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Edmanbosch

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A member registered May 06, 2017 · View creator page →

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(5 edits)

This game… Well, it’s not quite a “game” is it? It’s more like a moment. A moment in time where one finds themselves asking many introspective questions, such as “what’s the meaning of life?”, “what is a Metroidvania anyways?”, “why in this game is there a single brick house you can enter, with nothing inside it?”, and most puzzling of all, “why is the downloadable executable called “index.exe” like it’s a web build?”

This… moment, has no interest in answering any of those questions, but it does offer the tools for the player to do so themselves. For you see, it appears that the downloadable build of the "game" is a debug build, and comes with the ability to view a console window where secret messages from the developer can be parsed.

So, with that in mind, what’s the answer to all this then?

…the game wasn’t finished in time. Most ways in which you were probably already aware of before submitting. It’s difficult to write much of anything constructive in this case. Regardless, I’ll list down a few of the things that stood out to me.

The player character’s design is cool. I know they were supposed to turn into a dragon or something, but to be honest I kinda like them as is.

The one music track here is neat. Kinda reminds me of Pokemon, although I suppose that tends to be the case for me with a lot of JRPG-esque battle music. I did notice that it fades out after some time then starts from the beginning… and that perturbed me a little.

There's a drop shadow, and a realistic directional shadow. Very peculiar (also the drop shadow looks kinda weird to me).

There is no physical collision on the levers, you just phase through. Seems odd for such big levers.

It seems like those giant doors can be opened with no requirement? Or at least, that’s what it seemed like, but I’m not sure.

Spamming the attack is faster than walking; It can even function as a janky dodge.

I realize there was probably supposed to be much more to the single enemy in the game other than just being unthreatening fodder, but throwing around crowds of those things into the air is still kinda fun in a primitive way. 

The shopkeeper's design is cool…although in this state there is no shop for them to keep, as that part is unfinished. 

The boss fight thing’s visual design is kinda... endearing in a way, although it kinda looks like it too was rushed out. The fact there is a boss at all though is impressive in its own right given whatever troubles I assume must've happened during development, even if it’s a pretty simple boss.

This momen—excuse me, this game has no form of an ending, and it doesn’t even really fit either the “metroidvania” or “magical girl” genres. That being said, it still has neat aspects to it. I imagine there was supposed to be a lot more to it than there ended up being; it would be neat if you worked towards that after this jam I feel like.

P.S. This isn’t even close to your biggest concern with the game, and you might already know this but; if it wasn’t clear from that intro, I believe you shipped a debug build of your game. Even the debug console is included where you can peer into the output of all the “print” statements the code runs 👀. Just felt like pointing that out.

The description appears when you press tab. It should've said so in one of those tutorial popups I believe? It's easy to skim over that though.

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Thank you for playing my game.

I didn't expect the air dash to be a consistent problem. It's hard for me to tell what the difficulty here is exactly, but I would assume it was either one or a combination of:

- It being unclear that you dash in the direction you're aiming, meaning looking straight up in the air and then dashing will give you the most amount of height. I don’t think the ability description says anything about this though, I kinda expected people to just figure it out 😅

- The force provided by the air dash does not replace your prior velocity, but instead combines with a fraction of that velocity. So if you're already falling at an extremely speed for instance, you're not going to be able to gain any height at all even if you aim straight up. The reasoning behind this was that I found it felt more natural if you already had a lot of momentum when you sprint and then jump or when you launch yourself with the grapple, but I suppose it might not be immediately obvious that it works that way.

Originally, the “orange element” was going to have a double jump instead of air dash, which also would’ve been easier to use, but I found the air dash to be more fun so that’s what I went with.

I did struggle a bit with the grapple’s collision during testing, but I never thought much of it in part because there was so much else that I needed to get done. I’ll be looking into making it easier to use.

With the hit sounds, my thinking with that was based on the Metroid Prime games; or, rather, what I remember from those games. As it turns out, those games had more indicators that you were taking damage than I remember, and even the indicators I did recall didn’t work exactly the way I remembered either. I’ll definitely be taking that into account.

