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gorgonG

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A member registered 26 days ago · View creator page →

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Took me a bit to get the name, lol. Good stuff. I played in a brightly lit area which unfortunately made the dark levels almost impossible to see. I appreciate the feeling, like in the barrels level, where you get to the end and realize you needed to save one more bound. That's definitely a more compelling challenge to me than navigating the dark level. Although bouncing between the mushrooms was very fun.

Absolutely terrific. The deductions throughout were fair and there were some great surprises along the way (like when Daniel's route finally clicked for me). The phone mechanic was a really smart choice.

Well done! Thank you so much for the feedback :)

Thank you so much! Yeah I think the game turned out a bit harder than I expected, so you're totally right that a hint system would go a long way.

Thank you! With the web export, yeah I've never tried that in Godot so it totally didn't occur to me. Feels obvious in retrospect! Appreciate the advice :)

Ohhhh that makes sense! I do think using that same number both for damage/healing values is a little confusing, but I definitely should've noticed that, oops.

Really fun, and a solid challenge! The core mechanic was simple but had some nice surprises. To nitpick, I think there might be a slight issue with update order; it seems like the enemy interaction changes based on which direction you're moving. It makes it slightly more confusing than it needs to be. But that's basically my only issue!

Very neat game, it was very interesting to have to start thinking about time as more important than health in a lot of scenarios. Without damage numbers on the cards I found it quite tricky to do a cost/benefit for some of the attacking cards (although maybe that is intended, I could see that being a satisfying thing to master in a game like this). Very very stylish as well, amazing job on the art & music

The creature builder is super impressive for such a short time period! I agree with other people about the difficulty, and I would add that having to wait for an "attack" ball really slows down the pacing. Lots of potential for sure!

Incredible, laughing the whole time. at least the moon is pretty :) Would love even more interactions with the theme, both of the games with the count especially made me smile

Awesome idea, and all the art & music is excellent. Got a little confused by the rhythm on the last level, I wasn't sure how it was meant to align with the music?

Wow the game feel! A game about walking has no right to feel this good to play, lol! An in-game tutorial would go a long way (only realized you could rotate the feet when I looked more closely at the screenshoots!) Otherwise very fun, hard to stop playing once I got into it!

Definitely struggled with moving the sub at times, but trying to create a route to grab all the feathers was a solid challenge. The writing made me laugh a bunch, really nicely done!

Very fun! I thought the sound feedback on the shot was well done, which was super important because you might have to shoot things you can't see. (I wonder how it plays without the sounds on, though). I was very surprised how long I was able to keep going with all the prizes on screen, which was cool. The prizes are definitely a very memorable addition, very clever!