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David Brož

18
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3
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A member registered Apr 24, 2018 · View creator page →

Creator of

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Neat little game.

10/10 Would edit again!

This is such a genius idea, I am blown away, It genuinely put a smile on my face. Well done!

Neat little thing you managed to do in such a reduced time. 

A quick change I would recommend is to change the color of the flashing number next to the trash to green. I will make it more obvious what is the goal of the game in the least effort.

Cool game. I like the polish touches but there are rough edges. 

I recommend doing something about the main menu responsiveness. The button presses feel so slow and sluggish that I often feel like I press the button and nothing happens. Also, the lack of highlight when mousing over the button makes it feel like it's broken.  The highlight is obviously there but when it doesn't react to the mouse input, it just feels off.

Forget to communicate that you can rotate the rooms with a mouse wheel. I didn't see it mentioned anywhere and stumbled on it by accident. It seems to be a rather important part of the game.

I think the boss rooms should be much more apparent. The first time I saw it I thought that it was just a bad room. Like why is there an elemental reward on that card? Since by beating it you win the game, the reward is pointless and misleading. I recommend putting a trophy icon or something like that instead of it if you want to keep the design. Maybe write "Boss" on top of it.

But hey... it has less rough edges than my game :D Good job. 

That is an idea I've never imagined. So creative, loved it the moment I read the title. However, I really wanted to see those pots :C

Cool game. Surprisingly well polished for only a 2-day project. I wish I could not over scope my game for once :D

The moment when I realized for the first time that in the reverse world, you push the goal instead of the box gave me a little smile :) 

I feel like the rules of the apples are not communicated well. It was good enough, I eventually got through the level but there was a hiccup. I quickly got the idea, that in the reverse world, you don't want to touch the apples but the game didn't tell me anything about destroying the apples. I got the idea only after eating all the red apples and the game not ending. Also, that was the first level I saw that the spikes can be pushed in the reverse world. Wouldn't be better to teach that separately at its own level? 

Thank you! It is true that the game is in desperate need of better communication about what is going on.  

I've never thought about that play style. I find it fascinating. Thank you for sharing that with me!

Thank you! I am planning to finish this one to something more polished and your feedback is truly appreciated! :)

Thank you! The "reversed roles" was a super rushed job. I got it working just in the last moment and it is not communicated well at all. That is the first thing I am changing. 

I felt just like a Japanese subway worker during the Tokyo rush hour.

Cute game. I really like the touch of the loudly exploding books when they hit the floor. It adds some drama!

Black magic.

(1 edit)

Pixel perfect shot - Yathzee has made some weird hitboxes:  

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Bunker dogs:
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(1 edit)

I call it: "Backwards tank helicopter shot" but might be better known as "I already broke your game Yahtzee":

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Dodgy snek:

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I call it, Big Bork:
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