Visuals are really simple. The sea background is pretty though. The player character's flowing ponytail also looks nice. 

All the upgrades and expansions share the same sprite, which was confusing (although that didn't really matter much).

There's only one music track. It's neat, but that's all there is. I would've liked if there was at least maybe an ambient track for those dark areas. I think it would've improved the atmosphere.

It was funny to me how similar the abilities are to those in Spector of Torment. Nearly identical, in fact. On one hand, it's not exactly super original... but on the other hand Spector of Torment is really good, so I didn't have much of a problem with it. Plus, it’s a Metroidvania instead of a level-based platformer, which also makes things feel different.

There's a bit of jank in some places though:

- The direction of the... homing slash (not sure what to call it) felt a bit less reliable than Specter of Torment (although I may be misremembering). 

- You can phase into enemies when using the homing slash, causing you to take damage. This made me avoid going into the air and instead just attack staying grounded, which felt kinda bad imo. Specter of Torment had you bounce off of enemies instead, which not only avoided that issue but was also pretty fun to do in and of itself. Although, there are probably other ways to solve the issue that don't just involve doing what Specter of Torment did.

Also found a couple exploits:

- If you use the wall climb ability to run up off the edge of a wall and then press jump within a certain window after leaving the wall, you'll gain a bunch of height. It's a cool trick, but seems unintentional.

- You can spam the shift button with the float ability to stay in the air for a really long time. This one feels a little too cheesy, although that wasn't very relevant for anything (outside of being able to skip certain parts of a room when backtracking) since it was the last upgrade.

Also, it's not a big deal but there's no controller support, and I don't tend to like playing 2D platformers on a keyboard as much.

The reused witch bit was funny (even if there wasn't a more fitting ending). Item completion percentage is appreciated. Got 100%

Neat game.

This game was pretty cool. Very solid and polished experience overall, although there were few hiccups. 

I got softlocked twice:

- Got stuck underneath a room in the top right area with a lever.

- Got stuck in midair in the rainy area to the left of where you get the time wand.

Thankfully, the game does save your progress, so it wasn’t too big of a deal.

Another minor bug I found is that bubbles can sometimes get stuck in walls and start spamming the bounce sound effect for a second or two before popping. It's a funny glitch, but it's easy to accidentally trigger when using the bubbles normally, and also it sometimes seems to cause the music to stop playing (although it doesn’t happen every time, so it might be something else causing that issue).

The final challenge was pretty cool, but I think it was maybe a little too short (and simple?). When I got there it felt like it was a bit too early for it (I only had two shafts and two toppers at that point). It didn’t help that you couldn’t backtrack either due to a wind current blocking the way you entered, so when you enter that room you have to complete it with what you have at that point. 

Also, it’s pretty easy to accidentally enter the final challenge from the wind currents in the room below, which is something that happened to me quite a few times when I was collecting all the items I missed. At that point I didn’t know that you could press R to respawn at your last checkpoint, so I was closing the game and reopening it to return to get out of the final challenge. That was a bit of a pace breaker.  Knowing that you could respawn at the last checkpoint you saved at would've been nice to learn about in-game (or in the README), but it's at least listed on the jam page, so I eventually did learn about it.

Aside from that, I’d say the game was great overall.

The visuals are very charming. They make good use of "flat" coloring.

There were some specific visual details that I want to point out:

- The little twirl animation of the dash ability was pretty cute.

- There are 2 versions of the slash effect when attacking rather than just 1, which gives some visual variety/flair.

- The wind movement of those foreground shrubs is pretty nice, although it seems a little inconsistent that none of the other foliage type stuff moves.

The music is also pretty chill. I specifically liked the track in that area in the top right with the blue terrain. The start of it is very serene, then the beat comes in and it gets a nice groove while still feeling laidback. Then the beat leaves and you get another very peaceful segment again. It feels almost nostalgic; it reminds me of Minecraft’s soundtrack a bit.

That area just has a pleasant vibe in general. I can't think of a good way to describe it, but the color palette of that area feels... cozier, vs the other areas. The leaves(?) blowing in the wind also contribute to the vibe.

