didn't play, heard there were chonk and grass, heard enough, 10/10
Crystal dragon y
Creator of
Recent community posts
gameplay:
the game would benefit from tutorial, where i missed some mechanics in my first couple runs
but you could also argue that's a good thing, since you discover more mechanics as you go on
if that is the case, then it feels a bit cluttered when you start the first run
visuals:
i love the visuals and the art of the game, ngl, got nothing more to say, those planets just look so silly
maybe you could add a dropshadow/an outline on the powerups/pulls in the levels, because it's a bit easy to miss them, tho that could be a good thing, since you have to be observant to collect them
audio:
i love the calm music of this game, and i love the satisfying sfx
maybe to make it more satisfying make it get higher in pitch the more things you hit, like peggle
other:
you can continue a run even after you lose, by just going to the main menu and hitting continue
other than that, nothing much to say, it's just a good game
pretty creative idea , i love it , but the difficulty is a little too much
i have no other nitpicks tbh , the game is just way too hard ,couldn't beat level 2
having to do multiplication and division in a split second ? no thanks , that's the stuff of nightmares
joking aside , the game is pretty creative and pretty polished for a game made in one week , would play again (if i were good at math :) ) , can't wait to see other games from you
i love this game so much
i didn't understand how it related to the theme at first , and went "i think there is more to it" and then read the "How does the game fit the theme?" and understood it , the idea of the player not knowing is kinda funny , but it's risky because players might think that winning is the end
the music is cool , and the art too
i really like the claw part , although i did "beat" level 3 in a different way , i really like that you can die in two ways in that level

the game is so good , i like the intense music during the game making time , and the peaceful music during the tutorial
the game is quite complicated at first , i still don't quite know what "balanced" mean , am i supposed to let the tower destroy everything and make the spawn rate of the enemies really high , or am i supposed to make a balance between the tower and the enemies
there is a bit of lag once the "jam" starts , it isn't a huge problem though , as the beginning isn't that important in the game
and you don't see much of the "game" because it's almost always covered with the huge list of "inspirations"
also there isn't a balance between high numbers and low numbers for most of the "scripts" , for example , you would almost never need a high number in the enemies script , or the world script (unless i am not understanding the goal of the game , like i said )
the game idea is very creative , i would really like to see this game made into a full game one day
inside joke section
yeah , that button was worth all the hype , it's actually my fav part of the game
i rate that button 11 / 10 , need to see the button's presence in other games
i quite like the game , i like the art approach of a drawing like world
the puzzles are kinda unclear , most of the time i didn't know what to do (except level 1 )
even after dying i didn't know how i did it , so most of the time i just run around and jump randomly trying to brute force the answer to the puzzle
i liked the "go back levels" feature , over all quite nice for a game made in one week
to be honest i also feel the same about the part about not enough thing changing after the storm
i also understand why there would be confusion about the spinning mechanic , it's because there isn't enough context or tutorial given(the point of them is to jump on the spike enemies without dying like the spin jump from super mario world)
all of these were planned but unfortunately i didn't have enough time



