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ezredder

42
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A member registered Jun 09, 2020 · View creator page →

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a funny game, great presentation too.

great presentation, the art, story and music is very cute. I think to make the cheat mechanics matter more you should put the player into more disadvantageous positions.

this is a great entry, I like the mechanic of the time is your health and money. I think a lot of the items / stat boosts in the shop are confusing as to what they do

really interesting idea. I agree on the point that it would be better if there was a way to regain health. I also think a "tutorial demon" that walks you through your first identification would be good

its fun, with some more added to the skill tree and a "pick 1 of 3" item mechanic this could be a full game

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a simple game, but fun! has a good amount of polish. I think this can be a very nice puzzle game. I agree with another comment on here that I think with a couple more gameplay mechanics it could really add some dimensionality to the core loop

cool game, challenging. The one improvement I would say is that I think its better if the hexes stay in a static position as hexes get removed. I kept clicking a hex then immediately trying to click another, but then it gets shifted away. 

the core mechanic of having to keep the fish timer up but also needing to drop it to solve puzzles is great. sometimes it felt like my E input to pick up the fish got eaten, maybe extend the range? fun game

I like the concept of a bullet hell when you can only parry. It took me a bit to understand that the parry is on a cooldown and the blue flash means you can parry. what was the shooting for? overall a fun game

super snappy animations and control scheme. I like how the math questions get harder so you can't keep spamming those

fun, short game

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i like the mechanic of needing to redirect your attention between breathing and navigating the menus. the song that plays when you die is good too

amazing presentation, so much style. I was given a sentence without enough words to fill it in tho lol 

I really like the art and music. as someone who's played a lot of osu tho i still found the rhythm game portion of this really hard, I think the arrows appearing in different spots really got to me

its a good game, I think with some mechanics added it'll be quite solid. I think the camera is too low though, I would like the main character to be more centered

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its a fun game, with great art direction. I like the mechanic of how you incentivized to hold onto chests and upgrade them before opening them. I think the game would benefit from 1) item tooltips and 2) harder scaling, especially on enemy HP. the current loot tables lead to multiplicative scaling on your strength, while the enemy only gets constants added to theirs. So the enemies should get multiplicative scaling too,

definitely a big inspo

great style, funny too. I see we used similar techniques for that PS1 look

pretty fun, good use of the theme combined with incrementals

feels like something ManlyBadAssHero would play

slay the spire + pokemon (kinda). amazing art, the difficulty scaling is brutal though

cool concept with the world changing over time. couldn't figure out how to get fuses though

great presentation, and good fit for the theme, nice!

great art, a fun platformer. essentially a golf game if you think about it lol

the art and amount of polish is super nice!

great visual style. gives me Osu! flashbacks

really cool gameplay. always love some dithering

cute art

cool, quite hard. feels like you can get screwed by which route you randomly get lol

a really great concept, and I like how you can solve the rules in many different ways. I think a starting example would help with tutorialization. I was also pretty confused about how in the code syntax you indicate the source node like: "Player1".MoveX.... but for it to actually apply it has to be in that source node's code editor. Seems redundant

always love a typing game

quite cool. control scheme takes a while to get used to

cool, great tutorialization and I love the effect when you complete a level

the visual of the hero on the right side going through the dungeon is so charming

awesome!

wow my bad! just patched the game with updates + fixed that level transition

added linux version

Sure, sounds cool! I can provide a linux version after the game jam ends.

That's actually not the last level haha. What ended up happening is that by going out-of-bounds, you skipped the checkpoint in the middle of the level, and so the level transition at the end of the level didn't spawn in. The last level is the one after that (and it has a "you win" screen!)

Thanks for the feedback, I think challenges like the ones you mentioned would be cool. Glad you enjoyed the game!

Cool! I like the idea of a reverse Peggle, definitely a lot of potential there in terms of game mechanics and level design. Reminds me of Peglin in that it's a more modern take on the genre.

Had fun playing the game, wish there were more levels. I like that it isn't just a game of "keep away", but there is also a more puzzle based aspect where the player has to figure out how to raise their income levels and keep the sword in the air for a certain amount of time to finish the level, as demonstrated in level 2.

Like others, I think the game would benefit from a little bit more tutorialization, but at the same time it's good to have the player experiment a bit. I believe that it isn't necessarily bad design to have the player fail a couple times.

Good stuff!