Wonderful game with innovative boat controls and a lot of "game feel". I put a hat on the cat.
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I'm loving this game so much. Sometimes hard games can be frustrating for me, but this hits just the right balance. It feels super satisfying when I put in the work and overcome the challenges. The world design, mechanics, and secrets are amazing. I'm ten hours in (at the catacombs) and can't wait to play more. I'm going Bobo mode...
I'm really enjoying the game so far, it is impressive how much you are able to accomplish without even a jump mechanic. I got stuck for a while on the frog boss. I got the "extra life", but got hit before the save point right before the boss, so I only had one life to fight the boss with (which made him really tough). Maybe I should have gotten hit again before saving so I could make it back to the boss with full lives, but I didn't know to do that at the time, and I didn't see any way to do that after I had saved. Maybe there is a hidden reason for this behavior that I don't know yet, but I would have liked it if you got full lives when saving at a checkpoint, or at least when respawning.
Very tricky and well-designed puzzles! Minor quality-of-life feature that would help a lot: allowing you to restart even when you haven't lost. Major feature that might make the game too easy: allowing undoes, since having to make ~100 correct moves in a row is pretty tough!
Did not understand how the inventory worked or why my shots sometimes took a long time to reload. Some explainer text would be very helpful. "Punching" the enemies with my projectiles felt pretty nice though.
Wow, very difficult but very satisfying! It was hard to wrap my head around the 3 separate modes of control and switch between them on the fly, but successfully beating those last couple screens felt like a real accomplishment.
Really fun game with great vibes. I loved exploring the world, and how areas were "naturally" gated with fuel upgrades. The final boss was kind of frustrating (took me maybe 15 attempts while every other boss took 1-3 tries) but I got it eventually. Having no other enemies besides the bosses was a neat choice, it makes the world feel kinda lonely (but in a good way). Would definitely recommend overall.
This has a crazy amount of content and polish for a week-long jam game. I got to the point where the rabbit guy killed me and didn't see any way to avoid that... I guess that's the end? There were some points where stuff was unclear (it seemed like a couple things just required a bunch of waiting, like the girl appearing when you can't find the door code) but great game overall.
It seemed like the placeable spells were all single-use, which made them inconvenient to use (since you have to press 3 different buttons to place them, and they don't do anything the melee attack doesn't). Cool looking graphics though.
Solid platformer. I'd love to play more levels of this. The grab mechanic was a little tricky since it didn't happen automatically (maybe it would have been nice if I could do that with my right hand, so I don't have to move my finger to E so fast) but I got the hang of it. Having a limited number of checkpoints is also a great idea for a mechanic, even though the game was short enough that I didn't really have to rely on it.
Really nice game. "Spend health for more damage/range" is a great implementation of the sacrifice theme. The leaderboard was cool too (and not just because I apparently got the world high score, I don't know how that happened, I played pretty normally...) I experienced some really loud clicking sounds when the screen got really distorted near the end.
Fun game. I loved the sounds the "decorations" made. I wish the "you have to scare people right in front of the decorations to kill them, otherwise they just get faster" mechanic was made clearer- they flash white either way, so I assumed they just took a lot of hits to kill, and I only figured out how it really works when I read your comment here. Timing and weighing the risk/reward became really fun once I realized that.
Rock-paper-scissors was an interesting choice for the main mechanic of this game. I'm curious how the enemy AI worked, since there's not a lot of "strategy" either player can use, but it seems to notice and counter when I repeat one option many times. Eventually I just replayed and picked randomly until I won. The UI was quite nice and I liked the updates on the game.
The game seems broken for me... I go through the first dialogue, then walk right a few screens, then at the end of the hallway there's a blank dialogue box and when I click the game freezes with a bunch of errors. Also the game player is extremely small, which makes the text hard to read (and when I fullscreen the dialog background doesn't resize, so I still can't read it very easily). Am I missing something or did the game break somehow?
Fun game with great graphics and a lot of polish. I wasn't sure how exactly the sacrifices worked- sometimes my firing rate would get faster and sometimes it would get slower, and it seemed to take me about the same time to kill an enemy regardless. Also, very minor but it would be nice to show the run's score on the game over screen.
Great game with some solid puzzles! They're very execution-heavy, depending a lot on timing and precision placement, which could be a little frustrating when I already knew the solution and just needed to do it right. Snapping the trap to the tile grid might be helpful, so that it doesn't matter so much where exactly you place it relative to the buttons. Overall the mechanic was very creative (and made sense from a story perspective), and you explored it very well.
Nice game with great writing! Having to walk back and forth across the map got a little key-mashy, though that's more to do with Bitsy than any fault of yours. It took me a little bit to find the broken fence but I figured it out eventually. Good meaningful choices for the different endings.
Cute FPS with pretty good level design. I liked how the different enemies had different attacks, and the sacrifice mechanic was very good. Agree with the other commenter that checkpoints would have been nice, since the later levels get quite tough.
Interesting game with lots of options for combat. It wasn't really necessary to engage with the systems much though- the small enemies are easy to avoid/kill normally, and the big guy's attacks can consistently be dodged or just tanked (if you have full health by the second phase). Ideally the game would encourage you to use the different attacks through the enemies and level design, where there are different situations that each attack is suited to. I think there's a lot of potential here.
Had to restart quite a few times after falling off various parts of the level, and not sure why I wasn't allowed to move at the end when the monster approached, but the puzzles were pretty good and required exploration in a satisfying way.
Managed to get here through heavy abuse of some movement tech... is this the end? There are quite a few bugs (the multiple dialogs lingering and glitchy movement around walls/corners are the most impactful), but I like the movement abilities. The backwards dash combined with not being able to turn around in midair led to some fun scenarios, and the level design explored them pretty well. Eventually I figured out that you could jump in midair at a certain point in your super jump to get a big boost, which seemed unintended, but also seemed required to progress?
Interesting point-and-click style game. Some thoughts:
- The puzzles didn't require much thinking, you just do what it tells you in the book... some more stuff to figure out would have been nice.
- I don't understand the plot significance of the "unlock the door" ending. You just leave without completing the ritual, I guess? I thought it would be a step to completing the ritual, but it just exits the game.
- If the beast comes on the nineteenth year after the last successful ritual, I wouldn't describe that as "every nineteen years", especially if they're trying the ritual every fifteen years. That wording confused me.
- I appreciated that the art for the ritual reflected your progress even in the "stepped back" view and it wasn't just a static image. Often point-and-click games don't show your progress in other views like that, so I liked that attention to detail.
Really impressive game with good meaningful decisions about when to sacrifice yourself. I didn't figure out how to get any of the other guns or what the money was used for, maybe I missed something in the level or maybe I just didn't survive long enough.
Cute little WarioWare-style game. Some controls would definitely be helpful, although I did manage to figure everything out eventually. It was satisfying when I was able to successfully evade the enemies in the last section by figuring out their movement patterns.