not sure how it fits the theme. the difficulty could be tweaked to a bit easier side.
cool game tho.
wasnt sure what is to do immediatly. the separate txt file was a unique and great idea.
some audio source components could have been added to the game.
the game itself is playable, the player can sprint, jump, draw a belt, and finish it.
the e button didnt do anything.
managed to get over 1000 points.
and did you realy just implemented a full procedular generation that works perfectly?? just wow! thats a rare sight.
some visual indicators could have been added so the player would know wassup.
nice job anyway.
it definitely will be a great td game if it receives more polish. the music and sfx are great, even tho the sfx arent original.
what was a very great idea in the game is that at the settings, when the player sets the sfx volume, the player can hear random sfx instead of hoping if it has been set correctly!
nice job so far!
the environment is awesome. the game does not catch the mouse which means if the player has a second monitor next to the primary one, the player could go to the second monitor with the mouse and there the game would not catch the input, which really does not make sense..
some bgm could have added to the game as it would have made it more alive.
the clues are hard to find, but even roaming around was an experience, which is a good sign.
real. good aesthetics, awesome shader effect. wasnt sure what to do in the beginning but then it all made sense.
the game is immersive and a good detail was that the receiver usbs didnt tell if the player plugged it in the right computer or not, only by plugging in the transmitter could the player tell if it is the right or wrong computer.
nice job!
it is awesome that this is not windows-only and the game also has arm64 builds.
would not utilize the latter builds but it is a good practice.
the animation on the start menu and pause menu were slow we think.
also, some tutorials would have helped - the gameplay part of the game's page does the trick, but still.
the grapling hook was a good idea.
as for the aesthetics, it passes, but it can be felt that the c++ codes/blueprint nodes weren't that optimized as they could have been, like the math just doesnt add up - if the game had some AAA+ graphics than that would be a different story, maybe for this a setting where the player could set the quality would have helped.
the music is tense and well made, but not sure if this tension was intentional or not.
some sfx could have added to the game.
so overall the game is okay, it just feels rushed thats all.
could beat the game at lvl 49. what an awesome game!
the game is well balanced, as if a math guy would work on the game.
it is beautiful, the music and sfx are good, and the game is immersive.
the music could have been longer as for a bgm it becomes monotone for such a size of a game.
an overall well made game, a great example in the genre. well done!
an unreal engine game with a good starting stage. could not play for more than couple of mins but the concept is likeable.
despite being windows-only, the game runs with proton 9 with a microsoft visual studio c++ component installed additionally, which is more than acceptable.
the potential is there so would be curious what this will look like in the future.
awesome setting. too bad it is so short of a game. the art is lovable. not sure if such a massive engine like unity was a wise choice for this - a dev can see that had there been more time or an even better workflow (for example with a more lightweight framework) then there could have been more in the game. but if it works, it works. also not sure how about the other three games without looking into them.
the game overall is.... not terrible but needs more content to become great.
it is something a player can imagine a 20+ years veteran would done: maybe more little stuff then a junior/beginner would have done in this timeframe, but at least it is done really well, even if some stuff looks "default".
this game almost looks like what kikiyama could have made! unique dreamy aesthetics, but was not sure how to help the npcs. the minimap was a huge help. a sprint button could improve the gameplay.
this is not a game that a player would play for fun - the environment itself is immersive, making the player think what will happen next if there is a door to a worldwhere the player havent been yet, and making the player think how the story unfolds.
and everything is custom! apart from the borrowed assets. also no ai use, 100% hand made.
so overall the game is unique and intriguing, would like to see where it all goes.
windows-only but runs with proton 9.0-4 too which is awesome.
the start menu music is really lovable! - but no loop? oh no.. at the start menu, the "NKL STUDIO" part could have direct the player to the team's portfolio/website/anything, but ofc the game itself is the bread and butter.
the game starts way too fast, the enemies could have spawn a bit further from the player's ship. not sure immedietly what to do when at the upgrades, only that uploaded "BpATX1.png" help the player out.
guess we really need to learn that the playa is "dumber" then the dev who made the actual game.
the goal and the controls were easily understandable, nothing hard were there.
the game is fun, so nice job, keep up the good work.
an upgraded tetris. the start menu could have had a background music but that and the game itself is well put together. the player would easily miss a grid on the table as it is not trivial where exactly the piece will land when it is all the way up and the player presses space. the development of the game is ai assisted in multiple ways, but not a slop - just a good unity game. the explosion effect is satisfying.
congratulations on the 1 hp clutch 😄
and thank you, this is a super useful and detailed feedback. You’re totally right about the connection line - right now it’s mostly visual, but it definitely feels like it should have at least story meaning.
also good catch on the sword heat system. it currently works more like charges + reset than actual overheating, which is why it feels a bit weird. and yep, there is a small hidden delay between attacks too - now we see that we could have decrease the delay or indicate how much is left from the delay
of course. desktop, waterfox, and only the mouse were used. waterfox is a gecko based browser, so in firefox - which is also gecko based - it should be the same.
the "sticking" behaviour can be seen really when the ball would roll pretty much but not quite next to the wall, but as the ball hits the wall it should bounce back a bit sooner.
you are welcome~
great visual style and unique atmosphere and story. even the start menu is done well.
the only thing that is a negative is that the player can set the music volume above 100% which produces undesirable results..
not sure if the connections do anything, but even if they dont do anything, the fact that they are there to help the player was an awesome idea.
it is definitely not a brainless game - the player must think hard as with any good investigation game.
well done!
nice and fun. the only bad thing is that the line walls sometimes felt a bit sticky as if the ball would stick to it a little. the fact that it is made in p5.js is awesome, it is on parry with some pieces made in unity. the physics is custom which can be felt for the player, in a good sense as it didnt felt weird or out of the ordinary, but optimized, especially when it comes to the behaviour of the golf ball when it is at the hole - different speeds even slightly produces different outcomes which is awesome.
this game also brought back some childhood memories - no, not with an actual golf course, but about playing an old golfing game.
overall well done!
the whole game has a ton of charm. the dialogue is genuinely funny, and the gameplay somehow feels like pac-man, snake, and its own weird thing all mashed together in a really satisfying way. the transitions and little presentation details also add a lot - it feels way more polished and "complete" than most jam games.. or even a few games put up on steam in general. the final section dragged a bit.. but by that point the player is already completely invested in the game's vibe anyway. really a great submission overall
really cool concept and aesthetic, it feels like a fresh take on match-3 games. at firstthe mechanics weren't fully understandable, but once it clicked it became really fun and satisfying. also liked how the upgrades gradually opened up more possibilities on the board.
the only thing that felt a bit rough was the balancing - the point requirements ramp up very quickly. still, for such a short development time this is honestly impressive. definitely would love to see this expanded further, especially with more lore and mechanics.
the feeling this game provokes cannot be described without pejorative words.
the player needs a bit of time to get the hang of it, and then the difficulty gradually increases which is good.
the dopeass track really added lot to the game.
the game could benefit from a little bit of story - maybe a campaign of some sort.
it is fun. well done!
the game actually runs with proton 9.0-4 under linux which is awesome (an important information that should be listed).
it felt like as if an actual animator would have developed the game - the animations were good and the fact that it is a full 3D game in 10 days is something that deserves attention.
didn't like the sound of the rig when the game spinned up and was running - maybe it has something to do with unity's 1 cpu core thing or proton's emulation thing or the rig was way too of a potato.
the idea itself is great, it just needs more polishing. waiting for june because of the update.
a good job, and still on it's way to become great.