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Edward Chan

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A member registered Jun 03, 2023 · View creator page →

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FAQ:

Q1: Is this game inspired by Galaxy Express 999/ Galaxy Railways?

A1: Yes! Leiji Matsumoto is my favourite artist.

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Beautiful animations! The dialogue SFX are funny too. But what happened to the gameplay?

Edit: I gave a second try on the Windows version, and it's better. The clickable sprites in the main menu, and the wiggle when the character talks or when the boss gets hit are all attention to detail.Good job on the dialogue system and the art!

Neat game! The pixel art really fits the Duck Hunt vibe. A CRT shader could elevate it to the next level. It would also be great if I could see through the crosshair, such as removing the central pixel, or making it half-transparent. Good job!

Thank you! Yeah, I forgot to re-hide the cutscene models when the game reloads. It's been kept as an easter egg for those who want to take a closer look at the models, since it doesn't affect the gameplay. (cutscene models are always rendered below the gameplay elements)

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Impressive performance optimisation! It didn't lag on the web build except near the second corn field. (DADWALKER would lag with just 60 tomatoes in comparison) The gameplay is fun and relaxing. The UI looks fitting, too. It is not as easy to steer the tomato with my laptop's half-sized arrow keys, so adding WASD as input would be nice. Good job!

Edit: WASD was added, nvm then XD

This game is polished in every regard! Love the diegetic health bar. Maybe consider disabling bullet collision for dead enemies and adding an attack pattern for the final boss? Good job!

Neat game! It would be better to include explanations or scripted demonstrations for the redirection crystal balls, since I used the long goon to clip out of the on-way walls without realising I needed to use the first crystal ball XD Good job on your first game!

Ahh... I thought writing to the "user://" folder only works on desktop builds. Learned something new today :)

I feel like you can sell this game on Steam already XD

It is impressive that the game data persists on the web version. How did you do that?

The 7th achievement is a bit inconsistent, my first few attempts of... "turning off" Crowki vision had no effect. But the gameplay is unique and the tutorial is helpful. Good job!

I feel like this game deserves #1 for the References/Humour section. The amount of time put into the character art and background art is unimaginable... The gameplay is solid, too!

Beautiful game! The sprites are cute, although they can't be picked up easily due to the mouse detection. Good job!

Cool retro vibe! The gameplay is engaging, although the first target sometimes spawns too close to the bottom edge, which makes damage chaining impossible. Good job!

Absolutely beautiful! The upgrade combos are fun to experiment with, and the inputs feel smooth too. Good job!

Neat game! I cannot see the enemy's cards, so I have no idea how I won lol

Neat game! As a Touhou player, I enjoy filling the whole screen with bullets and then dodging them.

Interesting twist on Bomberman, I did not expect the "upgrades" to become downgrades! It requires tactical thinking, and I wish the game did not reset to level 1 when I blew up all the gems in level 3. Good job!

Neat game! The wiring mechanic reminds me of Gunpoint, and the player movement set feels very fluid. I would recommend adding "Coyote Time" to make the wall jumps easier. Good job!

Thank you! My past jam games were too challenging to complete, so this game focuses more on the narrative and requires less skill for combat. (*cough cough* Necroplanets)

Cool concept! Probably want to increase the physics tick rate, though, since Doki-ball keeps clipping into the walls and then bounces back at hyper velocity.

Cute art! Though white text on a yellow background is a bit difficult to see...

Very stylish, and every aspect of the game ties in nicely. The unexpected moral message at the end is the cherry on top!

Nice game! Difficulty-wise, it is much more approachable than traditional Touhou games, but the positioning required to chain the enemies balances it. Interesting to see how your team implemented the "enemy chaining" mechanic differently from our game!

Good ending! The real villain of this game is the solid balloons in the lifebuoy parkour section.

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I was so scared when I clicked 'no' and the card pack icon didn't disappear... I thought I'd lost all my cards!

