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Fridgemancer

24
Posts
1
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A member registered Jun 13, 2020

Creator of

Recent community posts

Thanks for playing!

Very engaging and fun! I found the random werewolf pretty funny.

If the opponent could fight back then this could be really fun! 

There's some really great ideas here! Some of the levels can be cheesed by using one horizontal bar to hop around but overall some really cool concepts. I'd love to see this expanded.

For a game that takes less than 60 seconds to play, this was really fun, and funny!

Really cool how everything just seems to naturally place in terms of your score vs the round number slowly incrementing the difficulty exponentially. Lots of mechanical depth and room to explore. I had lots of fun!

Almost felt like if you took the paper mario attack mechanics and stretched it to the extreme! Very engaging for such a simple concept. A little more auditory feedback when pressing buttons and this could be high quality!

I believe it was one with the general with the white beard asking about going to war but its all fuzzy in my head now. Either money or armies was the limiting factor for sure though.

I better be careful or else Bark Mrown might delete my game too! 

Any ways, really fun concept with some fun puzzles to go along with it. Good job!

Incredibly cute and packed with content! I found it to be quite challenging balancing harvesting food and gold at once and so I never really made it very far. But very fun none the less.

Some music would be nice but overall it was exhilarating going from pennies to numbers I couldn't even parse in minutes! 

Very thrilling! It was awesome to see the same tower be used in multiple ways to create divergent game play. Really kept me there waiting to see what twist would come next.

Simple but effective! It was a very cozy experience with a lot to chuckle at. I loved how not serious and relaxed it all was. 

Wow that was very adorable! Pretty good combination of mechanics as well as their unique implementation. Although, some parts were lacking (like how you can just keep going right in the first level). Other than that, it had a fun story and some cool music! Great job.

All of you did amazing! I absolutely adore the art, the writing, and the music. It was a little crazy with all of the resources but once I got the hang of it, it was very fun to manage. Sadly I ran out of armies and gold and was presented with an event with no options and had to stop playing. But overall a good experience!

I appreciate the feedback! 

We’re honoured to hear it’s your favourite! A lot of what you said were ideas we had on our list but sadly couldn’t get to implementing in the time limit. Thanks for playing!

Thank you so much! I’m happy to hear you’ve enjoyed it so much.

Thank you for playing our game!

I’m glad to hear that

If we had the time thay would’ve been a great addition

Thank you so much for the feedback!

Wow, thank you for responding. After playing the new steam demo I've come to the conclusion that most of my critique was probably spawning from sub-par level design. I love the new stages and they feel like a breath of fresh compared to the itch demo. I'm still not good enough to get anything better than a mediocre but that doesn't stop me from having fun.  One thing I'll note about the new demo is that I'm pretty sure if you enter the memorabilia section before collecting any memorabilia then the game softlocks. I hope to see what's in store for Void Collector, good luck on development! 

I feel the game is too difficult in terms of the time it takes to get a better rank

I can't conceive how you get a less than thirty second time on up and up without getting volcaic+. I have become deeply frustrated banging my head against a wall trying to get anything better than mediocre on any of the stages. It's either that I'm somehow playing the game wrong, or I just need to play the game faster. Should I be watching tutorials on optimal strategies? I shouldn't have to do that in a game as focused on creative combat as this. With stages as short as 20 seconds, every little thing you do counts. I keep having to restart stages over and over because a made a slight mis-input or god forbid I hold the W key the wrong way making so that I don't start moving forward as soon as the timer starts.

Another thing, is that I don't understand the juice mechanic. It seems counterintuitive with the aim that I'm getting from the devlogs.  When I'm going fast (or at least what think is fast), I never encounter any problems with getting close to running out of juice unless I'm using the closed fist to save myself from instant death. The fact that the only way to gain height mid-air is tied with juice at all is criminal. 

Here are some suggestions that might help:

1. Make the timer start when you start moving or shooting, NOT if you switch weapons.

2. Add more ranks or nerf the times or something so that it's at least a little easier to get a decent rank (This is a personal gripe because my feelings get hurt seeing the word 'mediocre' now)

3. Switch out the juice for just cooldowns on weapons.

I'm well aware that my criticism comes from a place of sucking at fps games, but I can't be the only one, right? Other than that, this game seems fantastic and I love the aesthetic, the character design, and the finger mechanic itself. I would love to discuss this further