Haven't cried as hard in my adult life.
Dogstomp
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The controls were a little unresponsive, but that issue plagues all snake-type games.
I really enjoyed, after a few levels in, the moment when I realized that bosses could take up to 8 hits at once if you circle around them with enough bombs. Took it from a nearly impossible game back to just a difficult one. By the last stage, I felt competent. That satisfying kind of progression is rare, especially in short games. Great job!
I don't think any of these took me more than a minute. Some of the later levels tripped me up briefly, but I never got truly stuck. I guess because I've been practicing all week. It wasn't until this jam that I realized I really enjoy this type of puzzle. It's the comfy type. I like your twist on it.
After I got to the final door one second out-of-phase, I missed something important, and in my attempts to guess at a correct path, caught a very old torch which essentially reset the entire game. That hurts. I feel like I was probably meant to draw a map and keep notes of all the timings. Complicated and extremely creative game. Well done.
Great game! It's frantic and it makes sense and it rewards thinking ahead. Too difficult for me to get past the obsidian though.
It could help to make it more clear where the villagers are at any given time. It became confusing trying to keep track of everything I needed and everything I was producing at once.
I love this type of game. Incremental spooky push-further-each-time horror.
The thing it could have used most was actual darkness in the dark. I never needed the upgrade that increases lantern distance due to that fog that lets you see in the dark. It also made it easy to spot the monster and detracted from the scares.
I also really like the difficult choices after the obvious slackers were gone. Being forced to fire someone useful made the choice difficult, because it would make the following rounds more chaotic. I can see potential for more difficult modes, which maybe force you to fire more people per round, creating more chaos.
Maybe add a hiring system as well, with devs that offer new features! The boss wants you to hire one of his kids to join the project, but they all offer negative or bizarre features. The shareholders might drop some devs on you that give negative features, like microtransactions, for the sake of money.
I think the controls and gameplay are good, but the level design brings it down. Couldn't get past the second stage.
Hitting obstacles can be too punishing, often stopping you dead in your tracks and making you face the wall. And the raised platforms, especially in stage 2, feel too narrow for the speed. I fell off the stage about 12 times in the same spot. Made it past once, only to fall off about 5 seconds later.
The drifting feels good. I like the clicking sound effect. And the way the camera follows through certain sections feels very nice. I could see this game being a lot of fun if the brutal difficulty were reserved for later stages.
This is a really creative take on the genre. I got to about round 48, and the only times I ever missed were when a combination of things made it nearly impossible to keep track of the time, and then 4 times the cat hit the button. So... not at all a fan of the cat.
Crazy how difficult it can be to keep track of time while estimating the extra time needed due to various effects. I think what'll keep me from playing again for now is just the stress and concentration it demands. It's something I'll come back to once a day for a while.
The way the game pauses when you click on a character made the levels take too long to finish. I'm ASSUMING that's not because one of the developers was slacking. It's impossible for me to confidently give you critique for this game because I don't know how many of the problems aren't an intended part of the game. Once I realized the people I was firing had a direct impact on the game itself, my complaints became irrelevant. Very creative game. I love it.
Is there a difference between each totem? Maybe the totems you invest in could alter the shape of your cursor, or the one with the most valuable pieces could give you a special effect, like projectiles.
You may have to figure out how to keep players from just hovering over the center of the arena once they're powerful enough. Felt like the fast ones weren't worth chasing because they reached the edge so quickly, and whenever I left the center to catch one that escaped, more escaped from the center to punish me for straying.
I like the concept. Looking forward to seeing where you take it.
Shame about the export bugs. The swords made me lose frames every time they triggered, and while there's an option to invert camera X, I really needed to invert Y.
But I love the queue system for the weapons! Works perfectly for this genre. I could see some great opportunity for strategy with that system, for instance if the player could rearrange the order. Maybe take some inspiration from Noita with modifier tiles that change the qualities of the following weapon? Also, Skrimpo is cute. Worth fighting for.
