I liked it, the idea of having one shot per level to clear the screen added an interesting layer of strategy and choice to the rush through the level. I experimented with different places to use it to see what would save the most time. Also that intro cutscene showed what can be done with SUPER low rez lol. Nice work.
galactical
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I LOVE this! The pixel art is very cute and colorful, and I enjoyed all the characters. My favorite part is the magnifying glass. Making zoomed in text appear as a different font is necessary because of the resolution, but I found it funny, and enjoyed using the magnifying glass to look through info in books and my pile of pills. I especially liked using the magnifying glass to move around the patient's eyes to see if their eyes followed, that was a really immersive and tactile element that made me feel like a real doctor, and I'd love to see more like that. I think I was on a timer, and the music made me feel like there should be a rush, but I was never sure how much time I had left, even with the clock. If the goal is to make diagnosing and treating a rush against the clock, make the clock more prominent, maybe warnings about how much time is left in the day? Overall, I loved it, made me feel like I was actually Dr. Mario.
Love the art and choice of music so much! The colors used are beautiful, and the worm/bird characters are cute. The puzzles were interesting as well, and I appreciate that I could choose which levels to do first. For a game like this, I would have really liked an undo 1 move button like most Sokoban games have, but I was still able to get through it with full restarts. Great work!
I like it! I felt like a quickly had an understanding of what to do, but it became really hard to strategize as I played. The best I could do is buy watches the the price seemed low, then sell them when I thought it looked a bit higher, but I would have liked for each watch to display the amount of profit I would gain if it was sold at the present moment, since I did not have time to do those calculations in my head, or even remember the purchase price while things were moving so fast. Space Warlord Baby Trading Simulator is a game with a similar concept that I really loved, and I like how this one worked where you could buy different products and juggle your varying investments, but it felt like too much to hold in my head. Good stuff though!
I liked this one a lot! I played a version of this kind of minigame in Gamble with your Friends and it was one of my favorites. Credit to you for changing it to not require you to put your existing money at risk to play, the wasted time spent watching the number go up and not counting down is enough of a punishment, and makes it an incremental game rather than a gambling one. The upgrades were also unique enough for me to think strategically about which one to purchase. Crashing just before I could cash out had me extremely frustrated, but I kept playing, and enjoyed it in the end. I think that is just part of how the game is supposed to feel. My biggest criticism is that I feel like the actual count up itself is missing some game fell/drama. I really liked the rocket ship/line graph in Gamble with your Friends, and while the numbers going up worked, it felt underwhelming in comparison. Good job!
This looks correct to me as well... The collision detection isn't 100% perfect. I bet some of the crossings were too close and weren't counted as a separate intersection, or a crossing close to an intersection made an earlier collision count as if it were with a different segment. Restarting and trying again should fix it. This is a problem that is worth fixing if I continue developing the game. Thanks!
Really cool game! I especially love the artstyle and effects. The clouds kept making me think I saw projectiles coming at me that were not there lol. I do not understand how the outlined projectiles work? My understanding was that I could ignore them as long as I block the real white projectile? Let me know if I am wrong. Great work!
I like it! The shop with upgrades and skins brought me back to the old App Store games I used to play back in the day, especially Crossy Road given the theme. The audio was a bit abrasive. Even with my sound fairly low I felt like the horns were blaring at me, so I muted the tab. I also wish I had even more detailed control of my chicken's speed, but the fixed intervals of speed are likely an intentional part of the gameplay. Good job!
Loved it! The concept was so easy to get, but it was tough for me to think through an ideal strategy. By far the most dangerous part is the instant one of your past selves shoots. If you don't realize you are on that spot, it is a quick game over, but remembering that and planning for it is part of the challenge. I was blown away by the bricks exploding physics, and the super satisfying rewind effect! Would love to know how you did that. Great work!
Loved it! 5/5 Artstyle, brings me back to PS1 and the factory aesthetic makes me think of Oddworld. It took me a bit to understand the mechanic, and after I understood it it took me a bit to put it into practice consistently. I think that is the mark of a good mechanic. Level 2 might have been a bit too hard, I almost feel like there are some levels that could have been put before it to help me get used to the mechanic without needing to keep retrying a tricky jump. Regardless, I loved it.
Great entry! Things that would ordinarily be points of friction just served to add to the setting. The character and space station rotating at different speeds started as nauseating, but gave me the feeling of acclimating to this sort of environment, and by the end felt like second nature. Very clearly inspired by Interstellar, especially when I missed my target and had to loop back around, "This little maneuver's going to cost us 51 years!" lol. Great work.
I haven't quite finished every game on the calendar, but this is easily one of my favorites. Great use of an easy to understand mechanic to create situations where the correct move is difficult to find. Also there is A+ use of misdirection throughout, I think I fell for every twist you included. Great work!
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