For context, I played at least the first level of all the minigames, but not much beyond that. I got up to the last stage of the fairy shoot 'em up
Here are misc. thoughts while playing:
- Being able to control the menu with just the keyboard would be nice.
- Higher or lower is a little too basic. The obvious optimal strat is to bet high on cards above 7 and low on cards below 7, with exactly 7 being a 50/50 . Beyond that it's pure RNG. The simplicity would probably be fine if coins were a currency that could be used in other mini games.
- Platformer should have the time in the corner somewhere if the intent is to beat it as fast as possible. I wasn't a fan of its physics overall. The jump is strangely floaty on launch and then you fall like a rock.
- I got filtered pretty hard by the letter editing game. It made me question whether I was secretly ESL or something because of how many words I ended up googling lol. I like the concept, though. Maybe it would help if it were clearer from the start what the final story is about, such as having a prompt at the top. I got up to 50% on level 1, and the correct text i managed to get did not seem all that coherent, which makes guessing feel a bit more RNG than it arguably should.
- Wizard dance being all or nothing makes it one of the harder ones. It should probably be more points-based rather than HP-based, where landing the input with the target partially in gives some points, and a perfect input gives the most. Later levels could be gated by a score threshold instead of what you currently have. This might be a skill issue, but it kind of sucks to get no feedback unless the inputs are frame-perfect. Also, the ASJK controls just seems... wrong to me.
Feedback for shoot em up specifically:
- Fairy girls are cute and their cutscene has very nice art. I like how their in-game animations show off their personalities.
- I think the fairies move too fast for the amount of space available. I have only really played a bit of Touhou as reference for bullet hells, but those games usually let you move slower by holding shift. A feature like that would work well here.
- Enemy attacks aren't telegraphed very well. Got killed a lot by the sudden charges they would do. Some additional animations to indicate the start of an attack would help a lot. You already do this for the boss imp's fireball attack, where you can see him charge it up for a second. That one attack might be too telegraphed though since it's incredibly easy to wait out with the shield.
- Is the boss currently killable? I gave it about two tries where I was able to survive the full minute and 30 seconds while landing fairly consistent hits, and both times I got a game over from running out of time.
Overall thoughts:
- The cutscene writing is charming and the better part of the game. It would be cool if the characters were fleshed out a bit more and stories were more connected to make the world feel lived in.
- You are probably spreading yourself too thin with the number of games you have included. imo, I would focus on a smaller subset that have the most potential and flesh those out first before starting new ones. Also it's neat that you're enginedeving for this.






