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Frixuu

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A member registered Apr 16, 2016 · View creator page →

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Thank you for such detailed feedback!
RE: the first required upgrade: I was afraid that letting the player stay at the same speed would incentivize them to safely stay within their spawn region, making the gameplay boring. I hoped that by making the mower harder to control, they would naturally try to drive in a straighter line, until they’d find more obstacles and plants. I think manual speed control could work, but I’d need to pair it with something that would encourage traversal - maybe on-screen waypoints for pick-ups, or something, idk c:
Thanks again for playing!

Adorable aesthetics! I liked the difficulty curve, making the game challenging but still accessible. I’m also glad there are alternative binds for those of us with ghost-prone keyboards. Congrats on finishing your project!

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Loved the UI, very stylish! The big triangle guys felt overwhelming to me, rushing at me faster than I could aim at them. I agree that some audio cue about an empty chamber would be nice. Have you also considered partial reloads?

+ Bonus points for butelki kaucyjne slander lol

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I’m on Arch, using KDE Plasma 6 on Wayland on Nvidia proprietary drivers. I’ve downloaded the game through the Itch desktop app.

You did nail the vibe, “you are number _ in the queue” is an absolute earworm!

Oozes with style! Loved the pastel interface and how tactile it sounds.

What do you mean I can pet the cat? Lmao. A decent clicker in a pleasantly coherent package, though I wish the lo-fi beats to get a heat stroke to played for longer than 14 seconds ;-; I was not used to the upgrade requirements descending, but it was offset by making them progress linearly and giving notifications. I had fun!

I love that the way you destroy planets is ironically making them faster and more dangerous! Agree with the other commenter that spinning the moon is tedious; I’d like to see an incentive to maybe use it stationary, defensively? The sound effects are cool though IMO too quiet. The art is gorgeous and the high point of the experience. I liked it, good job!

Today I saw a man jumping out from the window of a burning office building. Here’s what it taught me about B2B sales:

It’s fantastic. The visuals are aptly crunchy and the music deliciously annoying. Played it on Linux btw and it worked just fine c:

I love all the pasta shapes, they are such cute little goobers! (Okay, Farfalle is a cute BIG goober.) I can agree that the enemies needed to be more aggressive; Ravioli was the most fun to fight because its jump animation looked kind of like an attack wind-up. The multiple endings and the unused art section were a nice finishing touch. Great job!

Nicely done! I love the game show theme, even though I thought the stinger/ident was too frequent for how abrupt it was. All three minigames were simple but very enjoyable. Wish maybe the host would chime in some more? Great work and congrats!

The idea is very cool, I’m a sucker for corporate espionage! I liked the unconventional control scheme. The platforming was tight but I felt like all of my failures were deserved. However, the NPC behavior was confusing to me. For example, I couldn’t grasp the current state of the patrolling red guys – they have vision cones but they do not chase me, they deal contact damage but only some of the time etc. Fortunately most of the time you can just fling right into the enemies, and the physics interactions are very satisfying (I nocliped out of the map once but shhh.) Congrats on finishing your project!