I like how the wand construction system is an interpretation of the "Construct" theme that isn't just robots. It's a neat system, although I found that I ended up sticking mostly with the bubble shaft and the dash topper once I got them. It felt like the most flexible combination; all the others felt too niche.

Another reason I used the bubble shaft so much is that it was also my favorite shaft. I really liked how the bubbles have good movement utility but are also pretty good for taking out enemies. It was very fun to spawn tons of bubbles and gain a bunch of height with them, although it feels a bit too spamable (and because of that, exploitable) imo.

The map is pretty well-designed I think; it leaves enough room for some good exploration, but it doesn’t feel meandering. The map screen was a big help though. I referenced it a number of times to help me navigate, especially after I beat the final challenge and started trying to find everything I could.

The NPCs you could find scattered about the map were neat, although they mostly only seem to be there for flavor text.

The alternate colors you get when collecting hp upgrades were a nice little touch that made collecting them feel a little more fun, but I wish you could select which one to use. Also, having some sort of item collection tracker would've been cool too I feel like. I believe I got 8 health upgrades; I'm not sure if that's all of them, but that's all the ones I was able to find simply by exploring all the room connections marked on the map screen.

There’s for sure a good few flaws, but I don’t think they’re major enough to drag the whole experience down. Very good job!

The art is very nice, with plenty of cool details. The main character has a cute design. Backgrounds are quite detailed, with multiple layers and decorative props and stuff. The wires in the background in the area where you wake up specifically had a cool sense of depth. The enemy designs are pretty cool too. In particular, I really liked the flower enemy. It struck a nice balance between freaky and cute, and it had very lively animations.

I also quite liked the music. The vocal tracks in particular are sick. Also the combat variation of the area music is kinda groovy. Would appreciate if the soundtrack were to be released so it can be listened to on its own.

The sound panning feels a bit strong. It's rather common that I'm pretty much only hearing stuff in my left ear or my right ear, and it's a little distracting sometimes (although not enough to ruin the experience or anything).

Gameplay is fairly normal, and there aren't very many collectable abilities, but what's there is cool. The saw is very satisfying to use (although it doesn't always seem to start charging up when I press the button), and the speed and bounciness of the drill is thrilling if a bit unwieldy. I think there could be some interesting gameplay/level design possibilities if you could cancel out of the drill in mid-air to perform other actions (such as the glide the game has already).

No save points felt a bit odd, although the game isn't *too* long for it to be that big of a deal. No way to restore HP (outside of the health upgrades) was a bit more awkward to deal with. Although, when you respawn you come back very close to where you died, so even that isn't too problematic.

On a related note, I think the "respawn" animation after getting hit by certain damage sources (like bottomless pits or the giant worm in the underground area) takes a bit too long. I think the final part of the animation with the cutesy pose in particular feels like it could be a bit shorter and still have the same vibe.

Progression felt a little too straightforward to me. Again, not many upgrades, and it kinda felt like the game guided me relatively heavily towards each one. Didn't feel like there was much room for me to have that "aha" moment you can get in metroidvanias, where you get a new ability and start thinking back on all the places where you might be able to use it.

Map screen feels hard to parse with the lack of zoom combined with the somewhat irregular shape to it. Not sure how much could've been done about that though given the time frame.

The story is minimal, but what's there is cool. The bits of lore scattered throughout were pretty neat, but I do wish there was some way to view them again after collecting them. The monkey guy at the end also kinda felt like they came out of nowhere, but they had a pretty cool design. You get a choice to kill them or not, but it seems like it's more a matter of principle as neither choice seems to affect the ending. It's cool that it is a choice though.

Also, props for managing such a large team for a game jam. I've heard organization gets a lot tougher the more people you have on board, so it's commendable that you got it all to work well.

Good game overall.

It has a very nice and polished aesthetic. The bits of voice acting is cool; the voice clips for jumping in particular I found were rather charming. The music is also pretty chill.

To be honest though, I think I didn't get very far into the game, as there seems to be a lot of stuff your page mentions that I didn't see. I don't really want to push through to see them at the moment though, and that's mainly because of the character's movement. It feels... off to me. The base move speed is slow, and no sprint to speed it up makes it feel extra sluggish. Also the character is really hard to control once in the air, which kinda makes thing tough in regards to platforming challenges.

