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DizziestDaisy

56
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7
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A member registered Jun 16, 2019 · View creator page →

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I liked the funny comments as you descend through the level.

I really enjoyed the satisfaction of smashing the blocks down, but the CRT shader made the tutorial text very hard to read. That being said, it was mostly self explanatory anyway so not a big deal

Very satisfying incremental game!

The hit stop when a bullet perforates an enemy was nice and juicy. I ended up getting a high score of 188 enemies. The paradigm shift from wasting bullets to maintain your time early to spending more time to make better use of your bullets later in the round was interesting and quite challenging when you have to think fast.

Even if everyone on the planet joined in, each of us would have to click it over 100 times to get that number down! Definitely fits the theme and I like the political statement.

This was a lot of fun. The balance of staying powerful but not so much you kill yourself was hard to manage yet rewarding. And it goes without saying that the art is spectacular too!

That was really quite challenging. I got 8 carrots on my first win. Learning when you should just wait and let the pieces move you, or when not to let a piece move you was both simple yet deep, just like chess!

I'm not sure why the clock keeps getting faster but the visual design is very good.

This was quite fun to play with retro style controls and graphics. I couldn't figure out how to get past the hanger though and then I tried to dash through the gate, which unfortunately worked just not how I wanted ;)

A fellow "decremental" game! And with overt political messaging too! I enjoyed your game considerably. The end screen where it says how much you payed your workers was a real heart wrencher too.

This is a great start. I can easily see how puzzle mechanics could be added to this for additional levels if you were so inclined in the future.

I'm a sucker for games based around healing and this one worked great. Watching your "helpful" teammates walk into death over and over was funny and didn't overstay it's welcome.

That was brilliant! The juggling of the clocks while trying to get the meter down was great. My only criticism is that it was too easy to ignore the later clocks and just focus down the meter to win. Other than that, this was great!

It took a while for it to click as I didn't realise what charging did for a while until I noticed the GUI in the top left. Once I got the hang of it, I really enjoyed it. I would have liked to have seen mouse controls personally and perhaps a bit more tolerance when you maintain higher evolutions, eg when you hit lose your evolutions rather than outright dying. That being said, trying to juggle everything to stay alive was very fun. 

Very challenging and panic inducing. I think the decision to not have a tutorial or even instructions is actually very clever in this case because your first few runs are dedicated to working out how each panel operates. The only negative thing I found was that clicking the side arrows would sometime double trigger the scene change so you couldn't get the to the panels in the middle.

This is a very interesting concept. I'm not sure if I just got unlucky, but the solution always seemed to be all three numbers from the same side, which spoilt some of the puzzle unfortunately. Other than that, this was a fun way to exercise the old grey muscle!

Just a heads up, the "Council Apprentice" achievement is bugged. I have the "Council Master" achievement, so not sure why that one won't trigger. Otherwise, was fun to play, especially finding and mining the planets.

Very clever to make it so that the archer is likely the only one you can afford at the beginning, with the archer being the most dangerous to yourself in future runs!

Well earned rating; this was a blast to play. Well done!

I really enjoyed the last level specifically, as it made you use your ghost for multiple things throughout, whereas the previous levels were less involved. I think the game would greatly benefit from an undo button if it were to become a fully fledged game, to alleviate the times where one misplaced ghost means you need to restart the entire level.

I loved the concept and I could complete some of the puzzles. Unfortunately, there was an issue with some of the fonts being too small to read, making some puzzles impossible. If it was tidied up a bit, I think you would be onto a banger though!

I really liked the mechanic of seeing the new abilities from your opponent and then being able to use them next run yourself while your opponent gets even more stuff. The first run I thought was completely unfair but then it clicked on the second run. I think some more explanation of mechanics and/or tooltips for the abilities would help with the understanding of mechanics. Great work!

Thanks for the detailed feedback! Random stones could definitely be an interesting addition, maybe as a harder game mode. I used Godot's Timer node for the movement, but perhaps syncing to physics would have made it smoother. I think prematurely changing the sprite for the head is a great idea and I will probably implement that after the jam. Thanks again!

It took a minute to realise that the tracks move even if you are stuck against a wall. It was interesting to both simultaneously control a character and the environment at the same time. You could expand this concept further to get multiple levels for a full game if you were so inclined.

Great start! Even though there wasn't much, using your corpses as a tool was a cool idea. I would love to see you expand upon this after the jam!

Very unique idea here. I enjoyed the physics aspect of this game. If you choose to continue development after the jam, I think adding more interesting physics objects and upgrades could be quite fun. Well done!

Great start! Would be interesting to see where you take this going forward.

This was a fun optimisation game. It was quite challenging but eases you into it so it doesn't overwhelm you. Well done!

This was a fun game. I liked having to think about where I was going to need my spawn point and how my actions would affect the next loop. I think the tutorial could have done with a few words as I found it a little hard to follow initially.

That was great! Love the art style and the fusion of doom style combat with a bpm/hellsinger rhythm system. If you choose to extend this, adding in a system where staying on the beat gives you bonuses would fit pretty well!

The idea is really cool. The idea that you need to level up the villages by leaving them resources combined with trying to make a profit is quite interesting. The numbers might need a little balancing but the core is solid. Great work!

I won with 80 loops (although I wasted the first two as I wasn't looking at the screen at the time)! Cool game that allows for so much unbridled chaos! It was fun thinking about how my early loops were not really helping much in the end game because they are not aiming at the boss. I am sure there is an optimal solution in there somewhere but it would take a lot of theory crafting to figure it out. To improve it further, maybe add some more interactions with your past selves?

Out of all the time loop games I have played so far, this is my favourite! The idea that you need to kill your past selves to win adds a much needed twist to the time loop platformer. To improve it further, I would consider adding death animations to make the attacks feel more impactful. Great work!

I really liked the cartography vibe. Unfortunately after my first delivery the map disappeared, making progress impossible. It would be nice if the map had fewer cities but make them larger to make the game less daunting too. Great idea though!

I quite enjoyed the speedy racing you could end up doing in this game. Only thing to improve would be the fish and ghosts are quite hard to hit given that both the player and the pickups are small. The camera was well done too given the unusual geometry you are playing on.

Loved the aesthetic and vibe! It is a shame about the reset button not being implemented yet given my (lack of) skill. Still, the few runs I did were fun even if they were short.

Nice idea. Unfortunately, the game seems a little broken as is as the character can't jump more than a few pixels and going left was quite temperamental. I found the rolling instead of walking a humorous and fitting concept.

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I think you did a great job of balancing the towers and the difficulty was the perfect challenge (at least for me). I found a use for every tower (although I probably didn't *need* the scythe to win). Only criticism is that the text is quite small and some of the popups are translucent, making it even harder to read. Overall, I really enjoyed your game. Well done!

An interesting take on tower defence. If you were to take it further perhaps consider having different types or carriage that take a different amount of orbs to craft with different effects and/or more tower variety. I particularly liked that the enemies used the same towers that you did and the rebuilding of the locomotive when it gets destroyed to stay in the game.

I don't know how you managed to make the opposite of the dvd logo for that one level, but congrats! This was a fun game with deceptively challenging game design. I really liked the hazards doubling as the mode of transport.