Wow! That's quite a lot of cycles! Thanks for playing and for the great feedback! According to the concept, all curses should have a negative effect that makes the game more difficult, and not all of them give something useful instead. The most important thing is to make the right choice based on the current list of curses already collected. You have an interesting idea - to give different weapons or better shots, but for this I first need to create a system of correct card drop, based not on chance, but on the current situation, otherwise instead of difficult game, the player may become over imbalanced.
Kaidash
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I really like this game!! The visuals, the drawn enemies and the nice sound effects. I didn't quite understand why not all tiles necessarily have doors to connect to others, or is this a bug? It would be nice to have HP bars on all enemies. Unfortunately, I didn't manage to defeat the main boss after several replays. But I still really like the core mechanics of this game!! Keep it up!!!
I like the idea and its implementation! Although I could only survive until the 5th wave, it was a very interesting experience. Nice movement and cool ice cutting core mechanics! However, I haven't found a use for the jump, even though it looks nice. And I think hockey players are very hard, it's difficult to get around them.
I liked your idea and implementation! Nice retro visuals and great sound of the shot. The feeling of timing is also great. The only problem for me here is the spawn of enemies outside the camera's field of view and too close to the player. Because you have to move in a circle, and look back and strafe, this spawning is too difficult for me. Or you can try to make an additional visual or sound hint - that something has appeared behind. But overall, it's very cool! I like this direction!!!
The game looks mega polished! Very cool stylization, cool environment and animations. The only thing is that it's very difficult for me to shoot, because I can hardly see my little mouse cursor, it would be better to have a crosshair or something like that. But overall, this is the best I've seen so far. I love this dynamics, this shooting and this flying!
I liked the flow of the game! Nice movement and shooting! Although I suggest reducing the speed of enemy bullets to have time to avoid them and it would be good to see somewhere all the selected effects, or changes in the player's stats (for example, the total speed number, which has become larger). And one more nuance, I didn't quite understand why there is a choice of weapon type at the start, if the most effective in my opinion is the SMG, maybe they need to be blocked and unlocked during the game from worst to best. But overall, the vibe of the game is cool, I love it!!!
Very cool idea! Although, I didn't quite understand why you need to control each finger, it seems that one is enough if you have a pin (it's a powerful tool). I really liked the quality of the rope simulation. In the future, I would like to see other levels with simple operations, for example, cooking? Like how to carefully break an egg and drop it on a frying pan or something like that.
This does make sense, I think you're right about the curses accumulating between levels. However, I would add maybe some tools to edit the loop during the game, maybe as a reward for killing the boss of the level. Of course, within the limits of not breaking the balance of the game. And maybe there should be curses that work a set number of times and then automatically remove themselves from the list, that way I could control some events better (like the spawn of the final boss or a portal to another level)
Thank you very much for your feedback! I agree, there are some balance issues. I think the problem is too much randomness. I have an idea how to develop a system where the player will be given curses in a better sequence. But for now, I'm more interested in whether the concept has the right to life using such loops. I would really like to develop this idea further.
Thanks for playing the game and the feedback! I completely agree, I also noticed some problematic points with the balance. One of the key problems now is the completely random drop of curses. Maybe they should be split into different categories and given to the player gradually. Because now it is easy to ruin the game with the wrong choice based on random :/









I don't know what exactly I'm doing in this game and what it's supposed to lead to, but I got stuck in it for about 40 minutes, just trying to stay on the dragon. It turned out to be an interesting meditative process. Good idea, keep it up!



Very interesting concept! I liked the combination of action and puzzle. I would like to see more levels. I also liked the movement, especially the sliding. Although the game had some bugs, I accidentally flew out of the game level, but it's even more interesting. The art is beautiful, my respect!