Okay got it ;)
codexplorer
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A warioware game! Nice! I got 1900 on my second try. The controls popup was a bit fast in my opinion, but other than that, things made sense. I found myself wanting to use both hands for the slicing minigame lol. "s" and "w" turn out to be miles apart when you're trying to spam it out with just one finger.
Ah so much to implement and so little time to do so! I see the vision the game has, but the little qol stuff that were missing definitely affected my experience of the game. I'd love to come back after the voting period to see where you guys take it from here, if you decide to keep working on it! Missing qol aside, I love the art and the actual game mechanics! It reminds me of Deltarune ch2's rolux fight, if you know what I'm talking about :P
Amazing on the rhythm part, though I would have liked a bit more feedback on when I got a note wrong, as well as what the enemy was doing, how much health they had left, etc. I'm guessing the game jam's time limit forced you guys to trim those features? The core gameplay loop is fun, there's just a bit of polish to do! Another thing: I was able to walk past some of the walls, and it would sometimes spawn me near the end of the room instead of at the start. These didn't totally change the experience, but were somewhat unsettling (especially the walk past walls part). Overall, one flirtable water cooler out of ten! Super sweet and delicious, though it could use a bit more work on itself. :P
Amazing! A couple ui issues and qol stuff but the music and visuals make up for everything.
Qol improvement i'd love: let me click the card to add it :D
Ui issue: the hover tips go off of the screen:

Okay with those aside, the way everything moved to the beat was amazing! I was bobbing my head the whole time I played. This is one of my favorite entries!
I first I was thinking, "This is fun. The music's an interesting choice, but I don't hate it"... then it started raining indexes XD. It was a fun three-part experience, though I'm a bit confused as to what I was supposed to do in the second part. I clicked a few times, and that was it? However, overall, it was a decently paced surreal experience!
I had tons of fun playing this game! This was the first game that convinced me to actually set up a remap on my keyboard so that wasd corresponds to the arrow keys. Once I did that, the gameplay felt quite fun, though it did take a bunch of experimentation to figure out what I needed to do (and figure out the incredible stall ability that up/down slash has). Enjoy my badly cropped image of the door with all four "strawberries" on it!
Thanks! Our design philosophy from the start was "we want a very limited set of controls". We still wanted some species of two-dimensional movement, so we first thought about rotating a horizontal line into a vertical position. Then the issue became deciding which control goes up/down when the line is vertical. The solution: rotate everything by 45 degrees! As a fan of deltrarune, the rest was history XD
Thank you!! And about those settings! We wanted to keep the three-button control scheme, and we ended up ditching the normal sliders because godot's slider nodes were being inexplicably finicky. That's why mouse doesn't work with the sliders. They were custom made to support the three button scheme, and we didn't bother to make it mouse compatible. Out of curiosity, was non-mouse compatibility what you found painful about the settings navigation, or was there something else too?
The idea was that the little handheld game was "the game" around that time, so everyone was playing it. We thought about drawing sprites for the characters with them holding the consoles, but decided it was lower priority. It would definitely have communicated our vision for the whole lore of the game better though!
Nicely polished for the scope. The lily pad and water interact in a very satisfying way. However, I only got a personal best of 32 because I lose control of the lily pad when the camera pans up, meaning I have to click on the lily pad when the camera pans back down to move it again, wasting precious time. If you fix that one issue after the voting period, I bet I could get 100!
I thought I had my own game open in the background at first. It's funny how we both used the same music track. This is one of a handful of games that I really enjoyed! The customers have a lot of character. The whole desktop interface was pretty neat. I don't usually like fully text-based games but this one had me hooked.
The visual style is awesome, but I ran out of ammo and ammo pickups quite early and couldn't figure out how to replenish them. The mouse controls also felt really weird on my browser: moving the mouse a little bit wouldn't do anything, and moving it quickly made it sorta jump around. However, with a good tutorial, I'm sure all my "don't know how to play" issues will be resolved. I felt like I was sitting inside an airplane with no idea how to pilot it XD
Felt amazing to play! I just wish there was an indicator for when you already used up the dive/grapple. Too many times did I die thinking I still had my dive/grapple XD. The last section was a bit of a difficulty spike, but I persevered! A bit of platformer qol would also be nice e.g. slightly more lenient dive/grapple hitboxes and such. Still, overall, I really enjoyed playing it!
I just had an interesting idea for the game! Of course, it's just an idea; something for you to experiment with:
The breakout ball can now damage both you and the enemies. The enemies also slowly spawn more breakout balls into the game, instead of the bullet pellets it does now.
That's it! A relatively small change that could make the game feel a lot more intense. Your paddle becomes both your offense and defense, and the sheer number of balls at the end of any level will probably take care of stray enemies. What do you think?
Interesting concept, but to be frank, I didn't enjoy the experience that much. Whether I bought a fake or not felt random (and it was random, i think?). However, I see the vision. As others have said, adding a way to detect fakes is probably the number one thing this game could benefit from. It would probably immediately double or triple the fun people have when playing :)
Nicely done! It was a good gameplay loop, and the only game i've come across so far with an upgrade system. I only wish the waves had a bit more character. After the fifth dispel, I felt like I was still playing the first dispel, just with slightly better attack speed and movement. That aside, everything else was very polished! I particularly enjoyed the rocket engine sound








