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cabalcrow

31
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A member registered Dec 01, 2019 · View creator page →

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Very satisfying game. Love the sounds, and generally it is just fun to carve out paths :D

Just an idea you might consider taking the tetris approach and doing speed levels. Then it would have a more clear ending and a goal in infinite survival. I think it would be a good fit for this game - having to do fast pipe calculations to keep going.

I see, it was a wrong solution I just didn't realise it. Played some more - quite enjoyable game. It reminds me of the queen puzzles in chess (where you need to put 8 queens on the board without any of them attacking each other).

Very fun and unqiue concept! I enjoyed it a lot.

One thing that was not clear for me was what the end goal is. Like is this just inifinte survival, are there things to unlock - that sort of stuff. But I'm enjoying the core gameplay a lot!

I'm struggling to get Start to work for checking the puzzles. It only worked once, and I can't figure out how to replicate it. It mostly just does nothing.

Just finished the game and Mend also have a similar issue - you can get away with way less health on the mage and never realise Mend is an option. I ended finding it at the very end, when I ran out of every other upgrade vs the final boss, so I had to get mor health on the mage.

Just as a potential idea - it might be useful to show if there are branches coming out of a specific idea. This way even if you don't need it you will see that it might unlocking something that you might need!

Such a neat concept! Incremental and RPG seems like an amazing combo. The RPG dungeon aspect makes the idea pretty clear. Also bottlenecks are much easier to spot than just incremental math due to the combat! It also have the appeal of RPGs with getting more powerful.

One note on the progression - locking the mage behind the speed update could get people stuck - since you are not really bottlenecked for speed most of the game. I took it just for completion, but I could see easily that someone might think they don't need speed and unlock the other classes much later.

Thank you for playing! I'm glad you enjoyed the game.

> it would be to add a few more visual hints in the environment

I definitely agree on that point, there were several design issues that we realised a little bit too late, which makes the game hard to navigate. Unfortunately Sloth was left with just 2 days at the end to rush the assets and the background visuals, so we didn't had the time to properly design the levels for clarity.

Quite intresting. The game could benefit from a more gradual introduction of the mechanics - currently you are hit with pretty much a wall of text, which makes the game less approchable.

Thank you for playing our game - I'm glad you enjoyed the pacing of the difficulty :)

There was a section with 3 coins on the left. There was a one-way in with a stream, which I don't think changed direction? I couldn't found any other way out so I just death reset.

Played a bit more, I like the buble idea, and as Corny said - yeah the tune is a BOP!

One note regarding the keybinds - consider also adding physical wasd binds instead of arrows - some keyboards don't have arrows, or at least are not in the standard layout, which makes them hard to use!

Very beautiful game! Very unique style as well. I love all the small details in there, including the corpses you leave behind :D

One question - was there a puzzle where you have to die intentionally, or was I just missing the solution?

Cute game, it is pretty fun. The biggest problem is understanding what the rules correspond to the first time through, I think it would definitely benefit from a better tutorial.
It also took me a bit to realise that the pickup was not based on the character position, but rather the facing indicator.

That being said - once you get the idea, it is quite fun to play!!

I instead got to the very bottom without knowing what I was doing :D

Good game! So far this is the most "gameboy soul" game of the event - even running on the gameboy emulator!

Those are some impressive visuals! I also love the tune of the hidden sea shop.

Such a cool concept. My final score was 797. I love games who use meta elements like docs!

Very strong atmosphere.
Somehow missed out on the fishing mini game explanation...

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I'm running it through the web version. I tried a different browser too - chromium, but still no luck. As for OS, I'm on linux.

Also I see no error in console.

Ah I see. Finished it. Beautiful game, great atmosphere.

I was confused with the box, I thought I was supposed to drop and leave it there. Didn't realise I can pick it up and still continue.

Great game!! I love the cute cat spalsh screen a lot <3

I get 404 on the temp link.

Cute game - not sure how to open the first door though.
Also I was quite suprised of the walljump requiring to press away from the wall - might be something useful to write down in the controls.

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Couldn't get your game to start.. I'm only getting a gameboy with an empty screen.

Did you accidentaly put the project file for download instead of the game?

Seems interesting, but I found it a bit hard to understand the mechanics (at least the nuances) of the game.

Lovely game. I found lassoing the enemies pretty cute!
Note that there is a softlock on the door - ruuning into it can get you stuck. Also you could push one of the rocks next to the rim and then you can't bring it leaving you softlocked. Not an issue for such a short game though <3

Cute game. I got stuck not being able to find the second box though...

Lovely game

nice game