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codexplorer

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A member registered Jul 08, 2024 · View creator page →

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Okay got it ;)

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.

Good job! It's very relaxing and atmospheric. It makes me think of the clicker game genre without the "i must chase a higher number" part of it.

I did get the fight with the head. What I was trying to say was that it wasn't clear what all the clicking did to start the head fight. The little intro cutscene that the head had was quite epic, by the way.

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!

Dude that's some awesome dedication lol!

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?

Adorable cat / 10. I LOVE IT

 

Great art style! I never thought a customer serving game could feel like a bullet hell, but here we are XD

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!

The atmosphere of the game was perfect! It took me a bit to get a hang of the missile controls, but it made sense when I figured it out. This was my best run:

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 enjoyed that! It could've been cool if the sun you became at the end exploded into a supernova or became a black hole, then credits roll or something. Still, snake is fun, and combining it with the size-scaling genre makes it even more fun! Good job!

I loved the music and could feel my own adrenaline building up, as if I was really racing! However, as other commenters have mentioned, the actual controls didn't feel great. I'd love to replay this after the voting period if you make an update to the controls!

That was fun! I liked the way the spells were ordered/spaced out, e.g. there was no spell for up/down/up/down so I could just spam up and down to heal, making it easy to remember and use in an emergency. I liked how the note attack was just the lightning pattern, just in the higher register. 

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 drifting was well implemented. This is an issue with every driving game, but I found myself sometimes wanting to steer more/less that a/d would allow. Overall quite retro. Just missing a winnable race.

Nice work! I felt like I was a spaceship navigating asteroids in... jelly space or something :P

A fun experience throughout! It helped a bit for the fourth fight when I realized you could block multiple times. I can only imagine what you would have been able to do if you had the full nine days!

I liked the photo/drawn mishmash art style! The game itself took a surprising amount of concentration. The music and voice lines were great. This isn't my favorite genre of game, but for its genre, it's amazing! As someone probably once said, a game for everyone is a game for no one. 

I love the pogo mechanic, though the short repeated music loop made me slowly go crazy XD

It works great on chromium! With the mouse movement now super smooth, I found it a hard but fun experience, as many other commenters have said. The parry mechanic feels great to pull off!

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 :)

Amazing polish! I loved the squish of the "ball"! I found level 1-2 particularly hard to do, as I was unable to pass the ball from the left paddle to the right paddle consistently. Aside from that, everything felt super responsive and intuitive!

I loved the crosshair build! Reset cd plus the bomb and knives plus the multi-crosshair. It's a mechanic that I haven't seen before. I also liked how the music ramped up halfway through the waves

High score 18! It could be cool if the beast also talked when giving instructions, with each arrow corresponding to a different pitch, so you could get a bit of a audio queue too. Overall, it's a solid experience.

Was the map one of the easter eggs? Aside from that, I couldn't find anything else out of the ordinary :)

Bird on my head out of 10. The combat is slow and methodical, which unfortunately isn't quite my style of game, but it's goofy and had its moments :)

 

Movement was amazing. UI was amazing. The entire game was super fun! Thank you for letting me rebind the keys to a/d space and e. This game rocks!

Nice work! It feels very arcadey. Where does the koi come from? Who knows, who cares! :)

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