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jaydeDash

11
Posts
4
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A member registered Jun 03, 2021 · View creator page →

Creator of

Recent community posts

i honestly really love that scanning mechanic, i hope you expand on it a ton more especially with the risk/reward system of navigating with just the 'dot' that shoots ahead instead of spending battery on a full scan.


side note.. this game is REALLY difficult, and im not quite sure what the intended method is for getting through the levels but my best is like, 84 or somewhere in that range and im not sure if i could go much further than that. still a great game !

i love tower defences so i loved this- its satisfying when a tower setup works out on the first try and i think it has a lot of potential for a more developed game in the future. the balance seemed pretty strange, with the 'bomb throwing tower' easily outclassing every other tower, and some i struggle to see any point in using unless its the only option you're given for the level. overall its a fun game !

its pretty fun and looks really nice ! i wish the timer was more front and center cause i feel like that could make the game feel just that much more stressful when its nearly done. the actual gameplay itself is simple, pretty much an aim trainer, but looking from side to side to make sure no pop-ups get too close is a good addition, very reminiscent of sit and survive style games. i enjoyed it!

really fun game, i feel like the only true "puzzles" were in the last 5 digits but every number was unique and enjoyable! i love the sound fx and the transition screen, they are super clean.

really loved this one, ended up with a really consistent 'loop' of buying the auto-producing towers at the start of the month, then buying as many markets as possible to save up for the start of the next year when everythings deleted

the movement and firing all feel smooth and satisfying, and the enemies all feel responsive. it took a while to figure out what exactly was happening, partly because it wasn't obvious to me as to why i was dying. the concepts cool and could be fleshed out with more 'variations' of the game between attempts

i really like the concept, you could make some cool puzzles with this idea. its a little rough around the edge, some quality of life changes like being able to see which clone is going to be removed by the next alt press would go a long way but the main thing this game needs is just more puzzles to play with the admittedly cool idea

fyi FAQ #4 still mentions percieve, really excited for this to come out! ive been working on a script for a fangame for a few months now, really looking forward to hopefully being able to make it a reality🙏

im super excited for when this comes out! i know tools like aaonline already exist but the high quality ui this has and your clear regard for ease of use makes this a super exciting product. i understand you mention custom characters likely being absent from the finished project but is there any chance of leaving some available tools for us to figure it out ourselves so to speak? if learning unity for example is what it takes then im sure many would be willing to try

i really like the music and the design ! i dont really have much new to add but like most other people i think the spinning camera causes a few issues with the controls and it makes a bit of nausea, but if i could also add maybe the two players could benefit from being a little faster ? so sections like the checkerboard-spikes level are a little less tedious, i think its a cool concept that you could easily expand on but itd be nice if the game was a little more forgiving.

it might be an issue with the resolution... the play button of the game seems to always be at the top of the screen half cut out, is there nothing there ?