Cozy game, feels like a micro-Dorfromantik. Based on some of the other comments, I'd guess you should make the "Guide" button a bit more prominent. I didn't realize it was there until my third run, and thought the game didn't have any way of knowing what gave what score. Even with it there, it might be nice to have a tooltip system (or similar) for quick reference.
But that's very minor, otherwise it was bug-free, great graphics and sounds, all-in-all an enjoyable experience.
fourfortyfour
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Very unique mechanics. I had a lot of fun combining the mirrors (+other densoul) in clever ways. I appreciated the tutorial, and it was very clear on what to do. During the actual game I wasn't entirely sure how or why I was unlocking different densoul (sometimes I just had one available, sometimes I had all three, and it seemed random). I found that the game was a little bit too dark for my screen. The sound/music was excellent.
A very cool and innovative take on the theme. I thought the art was very charming and the story was interesting. I had a bit of trouble with the first seagull, it only moved after I fired a red wave at it, which didn't seem right based on the rest of the game. After that it was smooth sailing though! Very fun :)
Very fun. Great execution on a simple concept. On my first run, I made it to wave 9 on roguelike mode. I appreciate that the attacks that are shot at you are a good way to incentivise speccing into health/regen more but they felt a bit punishing. Other than that I'd say the game was challenging, but in a good way.
Great game! My fingers hurt!
Cool game. The sounds and music were excellent. I found that the enemies felt a bit too tanky, they weren't hard to kill, just tedious. I didn't realise until almost 15 minutes in that there were chests with items in them because I never came across one until then. Got the staircase bug once, but not consistently on Chrome.
Very nifty, sort of a "trick-taking" game with a more advanced version of a "trick". Had to read the GDD to work out all of the rules but after that there's a pretty interesting decision tree of "Do I think my first card will win?" -> "If so, what do I play next?" vs "If not, how do I counter what beat it?". I think there's a really unique card game mechanic here that I'd love to see explored further.
As others have stated, visually this game is top-notch. Some clear Balatro influences, but it maintains an identity of its own. Thanks for making it :)
This game is great, I've played it for over an hour now. It's a perfect interpretation of the theme. Love the visual style and general level of polish. Especially excellent use of the post-processing effects
Some minor notes/thoughts:
- when you get to 10000 points, the scoreboard rolls over to 00001 points, and then you start gaining points as normal again (*see image)
- the difficulty probably ramps up too slowly, on a 30 minute run I rarely had more than one enemy on screen
- enemies (and their stunned bodies) probably shouldn't be able to exit the screen, it's frustrating to stun a guy only to have it float away and then do an attack from offscreen
- the laser enemies are effectively not a threat compared to the other two, because the biggest danger to the player is having an enemy near them
All-in-all one of my favourite entries. I could see myself coming back and playing it again and again. Thanks for making it :)
(*image to be seen below)

Satisfying controls/physics on the missile, I'd destroy the enemy base again! The variance on the speed of the space debris was sometimes wild. My best run had me just fly straight at the enemy base with no problems, but sometimes I would get hit by one thing and get launched out to space immediately. Would love to see the movement system expanded into a larger game!







