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Golen
Creator of
Recent community posts
This a lot of fun! I ascended in 4 hours! Lots of polish and the UI looks really amazing. It's a solid start with a lot of potential to grow.
It took me a while to find the hidden button to unlock the next hand. I think for something so crucial, it could be positioned at the bottom next to the add-card/scry button, then it'd disappear after unlocking all hands (or you go the Balatro route of unlocking 6+ cards later, which unlocks new impossible poker hands).
The game sped up a lot after only one or two prestiges, almost too fast to where you could instantly unlock everything in moments. Scry cost increasing by x1.1 might be the biggest cause since you can quickly buy hundreds of them. I'm curious if increasing this multiplier might balance the early game, and then you could make a tarot card act as a cost-multiplier decreaser. This could work for card upgrade cost as well to allow you to reach higher ascension levels (to reach that 2000 ascension achievement which I'm nowhere near).
Incredible work! My thoughts immediately went to that 3Blue1Brown video and this is such a cool way to experience the yourself. I really enjoy how the eyes seamlessly follow whichever player is the closest to it. Such types of interactions would be fun to explore, like passing an item over to yourself but elsewhere.
Great work! A lot of love and effort was put into the cutscenes and it shows. Gameplay could use a checkpoint perhaps as I got softlocked and had to replay a dozen times. I get the point of having your jump height and speed affected by oil and or health, but it does prevent you from climbing some blocks and making any progress.
I love this! Great puzzle design and the latter levels are a fun challenge. Having the blocks snap to a grid is great, although I wish the block sprites aligned with one another. I'd love to see larger hit areas for the tiny connectors and that dropping onto an existing connection would delete the old one instead of rejecting input. Other than that, amazing work!
Really nice polish on this one, as always! Made it to wave 24 after maxing everything. I think pacing wise, you could allow the player to purchase upgrade between waves to speed up the first few rounds a lot. There's a softlock if you buy a unit after dying, causing two retry/upgrade popups to appear, but I'm very glad you're using localStorage!
This looks and plays great! Always fun with programming games. I would say that the levels have a bit of a pacing issue with some levels being near identical in execution. Each level requires you to use every code block that you're given, but you could easily increase the difficulty by adding red herrings, code that isn't needed for the solution. The last level was brilliantly designed though!
Repeated sock locations is fine! What I mean is that the player knows the socks location before running the code, and so you can hardcode "forward, right, forward, forward" as an example and win. If you instead shuffle the socks location upon pressing "Run", the player would have to write a proper solution. Another example would be a snake game where upon picking up the socks, a new pair appears, and so on. Lots of fun ideas!
Really fun idea! The images didn't work for me in chrome but I switched to firefox and was able to play it til endless mode. I think it'd be really fun to make the later levels have multiple socks, or socks that spawn at a random location every time you run, as it's currently very easy to hardcode the exact path needed.














