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Khyi

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A member registered Apr 25, 2024 · View creator page →

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Very polished little sokoban game! Importantly it has great tutorialization, onboarding the player gradually and offering hints later on.

Thank you for the detailed comment!

I've already started working on an update that addresses most of these issues. I've slowed down and smoothed out player movement a bit to make landing on platforms easier and force the camera to follow more closely. Also reworked the design of the second and third level to make it a bit more intuitive, especially the spider swinging one. Will upload the new version after the jam.

Very unique concept that clearly fits the theme. I could see myself playing it more with some polish, it's quite satisfying to master early sections of the level and cruise through them as you learn the rest. My one complaint is that the controls on mobile are a bit difficult, varying jump height by holding the jump button makes it much harder than if there was a set jump arc.

Thanks! It was the result of 7 people's hard work so I'm glad you liked it!

Thank you! That was actually one of our inspirations :)

Very creative concept and stacking multiple countdowns with different effects for each has a lot of potential, well done!

The core concept is great, feels a bit like if Superhot was a platformer, but for mobile controls I wish there were some buttons on screen, I could never tell if I was tapping high enough to jump and sometimes accidentally restarted too.

Great exercise in making a game as simple as it possibly can be, while still engaging the player!

Love the cute whimsical artstyle and there's a surprising amount of potential for such a simple concept. For example, the more balloons you have, the more it "costs" to slow down, because they're all counting down, so you're losing more each second. I just think that balloons you haven't picked up yet shouldn't get popped by obstacles, it feels bad to see a 30 get popped by a seagull before I ever got a chance to grab it, and there's nothing I can do to prevent it.

This made my day! Thank you so much, it was so cute! I completed the first map and it was the highlight of my day! 

Unfortunately I could not put it to full screen and the screen was cropped so I could not play the game. :( 

The look and sound is quite similar to a popular card game :) The decision had to be made a bit too quickly in a sense that I could not read and understand both the questions and the answer cards fast enough to answer properly. Maybe if you could read the question before receiving the answer cards and starting the timer it would be a smoother experience. But all in all it was interesting. 

The artwork was pretty cute, I love the pixelart style - it felt like pixel characters came to life on a table. :) Nice for a first try! 

Firefox/Win10. I tried reloading a couple times, but it freezes right here, only the music plays and the spiral arrow bobs up and down.

My game freezes right when I try to start, no response no matter what I press :/

Very stylish game with lots of juice on a simple premise, I especially like the closeup camera of your final shot when the time runs out. Unfortunately it seems too unoptimized to run smoothly in browser (Firefox/Win10) so it lags every time I take my first shot and whenever there are multiple effects on screen, which is a big drawback for such a tight time-based game. 

Adore the artstyle, love how deliberately wonky and tactile everything feels. I wasn't sure about the loudness mechanic, does it speed up the counter? And there wasn't much feedback when dropping items whether it actually slowed down the dragon with "decoy".

I get that, maybe using more symbols could help if you develop it further

I get that, maybe using more symbols could help if you develop it further

The art is really charming, as is the music, and the simple core idea is well executed, a fresh take on endless runners with a bit of humor. That being said, I wish the boost UI wasn't so tiny and off in a far corner, it would be nice to have it somewhere more central (even though there are other cues for the boost which is appreciated) instead of "THERE SHE IS" and "SHE'S GETTING AWAY" being in the very center. I also had a hard time gauging the height of some obstacles, especially the piles of wood, so a lot of times I'd collide with them after jumping because I wasn't high enough to dodge them, until eventually realizing that I have to jump way before I'm near any obstacle.

Very cool game, I can see how it has a lot of potential and the UI is very well put together, but it throws a lot at the player from the very beginning and constantly introduces new characters and abilities, all of which are information and text heavy. I would recommend a much simpler early game, focusing on teaching one mechanic at a time, then gradually build in complexity as the player becomes more familiar.

Not sure who's the bigger villain in this story, Dracula or his assistant :D

Still a better love story than Twilight

Lots of things to like about this one:
A simple premise, that lines up with what people instinctively want to do: climb a tower.
Very pretty artstyle, although the tower itself looked a bit bland, some textures would have helped a lot.
One core mechanic to learn next to otherwise conventional controls, and it ties up the story very nicely.

This game gets an important thing right, which is that as a precision platformer it's not too punishing. The levels have some harder sections, but because restarting is instant and each level is fairly small it's never too frustrating. Well done!

Congrats on your game! Fun game with an intuitive goal, love the halloween-y vibes. I wish some of the controls were more contextual, for example if I'm standing on the ground the dash shouldn't go downwards, but the direction I'm facing. Similarly float could be bound to pressing W while in the air instead of having a separate button for it.

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What's the point of the 1-6 sudoku? Looks like it accepts multiples of the same number in a row?

Thanks for playing anyways!

It is our mission to accelerate your revenue acquisition! We are committed to bringing you more Stonks than any of our competitors!

Thank you!

Love the grappling hook-type mechanic and the whole presentation! Reminds me of Webbed, one of my favorite cozy games. My only criticism is that there wasn't that much spinning, mostly swinging, but it was fun.

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Fun take on the theme, using unusual periphery for a unicycle which is awkward to control in real life is a great idea, although different mousewheels can be quite different from each other.

Could benefit from some coyote time, but impressive for a first game!

An unironically heavy and serious game with a very cool core mechanic. Love the way you only have indirect control over your character and how it's all about conversations. I didn't entirely understand how to win though, I didn't lose any hearts and yet she still left.

It was really cute, love the art, works well! :D

At first I thought that the sticky keys activated on windows because of the sound cue when the man woke up. But other than that it was pretty neat. ^_^

Extremely serious premise with equally serious presentation. I feel like there's a lot of potential here, but the wobble is way too much, I couldn't play longer than a few minutes.

Extremely serious premise with equally serious presentation. I feel like there's a lot of potential here, but the wobble is way too much, I couldn't play longer than a few minutes.

Thank you! The semi-randomness of the arrow it is intentional, but I also lowered the target scores because of it, so I hope it's not too frustrating!

Stonks indeed.

Thank you, I was committed to exceeding the KPIs defined in the SLA and am happy to hear that I could successfully capture the generated value.

Neat concept, good take on the "spin the level" type games. I wasn't sure why you could only place portals next to specific walls.