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iamthatduck2

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A member registered Mar 08, 2022 · View creator page →

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The animations and movement mechanic were great. I felt the inspiration from Mirror's Edge right during the tutorial. Great work for so little time.

I can see the potential in this game and I hope you continue to work on it. I think the multiple ammo types are great and could act as additional re-playability as "classes". I agree with Gizmo where this game could really use strafing movement so you could move and shoot independently, but that might have been an intended gameplay mechanic so that training the enemies was more complex. I saw the vision and enjoyed what was coded. Keep up the good work :D

Thank you for your feedback :D. I'm glad you enjoyed the gameplay loop of upgrading and the occasional boss. 

iamthatduck2

Needing too preserve the crystals is a cool puzzle mechanic.

Really liked the gameplay. I believe there was an exploit to change tactics before and after you dodge so you get both benefits.

Very cool game.

I couldn't complete the game, but it's cool. 

I read your description after I played the game and it does explain why the right-hand-side upgrades didn't really do anything. I think the art style and concepts are really cool. Hopefully you'll flesh out the concept and implement the upgrades because I think it has some great potential. 

I got stuck in the tutorial in the room with the first enemy since I would be stunned by the bullet and it would ricochet around the room and by the time the bullet despawned, the dragoon would just shoot another and stun me. I feel that I didn't really understand the difference between the openable wood doors and the security doors, which I still don't really understand how to open. Also, in the levels, the dragoon could potentially get knocked into weird areas by their own ricocheted bullets into areas where it would be impossible to progress. Also got some exceptions thrown at me, possibly having to do with hacking mode. Wall jumps were pretty painful to perform. Pretty cool idea for a heist game, but it could use some polish. 

I feel that this game needs a strafing mechanic so that you can shoot while you aim towards the enemy. The delay in the jump and shooting makes the game really feel sluggish. I never got the hang of the damage mechanics but that's just some skill issue on my part. 

When I first reached the lasers I didn't know you had to interact with the base of the laser to disable it, did eventually figure it out tho. I also figured out that the characters automatically moved forward, which kinda made the forward tile kinda unnecessary imo. Relatively minor gripes for a pretty good puzzle game. 

Pretty cool game but it desperately needs some way to indicate how much ammo you have left. The tutorial is a bit too lengthy for my personal tastes, but it is very stylized. I enjoyed the bouncing of the bullets which plays to the theme of the jam. However, it seems that the bouncing bullets may negatively impact your combo; I saw the combo meter reset when I wasn't even shooting. 

Played the most recent update, but since i am not a tank operator by occupation, I was completely confused as to what to do to actually shoot a pizza to the client. I did attempt to figure it out, but there was no pizza to load near the loader's location.  I think I saw the objected through the periscope in the gunner seat? The lack of instructions or a tutorial really hinders this game. 

I really enjoyed the chain reaction aspect of the game. It was short and sweet. Art and music were done well. Was really wishing for more levels and maybe an upgrade shop, leading up to a boss.

I explored the game all I could and it seems quite the interesting concept, being a tank pizza delivery service. However, I did encounter a couple of bugs that prevented me from starting any missions. I fumbled around with the controls and discovered that if you zoomed out too much, you would invert your vision and start zooming in upside-down. I also discovered what seemed to be the mission select screen using "spacebar", of which is not mentioned in the controls. When I tried to press to accept the first mission, it would kick me back to the main screen again and I'd "click to continue" back to the same spot where I started. The second mission wouldn't even let me accept it. Interesting concept, but there are still bugs to iron out. As such, as the rules say you can still fix a broken game I can't in good conscience rate this game yet.

I'm definitely glad I can lower the difficulty because without it I have a massive skill issue and wouldn't have been able to see this story through. It's well designed and with what it is, it does try something different. The feints and consecutive shots are quite interesting. 

Ah, the slippery slope of TCG gambling. The art on the cards are cool and funny, but most of the references are lost on me. I enjoyed the animations before each card, but I wasn't able to decipher which were good or not (although the purple dark one was pretty obvious). There was not much indication that I had to keep opening packs to continue, but that being the only thing to do in this game, I got pigeonholed. Not much interesting in terms of gameplay, but it definitely is an visual novel. 

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The settings definitely make me think of summer, but without knowing much about doki lore, i can't really place any of the actual levels to their references (if there were any). Overall a simple game with intuitive controls and mechanics. However, I'll argue that the "chain reaction" aspect was a little lacking. Was expecting some big balloon pop chain somewhere, or perhaps even going from the beach to some alien planet or something wild. Midway through, the level progression went from a purple portal to a bright white opening, which was a little confusing, but not a big deal. All the models were really cute and the music was great. 

Although the game never indicates it but you can shoot the movable boxes to make them move, which is pretty cool. At the arcade level I wasn't too sure what to do after collecting the item, but I figured it out. As a person not too deep in the doki lore, I probably missed a lot of references. Some of the parkour was a little janky, but definitely doable.

Hello notyca, 

Thank you for trying our game and leaving helpful feedback. To address your concern, part of our game design was to allow the chain reactions from the proc chain make the player feel significantly more powerful as you got more upgrades. As such, the early game is necessarily slow and a little sluggish to make the late game power feel more worth it. I do have a potential idea to alleviate the problem: give the player a secondary on-cooldown large AOE ability that does minimal damage to make the first few levels faster, but not impact the later levels. However, I think that would be a core mechanics change, which is against the rules.

iamthatduck2