There was some cool aspects to the character though. I liked the dash attack in the air that lets you gain a nice amount of height when hitting a wall with it. The overall movement also has a nice feel to it (outside of the movement speed); feels a little like a Mario game (kinda).

I was taking a screenshot something when the floating cat warned me that I should go back to school, and I actually got kinda scared by the weird whale thing that showed up. My heart was actually racing a bit. I think the bells I was hearing were foreshadowing it, which honestly is really cool and foreboding. The sound it makes when it does appear is also quite haunting. I really like the vibe of this thing, it's great.

I found a boat that took me to some really dark location. I explored a little bit of it, and seeing those glowing jellyfish fade into view to cut through the darkness was kinda neat. I liked the atmosphere provided by the lack of light, but I didn't manage to get very far into the area since I struggled to get past the jellyfish. I'm not sure if I'm supposed to go back there with a powerup or if I can technically do it with the base moveset but the way the movement just makes it difficult.

I couldn't figure out how to get back to the fountain from other side of the gap near the area you spawn at. Had to let the whale kill me to get back to the school.

This game feels a bit too unpolished gameplay wise for me, but I still found it neat. I might come back to it to see what I missed (since I feel like there's a fair amount).

It's not a big deal, but it would've been nice if the controls were explained in game. Especially since they are a little unusual; arrow keys for movement + AS or ZX and the surrounding keys for actions would be more intuitive I feel like. Plus, I think those would've felt a little less awkward to control.

Music is pretty cool. Also I like the sound the checkpoints make, I find it amusing.

The sentient gun thing isn't really conveyed well in the game at all, and kinda caught me by suprise when the text on the end screen started talking about it.

I like the shotgun upgrade; making a dash/double jump explosion/gun-themed is cool I think. I also like the double jump is sort of an attack as well. I would've maybe liked if it could also be used as a weapon though.

Movement as a whole feels awkward though. The lack of acceleration + lack of fixed jump height makes platforming feel very imprecise, which did get to be a bit of problem when the instant-kill lasers started showing up. Also, stopping in place to shoot felt very pace-breaking.

And it's just a little thing, but the flying enemies coming in from off-screen with 0 indicators makes certaom platforming segments kind of annoying.

Overall though, it's a neat game. 👍

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Not a big fan of the focus on boss fights, but they are pretty cool. I like how all the bosses are distinct both in appearence and mechanics from each other. Their movement is also quite distinct; The "Pearl" boss specifically I quite liked, with how it moved its legs across the walls of the arena like a spider.

Some of them do feel like they have too much HP though; namely the "Python", which I feel like is a little too bulky for being the first boss, and "Rust", which I feel is a fight that just drags on a little too long.

I do like amount of air time you can get with the multiple jumps + floating. Like another comment said, it makes the boss fights feel similar to Terraria, and I'd say it works pretty well here. Although, I would've liked a variable jump height (holding down the key sends you higher than just pressing and releasing the key quickly), although for the most part the game didn't really need it.

Useful control information is not explained or taught at all. I was unaware you even had multiple jumps at first, which is a bit of a problem since this game seems designed around that. Also I do agree with one of the other comments here that using the shift key to walk slowly is pretty important for the "Rust" boss, mainly for the bullet-hell esque phases.

A small tutorial would've definitely been useful here. Also, just having some more exploration/platforming between bosses would provide a nice place to get accustomed to the controls, as opposed to trying to figure everything out in the middle of a boss fight. 

Aiming feels weird on controller. It's tolerable on mouse & keyboard, but it still feels a little awkward with how the gun rotates towards where your cursor is at.

The story was a little vague. The opening dialogue was a neat touch, however I found the (an?) ending after dying to some mysterious-looking humanoid boss. It felt kinda abrupt for the game to just end all of a sudden like that. The art of the two characters was cool though. I imagine something different happens when you beat the boss, but still, it does feel a little jarring.

