Great mechanic and implementation of countdown, it made the players themself actually do the countdown instead of showing it on a screen which I thought was super smart. I wasn't sure if the characters pressing animation was part of the countdown or not. But overall a really good game, one of the most unique implementation of the theme I've seen so far!
cdsio
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I didn't have a hard time understanding the game after reading the tutorial. The visuals looks amazing and matches with the music and UI. I could definitely see this get expanded into a game with more card types which can add many layers of gameplay. I did also ran into a few small visual bugs like my mouse moving off from the card while dragging and also card disappearing when dragged to the right side of the ship. But overall I think it's great what you have made in 4 days!
The art and animation is so nice, and the sound effects made each interaction a lot more satisfying. My favorite was making the cake. I think it would be even cooler to add visuals for miss timed interactions, like a miss placed strawberry, or an egg shell in the bowl. But overall I think it's a super cute game made just in 4 days!
Really creative take on word games and the count down theme. I first tried playing without reading any instructions and it was pretty clear for a complex game. The UI is simple but very informative, only suggestion would be to maybe move the typed word to the center instead of top right since I didn't notice it until later.
First of all I love the overall visual of this game and it stays consistent throughout the entire game. Each level is unique and introduces a new mechanic so I didn't get overwhelmed. The level layouts are nicely designed and overall just a really polished game. I do agree with the sensitivity issue that was mentioned below but it's incredible to see what you have come up in just 4 day!
Very interesting mechanic and a unique interpretation on count down. The controls seemed clear to me but I had a hard time understanding each of the cloth, glasswelder, broom meant at first. Also the control to drop the ants was a bit annoying for me since sometimes clicking back to the three buttons will accidentally move the spawn point. But overall I think is a very interesting idea!
Love the mechanics and your implementation of count down. The art style looks great and everything looks really polished. However I was stuck on level 1 for 5 min because I keep thinking the ball need to enter the door instead of going to the finish area, that could just by my skill issue. Overall really fun game!
The countdown implementation is really great and I love the past self mechanic. At first I thought it because a 2 player game after the first round but soon realized the actual mechanic. It builds so much more depth in planning out where I should hit and aim at so it would be easier for the next round. Overall I think it's a great game!
After slipping on poop for more than 10 times I was able to beat the game lol. It's a funny chaotic game and I loved the slipping idea. I wish player can get a bag or broom to clear out the path. I want to see what you can do with harder levels, multiple dogs? bigger rooms? more tasks to do? But it's a great given the 4 day limit.
I love the art style of this game, and it just feels really smooth to play. I've personally never seen Waiting for Godot but after some research I think it ties great with that piece of work. I do agree that the clock level selection was a bit confusing, I wasn't sure if it was part of the gameplay mechanic or UI (I do understand now after reading your comment below). Overall a great game and good implementation on the theme!
I love the art work! its an amazing concept on the theme countdown. Even though I didn't see the tutorial section under the game, I was still able to easily understand the gameplay. I think it would be even better if I can see the result of each upgrades, I'm guessing the lung upgrade is making the area bigger...etc. But overall it's a great game!
It's a fun parkour game and I was able to make it to the end. I really like the idea of rotating and switching platforms, but it was really hard for my brain to process everything while on a time rush (battery running low). So at least from my game play all I did was using the boosted jump. Maybe you could implement a movement based battery system where player only loose battery while moving, so they can think of the most efficient way to go through the course using all keys. The idea of loosing keys throughout the level is a really smart implementation of the theme and overall I think you guys did a great job!




