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GalaxyMom

12
Posts
A member registered Dec 10, 2020

Creator of

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The Crazy Taxi-like concept makes for fun, fast-paced gameplay which encourages you to engage with the unique movement. The movement itself is incredibly fun and seems to have a very high skill cap. The incorporation of the limitation is excellent, providing a varied degree of obstacles that must be approached differently.

The aesthetic of the game is totally radical. I love the bright colors and the character designs. Everything about the presentation is so pleasing to look at.

I could sit here for hours trying to perfect the movement and chase that score. Absolutely excellent submission!!

The game operates well as a puzzle game. It's simple but the hints derived from the dialogue and narration make you feel really smart when you figure out what they reference. My biggest issue with the game is the incorporation of the limitation. All of the modifiers feel like they belong in a more fast-paced game and are, at best, inconsequential to the gameplay or, at worst, frustrating and unnecessary. I do love the art style a lot; the iso-ortho perspective and claylike figures makes for a really pleasant play area.

I'm a big fan of games that establish the gameplay rules and then swerve you like "complete this turn based level" into "now serve this snake a drink" without even a slight shift in the art. Just tickles me in a great way. The gameplay for the puzzles is pretty engaging, the level designs are clever and fun, and the implementation of a variety of mechanics makes for a great short-and-sweet experience. Not to be understated is the fully animated loss cutscene in the final level. Great submission!!

There's a great concept here with setting up fun traps to kill the beast, but the execution is much too random to be any fun. I think part of the issue is that the levels are too small to set up anything meaningful. It also seemed like no matter what I did, I did very little damage (except for the glue, which, for some reason, instantly kills the beast).

I love the oldschool Newgrounds flash feel like pointed out in another comment, and the sort of janky physics movement adds a lot of charm. A lot of potential here at the very least!!

This game is conceptually solid. Deck-builders need a gimmick to stand out and the idea of stacking rule modifiers during gameplay is a cool one. Being able to choose them gives a lot of player choice which is fantastic, though I do worry that some of the rules are far and away great while others are clearly inferior. I don't want to nitpick this point too much though as this kind of thing can be solved with lots of playtesting on a larger project. Specifically though, it seems strange to take negative modifiers towards the shaman early on when you only have to fight them in the last battle.

I also love the aesthetics. Inscryption is a favorite of mine and there was a lot of that in here while having its own charm. The art direction of using these sort of vague spirit silhouettes of the animals is cool and I was a big fan of the sound effects for all of the animals throughout.

Another satisfying element was reading the name of each area and parsing out what you might face. I felt really smart when "foxes chasing rabbits" ended up being a couple rows of rabbits followed by a row of foxes. This is something that, once you experience it, you know for next time, but the ability to predict on the first playthrough is very satisfying.

Overall, really well-executed card battler. I can see this expanding into a feature-full game and being incredibly fun. Great submission!!

To start with, I want to say that you should feel proud for making something and submitting it, that's a pivotal first step that many don't get to. Everybody has to start somewhere and this is it for you.

On the positive side, I like the art. It's quite cute, especially the player character.

On the less positive side, the main issue I have is the lack of engaging gameplay for the player. You can make a "walking simulator," but those require more than just walking, like an engaging story and characters. If the gameplay you're going for is the random paths, there needs to be more gameplay and player agency surrounding the mechanic. Right now you can just walk any direction and eventually end up where you need to. The player doesn't get to make any meaningful decisions or interact with anything to make this happen.

I do think there's a workable idea here. Randomly generated levels with a fetch-quest goal like this can be a fun loop for a roguelite, for example. I suggest for your next project to really hone in on what makes the game fun and engaging for the player and build around it in a way that gives them meaningful gameplay and decision-making.

Keep going and making games!!

I really enjoyed the puzzle-solving that came with each new powerup. There was even a section near the end that I kept failing before realizing I could make it easier with the hovering mechanic. Going back to old areas now having a way to solve a puzzle is also really satisfying metroidvania gameplay and well-incorporated here. The simple graphics serve the game well, too. Great experience and submission!!

A brutally difficult minigame rush. While I absolutely could not pass the chess and escape minigames, they just seem really tight on mechanical input rather than being unfair. Figuring out how to solve each of the minigames is hard given the short time limit, but it's also quick to jump back in and try again (or should be, the start button wasn't working after the first failure), so if you're into this sort of gameplay, it can be addictive. I think with a lot more minigames and maybe having separate playlists of them, this format would make a great score-chaser.

Aesthetically it's simple, but it doesn't look bad. I think the art style quite suits the vibe. Great submission!!

This game has a really charming story and aesthetic with fun mechanics. I love the swerve of playing a simple physics puzzle game to incorporating the smashing element. It was satisfying destroying the various breakables and they look great falling to pieces. I can see a larger version of this game having more, satisfying breakables and trickier puzzle elements as time goes on.

Overall, I love the concept and the execution. It was intuitive to jump in and progress through the game. My only complaint is having to repeatedly press left click to punch as that kind of repetitive action does cause me a lot of discomfort over time. Great submission!!

Right out of the gate, I love the aesthetic. The color palette and sprite-work are great and I was mesmerized by the look of the water. The various plant growth effects were also pleasant and the fireflies made me smile.

Conceptually, I really like the idea of discovering the optimal conditions for growing the plants. The ah-ha moment I had when figuring out where to place the plants with the tree icon was especially satisfying. I can see where, in a larger game with more plants, locations, and growing conditions, the puzzle-solving element of figuring out where to plant everything could be incredibly engaging.

Overall, I found the game intuitive to pick up and the only real thing that stumped me was why some plants could only receive so much water. Great submission!!

Unfortunately, there really wasn't a game here to play. It starts off with the enemies spawning in like a typical survivors-like or tower defense, but it wasn't clear if their goal was to go after the player or the red circle in the middle of the room. There also doesn't seem to be an obvious way of fighting back. The only advancement I was able to make was seemingly glitching through the barrier at the top of the level and moving to room 2. Conceptually, I love the idea of stacking gameplay modifiers each new room you enter, and I generally enjoy survivors-like games, so I see the promise of a game here. On a positive note, the pixel art, music, and atmosphere is great; I love the color palette and overall mood.

This is a great concept but I think the implementation was a little lacking. It presents itself as a puzzle game, but figuring out the spells isn't very engaging as you just scan the pages looking for which spell has all three components. I also found the repeated dice rolling to be tedious rather than engaging. All that said, this is a fantastic use of the limitation and I can see how, in a larger project, the environmental influences could play a really fun role. Overall, very cool idea, just needs more engaging gameplay.