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Damyan 'dastmo' Momchev

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A member registered Nov 01, 2018 · View creator page →

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I like the concept a lot. However, the game was a little too easy for me. Usually, I found the hiker on the first day, and I have yet to take more than two days to find them. I would propose a bigger map with more landmarks. Maybe even procedural generation to up the replay value.

I believe you have a great foundation for a puzzle game that can be expanded a lot moving forward.

Thank you for the detailed review and putting in so much time into it! The balance definitely needs some TLC, I agree.

This took me way longer to complete than it should have, in hindsight. Fun little escape room, made in four days. Nothing else I can say.

All the things you mentioned were on the to do list. I just ran out of time. :D

Thanks for playing!

I got so invested in this; it is unreal. Great job, awesome sound design.

A game that is very true to its medium. Simple, old-school fun. Love it.

The only issue I noticed is that the count sometimes gets stuck in walls. But somehow that made it more authentic. :D

The concept is extremely solid. However, I would appreciate a bit of time at the start of rounds and/or when new cards are drawn to read the cards. Could even be a player-controlled pause button. Solid entry.

That is a lot of art for four days! Fun little game; I liked it. But I am very much not good at it.

The big drop midway through caught me by surprise.

Wonderful piece of art. Loved every second of it (pun intended). Also, I was sometimes mean to the little guys and I am sorry.

Interesting spin on the theme. I would like to be able to see where I am and what packages I already have when choosing a new one, though. Also, a marker on the map for where you are right now would be good for people not familiar with the US.

This definitely hits the mark on game feel. I have yet to finish it successfully, but I will be returning to it in the next few days. Also, having your source out there for all to see is a very nice thing to do!

WHY IS THIS SO ADDICTIVE? I just kept restarting. Such a unique mashup of genres, and I love both Minesweeper and detective games. 10/10, no comments.

Not progressing at 10/10 is actually by design. The round ends when you cannot play any more cards or his mood hits 0.

Fun little twin-stick shooter. One thing I would recommend is giving the enemies some kind of roaming behaviour, so they do not sit idly by the entrance if they do not see the player.

I am digging the art, too.

I really liked the presentation. The art and sound are absolutely top-notch. I feel like the player controller was a little too stiff. Some coyote time and a little more momentum (especially mid-air) would really take this up a level. Also, the narrative is hilarious.

Loved it. I just want it to be longer now. Also, the fact that there is actually a Coke button that instantly completes the game is hilarious to me, for some reason.

If we need a game example for the term "game juice," this is it. Well done.

Fun little physics-based game. The car feels a little floaty and it needs a bit more stopping power, I believe, but that is personal preference.

Stellar work by Team Manatee, as always. The road damn near broke me. I would be a terrible mama duck. And on the part with the falling rocks, I took extra time backtracking several times, as I couldn't bring myself to leave a duckling behind.

Very atmospheric little arcade-action game. Great job.

I have not worked in an office in seven years. This game brought it all back to the surface with the amount of useless phone calls you have to make in a very, very short span of time. So, the atmosphere is on point.

As for the game itself, I loved everything about it, despite not managing to find chopsticks in three attempts. When calling the "hidden" number that another person gives you, I cannot make out what they are saying over the background noise, so some subtitles would be appreciated. Also, I kept reaching for the numpad on my keyboard to dial numbers.

Overall, an amazing art style, great writing, and awesome feeling. Loved it.

I did not like the feelings this gave me. But I am not good with horror games in general, so this is definitely a pilot error. That being said, I would introduce some distractions that you have to interact with, so you can actually get back to watching the timer again. Otherwise, it is easy to ignore most of them.

The aesthetics are very much on point, and the general concept is great. I would remove the player's gun and consider some kind of alternative time-based mechanic for their attacks, though, as that was the only thing that did not operate on a countdown.

If Doom and Crypt of the Necrodancer had a baby, this would be it. I would cut the SMG, though, as it doesn't work that well with the "shoot to the beat" mechanics. Stick to semi-auto weapons and the potential of this one is limitless.

My skill issue aside, the game is solid fun. It is a good puzzle game, and I played it for far longer than I realised. I would pay money for a full version of this.

The WarioWare is strong in this one. Love it!

Very clean design, very good concept. It needs a bit of balancing, perhaps, but that is to be expected of all jam entries. I love that it was immediately readable and understandable.

Great idea with a solid loop. Reading the cards was a little difficult for me, so I lost a lot of time there. Improving the readability via icons or more colour coding would make it flow a bit more easily. Also, adding more card effects would add to the replayability. And having some kind of win condition would allow the pacing to slow down between runs. Otherwise, it becomes quite intense.

TL;DR: Good concept, love it.

Simple Vampire Survivors-esque game, with heavy emphasis on melee, as far as I can tell. The little cogs are quite well-made and menacing. It needs a little more game feel, like screen shake and particles, but considering the time constraints, it is a very solid effort.

Extremely well-made puzzle game. Give it another week of polish, a month of QA, and it is good to ship.

Good concept, but the game feels a bit short, and I feel like more chaos could have brought it further. 10/10 story, though.

Definitely a fun concept. A bit too chaotic for my old brain, honestly. I would appreciate it if the balls had a little more weight to them, so they do not ping off into the abyss so easily. Also, the powerup looked like part of the UI, for some reason...? Loved the sound design, though.

A simple concept, but so very polished that I could barely stop playing it. The game feel is off the charts and the game is extremely entertaining!

Reminds me of Black and White Bushido - a party game with the same premise, but this is singleplayer. The art and sound are very well made, but I cannot seem to kill any enemy, and there seems to be no punishment for death, as far as I can tell...?

Very original idea and lots of polish. The art is genuinely beautiful. And while it is quite hard at first, once it clicks, it is pretty fun. Allows you to go into that flow state, and the juice helps a lot.

Fun concept with good execution. Basically a reverse tower defence game. Good execution, fun gameplay.

Much simpler to do in Godot than in Unity, by the way.

Great creative idea. My only suggestion would be to implement coyote time, as some of the tighter jumps become a little frustrating otherwise. But I would pay for a full polished version of this game, for sure.

Cool idea for a combat system, although I found the spike hitboxes a bit unforgiving for my taste. Still, pretty good. Well done!