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code32

24
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3
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A member registered Jan 13, 2020 · View creator page →

Creator of

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The idea is interesting, but even the game page description doesn't make it clear whether you can actually win the game. What features have been completed?

After the final screen, nothing happens and it's unclear what to do next. Is this intentional?

I completed the first level, but the second level immediately throws me out of bounds, causing me to fall and lose. Restarting the level just reproduces the same issue.

Dash doesn't seem to be working, or I just don't understand how to use it.

I love games that give you time and encourage thinking and planning.

Thank you for your feedback. We indeed chose a simple idea this time to develop it more thoroughly.

If the game is enjoyable, then our goal has been achieved :)

Strange choice of control buttons. Do you have a non-standard keyboard?

I liked the art style and how quickly you understand what is expected of you. Perhaps it lacks highlighting of the platform that the cursor is hovering over and where the character will jump to.

I liked it. Very creative and fresh. An interesting idea that looks simple but is deep and engaging. Beautiful artwork. Special praise for the engine logo stylization. Although the game is challenging, it offers freedom for combinations.

Suddenly

The game turned out to be difficult because the entire level restarts when you lose. The artwork is interesting and the idea is unusual.

It's great that you read the feedback. I sincerely wish you success in your projects.

It looks a bit visually disjointed, as if several different games were mashed together.

What's the point of enemies shooting at the player character if they can't kill the player?

There are issues with the visual accents in the level. Some elements are impassable even though they look like simple background art.

It seems the enemies' hitboxes are larger than their visual models.

My damage-taking animation got stuck, and my character kept flashing non-stop.

I think the colors are a bit too bright, and the ability to earn coins over and over again by driving into the lake makes the other objects pointless.

It might have been worth adding a move counter so that players could see how many moves they've already made and understand how to improve their results.

There are balance issues; the game doesn't really motivate me to build specific towers. Garlic is completely useless. Maybe they should've made it so that garlic doesn't deal constant damage but instead increases damage dealt to targets—that way, it would actually be useful.

An invisible wall is an outdated approach from an era when technical limitations prevented games from featuring extensive graphics. If you don't want the player to go in a certain direction, place a pile of boulders or a steep incline there instead. Invisible walls always break immersion—without exception. I once went caving in real life, and I have to say that you've managed to partially capture that genuine fear: as you descend, squeezing through narrow passages, there's always the dread of reaching a dead end—and that’s truly atmospheric.

There are serious issues with audio artifacts. There are also control problems when the game stops capturing the cursor. Visually, it's interesting and unique, but there are notable issues with both controls and sound.

The idea of building tension with a looming, ominous object in the sky is quite interesting. The downside is that it clips through the collision geometry, which immediately breaks immersion. The oppressive music does a great job of enhancing the atmosphere. I really liked the time rewind mechanic with the route repeating itself—it's a fascinating concept. Perhaps just minutes and seconds on the asteroid would be enough; I feel like displaying milliseconds there is a bit overkill. Also, maybe the cards shouldn't have been rotated, as it's hard to tell what card it is when viewed edge-on.