Edit: I did not expect that ending XD

Lovely art style! I couldn't get past the second fight, sadly, due to input lag not registering most of the parries. 

You would need to click on one of the seed packs on the left to select it, then click on the farm tiles to plant it, and finally click 'end day'. Hope this helps!

Cosy game! Love the vibe of the music and sprites, would like to revisit once the hiring feature is complete.

Thank you! DAD is also afraid of the tomatoes!

Thank you! We thought the theme helper was funny, so we went with it XD

Thank you! The animations took us a full week to make lol

Thank you! I'm glad to hear you enjoyed it :)

Thank you! Our team is very fortunate to have great artists!

Some general tips:

- Send 1-2 ships periodically to scout the neighbouring planets (to keep track of enemy fleet size).

- Keep some ships in the captured planets to deter enemy attacks (except when done deliberately to bait the enemy fleet into a pincer attack).

- Build more low-tier factories before upgrading existing factories (since the enemy fleet can blow up the factories when there is no ship to defend the planet).

- Retreat often when capturing a new planet (instead of fighting the initially overwhelming enemy fleet).

- Always attack with around double the enemy fleet size, since more ships will destroy enemy ships faster and thus lose fewer ships in combat.

- If all goes well, this should take 30-40 minutes to capture all planets.

Thank you for playing! Your feedback is helpful :) The player can influence the number of bullets on screen by pausing the cannon, since enemies merge together over time. The wood monster spawns more bullets than the other four, which makes it a priority target. I agree that the elemental mechanics could be fleshed out more. 

Thank you for playing! We tried to have unstable enemies while keeping the gameplay stable (deterministic) for replayability. I agree that the UI and tutorial can be improved, which we traded for more debugging time. Mapping the number keys to elements is a good suggestion. We originally had five firing patterns (one pattern per element) mapped to the number keys, but removed them after we reduced the patterns to the current three. 

Waited for 3 minutes and the game finally loaded... and crashed after the intro on Firefox, so another 2 minutes waiting in Chrome and it finally loaded properly.  Oh well, here's a detailed review after the sunk cost. 

The game is decent, with functioning hit detection and player/ enemy movements, but my educated guess is that the code is unoptimized (my fans became jet engines). The pure realistic style is amusing, especially with the (unskippable) intro cutscene, though the player sprite turns black in certain animations. The enemy spawn rate is slow until I hit 6000+ score, when it suddenly spawns a huge swarm of enemies, filling the entire screen.

The shoot direction is a bit buggy, as sometimes the bullets would shoot backwards relative to the player sprite's facing direction. The bullet speed also varies depending on how far I aim, probably because of using a non-normalised direction vector to calculate the velocity vector.

I've heard that coding in Unity is hard, but a quick search online of "unity rotate sprite using vector" gives the same solution to the angle problem in "Make sprite look at vector2 in Unity 2D?", so using AI is probably unnecessary. Note: If this were in Godot, it would simply be Node2D.LookAt(Vector2 point). 

Anyway, try to export your game early and often to prevent such loading issues. If any code changes break the game, you would have older exports as backups. 

Good luck on your next jam! 

Interesting take on the bullet hell genre by not letting the player shoot back. 

The gameplay and visuals are quite smooth, although the player's hitbox is a bit large, and the bullet/ water detection is unreliable. Sometimes, the same bullet deals damage multiple times, and sometimes I hit the water after pressing Space at the launch pad. 

Overall, I think it is a game worth exploring more. 

I want to play this game longer, but the small window in my 2k monitor makes me squint my eyes.

I love the impactful screen shakes and the window-wall mechanics. The breaks/ minigames also feel fresh. The controls are great, though I accidentally closed the game multiple times when pressing Esc to pause/ go back. It is also interesting to see how bullet hell gameplay feels so much more "alive" by allowing the player to choose where to aim. 

Overall, it is a great game!