

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Quite a cool and fun build-based game, I see a lot of potential in this one, could become the next popular Slay the Spire-like game with the right balancing and enemies.

I found the lack of enemies beyond the skeleton to be somewhat confusing, but after reading the comments I can understand why they cut the others due to time constraints, although the audio could be a bit louder (I didn't know that the game even had sound effects until I turned the volume up to 100 on my laptop).

Besides that, this game's really fun even in it's current state and I wish it receives further support and development. I wouldn't mind if I got addicted to a gameplay loop like this one.

The concept is really unique, having to manually type down what the guy tells you to while simultaneously keeping track of what number you had previously typed before the new one.

It gets hard on the later levels, which I love because it manages to keep the game fun while simultaneously pretty difficult to deal with, the movement mechanic being needed to complete certain countdowns sometimes caused me to mess up as well, but I don't really mind.

The humor's quite funny as well, I liked how the developer did it here using the fact that the attacks are colored textboxes that can contain anything in them.

This is the first top-down platformer I've ever played, and I think it's quite well made.

There's an issue where the lower the level is, the laggier the game becomes, but that might just be an issue on my end and not really with the game itself. I also really liked how simple yet effective the obstacles are without doing anything flashy or pointless.

I am kind of at odds with the sliding thing the character does after you stop moving. It could work quite well with ice-themed levels or with a less "precise" kind of game, but here it's annoying and a slight but noticeable detriment to the gameplay. Maybe it could work here if it lasted just a fraction of a second.

I really like how the number 666 is implemented here, and how shooting clones a bullet instead of a raycast. Wish more games did that.

The idea of being able to teleport through some invisible portals similar to how the demons do is quite cool as well, however, I ran into an issue where I managed to shoot a demon a couple of times, it then disappeared after crossing a portal... And I was stuck waiting there for another demon to spawn, but it never did. May have been a bug I triggered without knowing, or maybe I'm just impatient and the reward comes after the timer ends, but still quite an annoying thing to run into.

But anyway, I enjoyed this game but found the "aim then shoot" mechanic to be quite pointless, maybe aiming could increase precision at the cost of a slower fire rate or make your bullets faster... Or just be generic and zoom in to let the player see where they're aiming better.

The idea of using fans and a parachute to rise through a level could actually result in a lot of fun, but in this game it needs some polish.

The controls are quite strange, parachute could've been assigned to E instead of P, and knowing that fans must be placed on tiles, their binding could've been assigned to left click instead of G.

Besides that, the game serves as a mini-puzzle that can be solved in just a minute and can be pretty fun during that small amount of time, the level does seem to have a lot of thought put into it. However, the fans seem to have a small bug where they let you fly upwards for a tiny bit longer if you open the parachute directly over them instead of jumping and then using the parachute right after.

I see no-one talk about this issue, so it may just be placebo effect or a hallucination.

I don't like complaining about art, but the sniper man in the hole looks pretty out of place, which I find funny, but could be annoying to some. His shooting sound effect is also quite loud compared to every other sound in the game.

Overall, I think this game has potential, just needs some polish on the main mechanic and the art.

Thanks!

Thank you!

Huh, I've not tested the game on Linux so you might be correct. Thank you!

Thanks!

Thank you!

thank you very much!

thanks