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bsua

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A member registered 53 days ago · View creator page →

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This was really cool - one vote here for wanting to keep my mobility powers until the very end lol. I especially liked the idea of the final backtracking segment to really hammer it home how depleted your abilities are. No real nitpicks about the mechanic, though I wish there were SFX of even just your moveset to really drive home that you are weakening yourself over time e.g. your large range attack has a more impactful sound effect than when you downgrade to a meeker short range attack

Thank you I'm glad you had fun!

Thanks so much I appreciate all the kind words!

Haha thanks for playing! Will give your game a try for sure.

I appreciate the kind words thank you! If given more time I would definitely have liked to make it crazier lol, glad to hear you feel the same way.

Thank you for playing! Designing the patterns was fun - I wanted to add more but ran out of time!

Thank you! Hopefully now you know the number of continents lol

I really love the art style and the upgrade system! I wouldn't know how to fix this but my main nitpick is that the order of upgrades feels pretty set in stone i.e. you generally want to upgrade your mining speed first, then work your way down to upgrading the turrets which seem to be able to hold off the waves pretty well so long as you keep them energized. I wish there could have been more balance in the priority of choices but that might be asking too much for a 4-day jam. Really cool stuff!

This means so much thank you for playing and the kind words!

Thank you! I had to scramble to put the levels together at the last minute so I'm glad at least the last one had some difficulty.

The vibe of this was on point! It took me a bit to put together what the red and yellow meters were and how to actually fill them back up, but that's nothing a bit of tutorial text wouldn't fix. I think if you were to take the phoning concept further you could have days/hours of operation for each of the delivery companies and have to figure out which one(s) are available to call at a given time. Really great art and idea!

Took a couple rounds but I won one of the practice matches :) Was not expecting the different modifiers to the countdowns - those definitely helped to keep it from getting too repetitive. Fun game!

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Cute art and I like the concept! All of the upgrades were useful and it was interesting to think about which would be worth getting vs just trying to go for the 1k gold. I think the biggest point of friction for me was getting back up to the top to drop off money. After a few day cycles, backtracking got a bit cumbersome. Maybe a one-time warp back to the top could be added as a possible item purchase? Had a lot of fun!

This was so fun and I loved the introduction to the different mechanics and how you used them in the puzzles. Luckily didn't run into any softlocks and I have to say the art does have a really unique charm to it despite its low-fidelity.

Love the 7-segment platforming, really cool idea! And I appreciate the amount of close respawn points to prevent having to run back. Main thing I'd suggest is maybe cutting the radius a bit on the mines or increasing the time on them. Was definitely tough to react and get out of the way of them in time without dying.

Thanks for playing!

Thanks for playing and glad you had fun! I really wanted movement to feel good so I appreciate the comment on the game feel.

Thanks for playing and nice score! Yeah slowing down mid-air was definitely not intentional, that was a good find. Glad you had fun!

This was so sick to play. I share others' sentiment here in the comments that I did not expect a tycoon game to be in this jam at all. I don't even play them and I stuck around until I got max upgrades and $100k. My only feedback is that some kind of tutorial would help a lot since the menuing was a little overwhelming at first even with the intuitive graphics. Even just tooltips over the buttons would do a lot so the player wouldn't have to click through each one and experiment with what each one does. Really sweet game!

Thanks for playing! The level design of the multiple paths was definitely the most fun I had making this game so I'm happy you liked it too.

Thank you for playing and the kind words! I'll make something easier to beat next time!

Thanks for playing! I tried to make it easy to slow down by spamming A and D, but it's definitely not intuitive. Something for me to think about in the future haha. I appreciate the kind words!

Thanks for playing and I glad you liked it!

This is the best souls game since Fez. Had a bit of issues at the beginning with the dialogue appearing over and over again and not realizing I had to wait for the text box to disappear. It would be nice to be able to click through dialog boxes. Also the dodge roll mechanic is pretty cool, but the base player speed could use a bit of increasing in areas where you can't dodge roll without falling into a pit. Overall fun game and I loved the opening space sequence.

Thanks for playing! Noted on the speed and zoom. Probably would be good to adjust the camera to be able to see further downwards as speed increases.

I appreciate the kind words! Definitely agree there needs to be music. I ran out of time near the end but even some simple background music like you said would've been a good idea. Thanks again!

Overall a really creative idea and implementation! The character models on the wheel were easy to read and play around while trying to lead shots around them. Like others are saying I think some feedback SFX (successful knife hit, viewers increasing, money increasing, etc.) would go a long way for not only keeping the player engaged but helping them understand what was a bad/decent/great knife throw. Overall though good stuff!

Loved the dialogue and the mechanic for this one. I think there's a lot that could be done to expand on it e.g. different rotating sections. Main suggestion would be to give a different sound effect to your walking since it sounds like the little guy's shoes are drenched and it got a little distracting.

I'm no good at these types of games but I can tell a lot of thought and care was put into the mechanics and getting the art and music to be a calm juxtaposition to the rage game aspect. Very cute and really liked the floating/hovering idea!