Chop poker with Count Down was a memorable experience, awesome artwork and atmosphere, simple enough mechanics, the count down itself was satisfying. I liked the time pressure against the limited amount of card draws. Would like to see more replay value, deeper mechanics, continued games and maybe deck customization. Amazing job!
Daniel W
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The visual effects are outstanding and consistent, it's a cohesive audio visual experience with a great atmosphere. There is a time machine that you slowly upgrade , and a dice-assignment combat system. The combat seemed a little tedious, having to fight 10-12+ ghosts one after another wasn't super gratifying, but the visuals and atmosphere really sell it. I would make the combat a bit clearer, it's hard to understand what I'm doing. The abstract nature makes it hard to decipher at times. Awesome experience!
Blown away by the art and aesthetic, the mechanics were a bit confusing at first, but I love the 'time is money' and sense of mortality in each character. I would have liked to see exactly which mob was going next on the timeline so I could prepare for attacks and prioritise targets. Made me laugh a few times, whimsical, full of character, tons of content. Amazing job!
Atmospheric, great ambience. Took me a few rounds to figure out the flow but it was highly addictive when I did. The general idea is to roll your dice pool of 4 dice off against the CPU, aiming for their total to be as close to 24 as possible. You have 4 dice you can roll in any order, plus 3 distinct, one-time-use abilities per round. Some rounds were nice, quick, snappy, and restarts are instant and gratifying, but some rounds had be doing mental maths, thinking about averages, and trying to decipher exactly what move the CPU might use to snatch the game off me.
I'd like to see a little more UX clarity at certain phases, I found myself not realising it was my turn to cast a dice a few times, and potentially an indication as to which abilities the CPU has used that round, though I understand that might take away from the need to track things and reduce the challenge. Very intruiging experience, would like to see it taken further.
thanks so much for playing my game live on your stream. It was really nice to see your reactions and feedback mid-gameplay. Im quite shocked at the positive feedback ive had so far, and appreciate you taking the time. Sorry i couldnt stay on stream, i ran out of a party to catch those few minutes :)
I like the mechanic, and I could see this evolving into a necrodancer-esque rhythm game if it had music and proper beats/notes when planning the movements. Speed increases/decreases and level design could make this feel nice to play. The restart mechanic needs work somehow, and maybe the hitboxes are slightly out, but I feel like I had to wait until just after the right moment to press the command. It just feels ever so slightly out, but I believe it has potential. Thanks for the fun interesting submission
A very underrated gem. Unfortunately, I couldn't get past the first level with the 'power' block, the gate just flickered and I couldn't pass through it even though the block was in the right place - maybe I was doing something wrong. The graphical style was wonderful and characteristic, and the puzzles were addictive and satisfying to complete. I loved being able to hit R to restart quickly, and I replayed some of the levels several times before I completed them - which was a lovely challenge that kept me coming back for more. The puzzles and style are very well designed. I would only change the 'Next level' button being a mouse click. It was a little annoying having to take my hands off the keyboard to move the mouse. Try and keep it 100% keyboard control - again, I may have missed something here. A really nice entry!
You know what, even without graphics and simple level design, I liked the idea of being able to lock yourself in a corner to quickly align yourself with a passage. I liked the quick restarts too, and not having to re-do the pickups you've already completed. I could see this game being fun with a bit of music, some visuals, more levels, and especially a timer. I quite enjoyed this little gem, thanks!
Hey! This is a nice game. I like the movement mechanics and level progression. It gets quite difficult, but it's not harsh. The only criticism I can find is that the powerups are too hard to get in time. The shooting sound effect could have been a bit broader too. The clouds were very well rendered, and I had fun playing. Lots of little subtle things, like the orientation of the spheres in the characters tail changing according to direction. Good job :)
Thanks so much jerrtato! that's some great feedback! I am very much looking forward to adapting this game with more variation and incentives to play for longer. I was briefly looking up cell-types but didn't have time to implement much. This cells at work thing is not something I'm familiar with, but what a great source of research that I could do! Thanks for all of your suggestions and I'm glad you enjoyed it
Very clever proc-gen algorithm and pleasant movement and feedback. I noticed that there were times where I didn't have any choice but to take a route the apples that would result in my picking up a green/bad item. The visuals, sound and level generation really sells this. Great work!!
EDIT: I just realised after watching the stream that you can indeed back-up in physics capable situations. I take back this criticism. This is incredibly impressive technical work!
I really like the feedback on this, and I'll happily look over the camera shake as I know it was left in almost accidently for the most part ;) The knockback was really satisfying, and the pro-gen was really impressive. Love the clean graphical style and your take on the theme too. Fluid controls and fun to play, great submission!
The pace was a little bit slow for my liking, but I loved the breathing, creepy environment. I got that the arrows were supposed to direct you back and forth around a seemingly infinite loop, but a bit more incentive to follow them would be good. Maybe a smaller loop or a sprint in which you can see that you're making no progress... until you spot the clue, turn around, and realise that in reverse the loop changes appearance. The ending could have been a bit more climactic too, but for 48 hours this is impressive!
This hit deep! Really loved how you portrayed such a philosophical and powerful story, I welled up a little. Such a wonderful submission. It could have been improved slightly at the end, with the transition back to the egg, and the demon mechanic. Really tied together nicely. Thanks for sharing this.
I loved the lighting and the player character model. The movement felt good, and there was an mechanical eerie atmosphere about the environment that I really liked. Great work on the art! I did struggle with the gameplay a bit though, and couldn't work out how to get it for a while. The sound was great, but I think confused me a bit when I was trying to catch the audio queues. I really like this submission, thanks for sharing!
I absolutely loved this. I knew I would as soon as I saw the title screen transition into gameplay - very clever. I was confused at first, not being able to control direction, and thought I was just going to die helplessly... and then the shift into encouragement and rebirth... it hit some feels! For such a simple visual style, it really pulled off a serious atmosphere. I think I played this game longer than I've played any others. The gradual power upgrades were super interesting and kept me wanting more, the movement was really satisfying, and there's a zen-like quality to it. The only faults I could find were... maybe it's not quite challenging enough, and that once the enemies lock onto you and charge, there's nothing you can do to avoid them. I'd love to see this creature keep evolving into something even more powerful. It reminds me of the game 'flow', but somehow.. with more substance. One of the best so far, thanks for the experience.
I liked the inertia when moving a lot. Something really satisfying about being able to catch the edge of a platform and 'roll over' it if you don't quite make it. Air control as somebody else said would be great, i'd like to be able to jump the one cube platforms without having to go back and forth for the momentum. I really liked the graphical work too! That parallax :) Would also be nice to go and backtrack to a previous section. Bit more of an invincibility window after death would be good too. Great submission!
The visual style of this game was awesome, as other people have said however, I did find that not being able to collide with a wall and slide down it was a little bit frustrating. The lighting was great, the sound and music were spot on! Particularly impressive UI, and the fuel mechanics were engaging and required strategic movement through the levels. I enjoyed this a lot :)