Also, I feel like the game was lacking in terms of... metroidvania-ness? It didn't really have much ability gating. But I suppose I do see the magical girl aspect to it, so it doesn't matter that much for this jam.

All the being said, the game did have good boss fights, and that was clearly the focus, so I'd say the game is pretty good. Good job.

Edit: oh also, this is a bit of a me thing but I feel like having some cool music playing during the boss fights would've made it a little less frustrating to die them over and over again. Not a big deal though.

The screenshots caught my attention because of the artstyle, which I thought looked pretty nice, and the unique control scheme is interesting. However, I honestly just couldn't bring myself to play much further past getting the ability that lets you push boxes. 

All the enemies take forever to kill, and some will take over half your bar. And the control scheme, while interesting, feels it lacks the speed and precision to make killing or navigating around those enemies feasible. A fair amount of my small amount of time playing was spent wandering around, dying to an enemy with a lot of health that can kill me in 1-2 hits, then wandering about elsewhere to find an easier path, only to run into another enemy that has a lot of health and can kill me in 1-2 hits. 

Even when I did find an easier path with weaker enemies, I would have to repeat it at least a couple times due to how janky the control scheme is for combat. Sometimes I would simply face tank a weaker enemy and use the invincibility frames to get by, just so I don't have to spend time trying to fight it.

At the very least, things would be easier if there was a clearer indicator of what direction your character is facing. The small change to the direction of the eyes is noticeable enough when casually exploring, but is hard to keep track of when getting hit by enemies. Maybe some sort of indicator in the UI + a sound effect when switching directions would work?

Anyways, I wish I could've finished the game, but it was just way too frustrating for me.

This game has a cool aesthetic and an interesting gimmick. The different projectiles corresponding to the different abilities looked quite nice, and the enemies and little friendly creatures/NPCs scattered about were pretty cute. However, the game being zoomed out almost all the time made it hard to appreciate all that. I had to play in fullscreen simply so I didn't strain my eyes as much. Also, it's sometimes hard to tell dark tiles apart from the background. Maybe making the background a bit darker could help with contrast.

All that being said, the metroidvania/exploration aspect of this game was pretty fun. Progression felt relatively loose, but never to the point where it was too hard for me to figure out where to go next. And judging by the pause menu, there seems to be a few items I missed, which is cool. Although, there was a weird moment where I managed to get the "Sundance" ability without obtaining the dash first, which resulted in me being stuck in the room where you get it, forcing me to respawn back at the start.

I also liked how the zoom ability you get later on lets you see things that you otherwise wouldn't see. You can even see extra little details, like how the player character's eyes turn yellow when using the star ability. It does feel like it should be something you have from the beginning though, especially due to visual strain I mentioned earlier.

The music is... certainly minimal. There's very little of it, and the little that is there is rather discordant. It's not exactly listening material, but I suppose it does have an uncanny vibe that befits the game. 

There not being a sound when taking damage felt weird and made it hard to tell at first what was going on.

Being able to gain height by deflecting your own projectiles was pretty cool. It's what I used to get the Sundance ability early. I also thought it was kinda neat how you have to deflect the projectile to switch abilities, although admittedly it was a little inconvenient at times. 

The projectile also felt kinda weak vs enemies. Feels like the enemy health should be reduced a bit, or maybe give the projectile a damage increase for each projectile ability you have, instead of just with the star.

The game overall was pretty fun (but maybe a little jank), only major issue was the zoom thing.

Very cool and polished game. 

Normally I'd want to write a couple paragraphs of feedback, but here I have a lot of things to say about a lot of different things, so here's a list instead: 

