It works, I haven't encountered any bugs, and the addition of AI opponents is nice.
I am not a Prší enjoyer, and sněží certainly looks a little more complex, which is nice. Might play it in a pub with physical cards someday.
2025-05-15 13:07:57 Start (No sound, radar mode)
2025-05-15 13:11:38 End
2025-05-15 13:12:38 I can see what you're going for here, it's very nicely done, I can imagine it certainly being an experience for a blind person
I also appreciate all the menus, settings etc. Add little arrows to the side to see if I can scroll left right up etc.?
2025-05-15 13:00:09 Start
2025-05-15 13:00:44 What are you hiding on the left? Why can I build there?
2025-05-15 13:02:27 End
The prototype works as well as any, with more content I can see the game being fun. As of now however, there's not much to talk about.
2025-05-15 13:05:07 My towers suddenly turned blue after discovering that you can control the camera. Why?
2025-05-15 12:52:58 Start
2025-05-15 12:53:29 Jump doesn't like touching walls
2025-05-15 12:58:09 Gave up in the third level
I can see this being an interesting puzzle game, however, the movement is terrible. Jump is inconsistent and the aforementioned sticky walls make me want to press control+w, which closes the tab. I haven't seen any levels that require you to crouch, but if there are any, I can imagine that crouching on control could be an issue.
2025-05-15 12:44:37 Start
2025-05-15 12:44:59 Full screen breaks? Nevermind, clicking fixes it.
2025-05-15 12:48:42 Completed the second level
2025-05-15 12:50:22 Third, ending here.
The art is wonderful, I haven't played with headphones but I imagine that the music is aswell. The game is intuitive, and works very well, very polished. However, I'd like a final score/rating after finishing a level. Nonetheless - a very good game overall.
025-05-15 12:40:19 Start
2025-05-15 12:40:48
Tilemaps are not sorted correctly, stuff goes under the path all the time.
Mountains don't fit together all that well.
2025-05-15 12:42:03 Player collider feels too tall
2025-05-15 12:43:07 Should I be able to attack? If so, I haven't managed to figure out how.
Diagonal movement is faster than horizontal and vertical
Overall, I don't see much of a game here yet, but it could turn into something.
2025-05-15 12:36:02 Start and end, pretty much.
There's not much to say, the project might've been too ambitious or something, but there's no gameplay as far as I can see. I can imagine most of the time has been spent on making models, if they're homemade.
Why is Q/E reversed? Might be just me, but I feel like [E] should tilt me to the right, not the other way around.
2025-05-15 12:21:43 Start
2025-05-15 12:23:37 First level completed
2025-05-15 12:25:15 Eight level completed (skipped the inbetweens)
I feel like the game could use the later levels being more difficult - for example if you choose the wrong way, you shouldn't immediately know that it was wrong, but could be led into a branch, where eventually every answer leads to a dead end. Otherwise it works fine, I haven't encountered any bugs.
2025-04-17 13:11:51 Start
2025-04-17 13:13:28 Geometry dash section
2025-04-17 13:13:44 Alt-tabbing broke the game?
2025-04-17 13:13:54 rerun
2025-04-17 13:14:58 Melee doesn't work..?
2025-04-17 13:15:47 Dead. Not rerunning again.
My biggest problem is the camera, being able to jump higher than you can see is very annoying. Other than that, I didn't like melee not damaging enemies and the long empty hallways.
2025-04-17 13:08:52 Start
2025-04-17 13:09:21 Camera/Window size is broken
2025-04-17 13:10:31 Can't figure out how to get to the blue portal.
If I could see something, I'd be able to comment. Like this though, it is just a claustrophobic confusing maze, which might be precisely what the author wanted, however from my perspective it's not enjoyable.
2025-04-17 13:00:17 Start
2025-04-17 13:01:41 Death in the bubblegum
2025-04-17 13:02:05 Got stuck in the death animation
2025-04-17 13:02:55 Leap of faith into doom.
I can't say much about the level design other than that it is a confusing mess. Getting showered with goop from second one is not something I enjoyed.
Tons of locked doors with no apparent unlocking mechanisms. I might've enjoyed figuring out what opens what if I didn't run the risk of losing all progress spontaneously due to acid instakilling and afterwards bricking the game.
2025-04-17 12:56:17 Start
2025-04-17 12:57:03 Cutscenes!
2025-04-17 12:58:11 Second door
2025-04-17 12:58:35 Third door
I like the design, it's very readable. The cutscenes showing door opening are neat aswell. I appreciate the inclusion of coins, so there's something to collect while running around. Good job all around.
2025-04-17 12:49:39 Start
2025-04-17 12:50:31 Woah, cutscene
2025-04-17 12:51:28 Second one!
2025-04-17 12:52:46 More cutscenes.
2025-04-17 12:53:57 Got to the sliding section, its end is very sketchy. I hate it.
I really like what was done here, and see the work put into it. The only gripe I have with it is that the camera could be zoomed out a little bit more, and the spikes resetting you back are annoying. I understand why that was done from a game design perspective though.
2025-04-17 12:44:13 Start
2025-04-17 12:45:51 Waiting for the ferry...
2025-04-17 12:46:24 Finally got past the gum
2025-04-17 12:47:05 Got to the final? door that is not open for some reason, don't know where the pressure plate is.
I really like what the author did with this project, one can see the time spent with decorating the level.
Also, I appreciate that they've started the level with a tutorial. Not many people did that.
2025-04-17 12:40:02 Start
2025-04-17 12:40:49 Suspicious root encountered.
2025-04-17 12:42:17 Fell into the bubblegum pit. Not running through the game again.
The level design is again, very confusing. There are long hallways with jumps that I do not see the ends of and don't know if I'd be able to get back from them, not a huge fan of those.
However, I like what the author did with the light and the flashlight powerup.
Instakill bubblegum is straight bs tho, give me checkpoints.
2025-04-17 12:36:22 Start
2025-04-17 12:38:20 Entered bossfight, dunno what to do.
2025-04-17 12:38:41 Fell down.
I am not going back up, for some reason the author decided to absolutely mutilate the movement, and the result is not good. The movement is way too floaty and way too quick for the camera space we're given.
2025-04-17 12:31:54 Start
2025-04-17 12:33:54 Annoying head-hitting jump at the top of the first tower raeched and failed repeatedly
2025-04-17 12:34:55 Annoying mistimed tilted moving platforms, giving up
Overall, I haven't seen a lot of the level, but obviously the author took inspiration from "foddian" aka. rage games. They did a good job.
2025-04-17 12:27:32 Start
2025-04-17 12:27:58 Teleported back for some reason
2025-04-17 12:28:15 Next level?
2025-04-17 12:29:15 Next level.
2025-04-17 12:29:52 Finish
Overall, the levels are veruy confusing, with the direction where the player should go not being obvious at first glance, which might be intended and a good thing?
However, there are a lot of "leaps of faith" that don't enrich the gameplay in any way whatsoever.
What I like is that you've managed to get the UI to work somehow.