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Fuzz Force

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A member registered Feb 06, 2020 · View creator page →

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Yeah, same as the other guy. Can't push the first block in webgl version.

Decent game, but made a bit frustrating that the gnomes have to be placed inside the doors. There's already a limited timeframe, im not sure if the precision is required too.

Oh yeah, now its pizza time

Really cool, loved the style and the level transitions. Final level with the mushrooms was a little more frustrating than anything, but a good time otherwise

Seems like a it could easily be expanded with all the other stuff on the desk. nice work.  My mouse kept drifting when i wasn't doing a task which made it harder, probably on my end.

Ah, like someone else commented, its Q on WASD. It makes a lot more sense now! Should slap that input on the back wall of the level so players know what to do

Good idea that's rather unique. If you develop this further, i cheesed a few wins by constantly bumping into the winning prize then moving out the red box on my last turn.

Interesting idea, thought itd stop at 10 but kept going. Nice that the next flower rotates a little to help

Cool idea that the health is your verts, it would be really cool if you could incorporate that into how the ball moved. I found parrying tricky as it seems to make you jump too, and then you just fall into blocks

Its quite sensitive in the web build which makes it much harder to bring the bomb down as it gets bigger, and at somepoint all the smaller explosives attached to themselves, instead of the bomb (i assume they always attach to the bomb)

Is there an end to this one?

A simple idea executed really well. For some reason my score stopped increasring at 35 for a while, and it took a while to get a new modifier but i liked the idea overall.

It's a neat idea, good stuff!

Decent stuff, and you had a boss in there too. Sup suppin enemies is a good way of getting health back, pushes you forward

Its an interesting idea but it felt heavily luck based, so it was a lot of play one card, redraw repeat.The count up pile is a good lose condition but depending on your random hand, you can get giga screwed, but its neat you get all the cards in the pile if you play a dupe

Its an interesting idea but it felt heavily luck based, so it was a lot of play one card, redraw repeat.The count up pile is a good lose condition but depending on your random hand, you can get giga screwed, but its neat you get all the cards in the pile if you play a dupe

You've done a good job making a variety of enemies to make this idea interesting. Do the little health box looking enemies heal you? I couldnt tell

Got stuck on the 2nd room for a while because that jump was really precise, and you couldn't recover if you missed. And like the other guy, the ball doesn't open the door in the third room.

I feel like there wasn't a win/lose condition, so im not sure what i was doing beyond moving around

Very creative idea, though it seems like you want to kill all the people who don't match your mission as soon as possibly so you transfer more life, which means it gets harder as the level goes on

I made it, dunno if i was walking right, but i made it

Really good idea and I doubt we'll see many games like this one. 

First time I played i didn't have a dice, the second time softlocked on killing the first enemy but i got going on the third time. The dice are super tiny considering those are what you have to interact with and the card text is hard to read, even full screen.

Its a neat idea, playing from inside a lift. Story isn't quite my bag, but it was nice. Didn't like that I didn't control the gate opening when i control it closing (small nitpick)

Cor, this is quite tough. There's a bit too much to manage at once. The camera is a bit too zoomed in to properly manage the left and right of the sub and fish shred your hp. Its a good idea though

Finished with a B+. Answered most of them myself, then it seemed like there's no lose condition for cheating?

(1 edit)

Unfortunately the game screen is just black, so i can only die every 3 seconds

Pretty fun and your few levels demonstrated a good variety. Starred each of the levels. It felt like the level ended before you actually touched the ground, so the timing for hte perfect landing was a bit tricky. And the clouds in the background that don't really move were off putting. 

Was it only counting downy woodpeckers or all birds? Seems like any bird could be counted

Interesting idea, i found some of the enemies really tanky that it slowed down the game somewhat. And the intro says to choose abilities but i could only have dodge roll, pistol and sword, even when i set them to level 1. Thought id get to choose others.

This is the sorta game that'd benefit from additional levels to try out the deck mechanic. Not sure about the character having ice physics, he's really hard to control

The collisions on the spikes are so big, its like playing an old megaman game!

I got to the third room, with the wall in the middle, but I couldn't find a way to progress.

Got up to stage 7. Sometimes I cleared stages with just 2 words, which seemed a little easy. Also duplicated letters are just a hindrance as you can use any tile as many times as you want

Thanks for taking the time to send this idea, however becoming a realistic job simulator wasn't really what I had in mind for this.

Thanks for playing and giving your thoughts. Opening the store is basically what happens in the late game. You hire some people who do the work for you and upgrade how quickly they do it down to 2s per action. This includes giving tapes from the inventory to the customer.

I honestly didn't think people would play more than once to even put in a skip cutscene functionality! The steam demo will save your data though, so at least you'll skip it if you reload your save

Thanks very much for the video too!

That's a redneck style voice saying "I aint seen you around here before, why dont you come back to my place and whack some rats?"

Thanks for saying. When i updated the demo I made Auto Pour the last item you could buy but didn't update the 'this is the end of the demo' bit. I've fixed it now, and congrats for getting to the end of the demo

Yep, that's definitely the Unity issue. I'll have to have a look to see if thats fixable. It's not ideal