  • I wish you could see your best results for each level on the level select screen. Also, on the results screen it says, "Time Left", but the time it shows seems to be the time you took to complete the level rather than the time left on the timer.
  • Cat boss fight is cute. Seeing it in the last level as a regular enemy was cool.
  • Enemies overall have a weird but cute style. It's quite nice.
  • Good variety of upgrades. I like how there were upgrades to your fire breath that were optional but useful.
  • Super jump feels a little short. Barely feels like an upgrade.
  • Normal arrows and super arrows being selected separately. Feels odd; I get that they use different amounts of ammo, but the separation made it a bit more annoying to switch between arrows and bombs. Might be a control scheme issue though, I had the weapon switch button set to select on my controller, and that wasn't a particularly comfortable.
  • You can traverse lava pretty trivially without taking damage by jumping quickly after falling in. Might be intentional?
  • Barely finished level 3 within the time limit. I had about 30 seconds left Boss went down surprisingly quick to super arrows (only 2 shots). While it did feel cool, some of that time was spent just wandering around the map hoping to stumble the only route the I had not yet taken near the end. I feel like having a map would alleviate this somewhat, particularly for larger maps where there's a lot more area to search over. It might not be necessary though, since each mission is pretty short overall.
  • Camera feels a bit zoomed in; it's especially hard to see what's going on vertically. Makes navigating downwards a bit of a hassle.
  • Would be nice if you could double check what an ability does in the pause screen. On level 4 I got the cloak, and I forgot what it did for a second since I hadn't seen it since the tutorial.
  • Music is cool and low-key. Strikes a nice balance between chill and energetic. It seems like there's a bug sometimes where it doesn't loop though. Also, it feels odd that the music always restarts after unpausing the game.
  • The levels overall were pretty fun. They provided a nice enough challenge while still feeling reasonable within the time limit.

Overall, it was very fun. Would play more.

Sorry that there wasn't any in-game control information. I planned on adding that, but I kept delaying it mid-development, and by the time I tried to sit down and add it I realized there wasn't enough time left to do so properly.

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Visual style is both very minimal and pretty cool. Time mechanic is also pretty cool and fun to use. I like how the creature in that one room looks, and it following you when activated is mildly thrilling. I also like how to ascend in the final room and beat the game you have to backtrack and activate a couple clocks. It was almost like a mini version of the artifact hunt from Metroid Prime. There's a tiny amount of jank with the platforms sometimes, but regardless, the game is pretty cool 👍.

Edit: Oh yeah also, about the audio; The sound effect for activating platforms is very pleasant and musical. I actually got myself killed on accident at one point because I was trying to spam the sound. The music that was there was pretty nice. It gave off a very determined vibe, which fit the scenario well. I did wish there was some very ambient track or hum or something for those glowing ability orbs though, those felt oddly silent. 

The use of a single room worked well. Seeing it turn into a giant boss arena at the end was very cool. 

The beetle boss was quite fun, and I liked how it introduces itself shrouded in darkness with the glow on its back looking like a spooky face. 

The flashlight feels a little disorienting to use though, due to it taking a while to rotate towards where your character is facing. 

No health bar also felt a little odd, although I did start to get a little bit of a feel for how many hits you can take. 

The gravity orb felt very cool to obtain. When I read the item name and figured out what it did, in my head I went "man, that's sick." Makes me wish the game was just a little longer so I could use it more. Do wish that the little direction pointer for it didn't take so long to rotate though, it felt quite sluggish.

Good game overall 👍

I wasn't expecting to enjoy this one as much as I did. The visual style of the world feels weird and trippy and I quite like that. The abilities themselves were also pretty cool; getting the ability to destroy spikes that were previously such a nuisance felt awesome. I also really liked how, when you activated the colored blocks while you're inside one of them, you get shot upwards fast. That felt really satisfying to use. I also appreciated having a map to navigate with, and how you can toggle it on or off so it isn't always taking up part of your screen.

There were a couple things I didn't like so much, though. The jump felt really awkward to use at first, since it seems to have a set height no matter how long you press the button. Also, there is this high-pitching static-y sound that seems to only play in the rooms with the bouncing balls that got really grating really quickly.

Overall though, the game was very fun to play. So uh... good job.

Very chill game. The aesthetic is really nice, especially in the upper part where you get the red visor. I also think the easter eggs were pretty cute, and I liked how they were a little bit more challenging to get to than the main path. 

The way the picture theme is used here is certainly rather interesting. I like the lore you wrote for this. Both tracks do a good job setting an overall dark tone.

No, it saves just fine. The problem is that it tells me to install something called "DirectPlay" whenever I launch it. It plays just fine if I don't install it, but it's still pretty weird. Here's an image of what I'm talking about:

Thanks, I was in a bit of a rush since I didn't do alot on the first day so I skipped over a lot of details.

oh sorry I forgot about that

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I suppose that makes sense, although you could've made the sounds yourself

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Interesting game, really do wish there was sound.

Thanks, I actually thought about tiling the texture when I put it onto the terrain but I never got around it.

nice

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Oh that's strange as that doesn't happen on my end.  Try running the prerequisites installer, it's in Engine>Extras>Redist>en-us, and see if that problem goes away.

No offense but this game is pretty meh. The gameplay isn't particularly amazing, and the use of the theme is pretty bland as it essentially since it's just about killing some enemies that walk around a road before they reach the base you're protecting. This essentially just amounts to a tower defense game that plays like a bland top-down shooter game. Sound design is alright, and the sprites are pretty good, however the player sprite rotates in a weird way when you move horizontally. It rotates by 90 degrees when this happens, which looks incredibly strange with the 2D RPG-style sprites the game uses.

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Wow this game is really good. The position of the window changing the position of the camera is a really cool twist and adds a lot of strategy to the game. The enemy AI also isn't half-bad, and it was fun to strategies ways to kill them. I did, however, frequently had a problem with the windows task bar obscuring the bottom part of the game area, which made the game occasionally wonky to play, however it didn't ruin the experience. By the way, I think the way the camera moved in the jam version was just fine, and imo the changes to it in the post-jam version  a lot worse as it means that the window also being the camera doesn't really matter. The speed increase in the post-jam version was really good though, as the original did feel a little slow.

strange, what happens?

Really cool game. Makes you think strategically about what you build. The sprites are also pretty nice and the sound effects are a nice touch. The controls were a little awkward though, wish it used mouse controls instead.

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edit: ok cool it's there now.  uh there's no download for the game?

This game is really good. The 8 game modes are each unique and provide a different way to play the game. There is also a lot of polish, and it's especially nice that the game saves high scores and game mode progress. Only complaint is that I wish the movement was more like the actual asteroids where you can freely move around. Also, it's pretty weird that the game says it requires something to be installed when opening it up, and you also can't close it once it's open unless you use the in-game exit button or end it via task manager.

The game is pretty fun, has a pretty nice art style and is overall pretty well polished. However, there was a strange scenario where the game would start lagging immensely once there were around a dozen asteroids on screen.

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This game is kinda neat, and definitely seems to had have quite a bit of effort put into it. The sprites also aren't half- bad either. However, the game is pretty confusing and hard to grasp, especially since there is no visual or auditory response for any actions done. The Carrier also doesn't do anything at all, which caused several minutes of confusion trying to figure out what it does. It would help if there was an in-game tutorial to help teach the mechanics. I also don't know weather this was intentional or not but most of the time the AI in this game make nothing but miners, even when they are being attacked. The music also gets pretty unbearable after playing for a couple of minutes.

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I'm gonna be honest, this game can be improved quite a bit. You get way too little money for each kill, which means upgrades come very slowly, and repairing your ship can easily take out most of what you get each level. This can be especially annoying since often the bullet patterns put you into a situation where you simply have to get hit. The dash isn't very helpful with this, since it just pushes you into a certain direction. It would be much more helpful if the dash was replaced with a teleport, which instantly moved you a short distance ahead of where you're moving. It can also be really hard to actually hit some enemies, as some of them move 1 to 1 with your vertical position, which means that if you try to dodge their bullets they will just instantly follow your movement, dodging any bullets you were sending to them. The lack of sound also kinda sucks, but isn't really too big of a deal. The sprites are pretty good though, and the fact that there is an upgrade system at all is kinda impressive considering the time constraints.

the game is nicely executed and has lots of polished, however I think it could use some more movement options

This game is pretty neat but the movement is just way too slippery for platforming

Thanks, but i didn't make the bubble gun

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oh yeah, i never was able to test the browser version since it just kept giving me errors, so I removed it.  That version was also using WebGL (which I believe is equivalent to an old version of OpenGL) rather than DirectX on the Windows version, so that probably disabled some features i was using