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Krabolus

30
Posts
7
Followers
3
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A member registered Mar 19, 2023 · View creator page →

Creator of

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Was really good and enjoyable!

Loved the math aspect and not having to do only one math equation, but it felt as though adding and subtracting was pointless, as multiplying always results in a greater number.

I also felt a bit dissapointed to see no negative numbosses (that you have to add to), and the allowance of impresision to the subtraction (when you do "16 - 24" its equal to 0 and not -8).

Also maybe some upgrades felt redundant, like positive number don't heal and positive numbers deal damage, an upgrade structure would have been better, where one turns into the other.

But overall it was amazing.

Cool and intresting interpretation of the theme.

Was cool but felt sluggish.

The axe cutting had a nice sound effect but I feel as though it wasn't intresting enough for me to do it so many times.

Also would have been nice if the upgrades were order by price, got me grinding for the 50 log upgrade as my second one.

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Was really good.

But it felt at times like there was too much downtime, while on the other hand at times there was too much to do.

Maybe having a system that would work like :
If everything goes well - fuch shit up
If player is doing stuff - relax

Would prevent that moments.

Great game! Really nice and creative spin on the minigame centered games!

Had fun all the way, none of the minigames felt too consuming to overshadow the rest.

Would have been nice if there was an indicator for when a memory is close to slipping, the number's shake is attenction grabbing but nor alarming, a sound or a more intrusive visual cue would have been nice.

Overall great.

Loved it.

I can see it being VERY addictive, if only it had some more juice to its items, like : there being a visible differance between ticking items and useably items, aside from description, stacking items like the cursed axe having some animation play every time they recieve a stack, and  the ancient seed having some animation showing what space it wants to occupy would be nice.

Despite all this, it's absolutely great!

A gem right here

A shame the game doesn't have a fullscreen button, and also the vaults were a fair bit finnicky, not having a visible vault area and not being visibly distinguishable from regular jumps.

Yea, turns out the shader I've used for recoloring and some extra flare was a REALLY expensive shader to run... I've now fixed it, but due to the game jam's voting period I'm unable to release the fix.

If  you'd be inclined to play the game with better performance I'd recommend checking it out after the fix is released.

Sorry for overlooking that.

It was a nice game, but I feel like the drying was too ruthless, also it would have been nice to see the next block coming up, otherwise it feels completly random, other than that it was pleasant.

A very nice game, has its style and feel. Personally I feel like there's too little gameplay but for a first game it's plenty. Also a quick tip, do try to look into godot's project setting's viewport stretch mode, as I guess you've made the game with default settings, making the gameplay area not stretch but expand, leaving gray strips of godot's default background. (This setting can be found: Project -> Project Settings -> Display -> Window -> Stretch -> Mode)

Nice game, the weapon visuals felt nice however movement felt slugish and jittery and enemies felt very spongy. Other weapons were nice.

The game was quite good and enjoyable, though I feel like the mouse controls were very unintuitive, where I'd expect that I'm aiming where my mouse is, I actually aim by using my mouse, it confused me for the first level, also the angle control was a bit too imprecise.

The game was fun, intresting take on "Alice in the Wonderland", although the movement controls felt a bit off, maybe if there had been a better distincion between walkable path and non-walkable path or a point and click movement it would've felt better, but overall the mechanics were solid.

Don't worry, the AI of enemies is something that always takes me a lot longer than anticiapated.

I see that my game lack some explanations, I should have given the player more information.
As for health bar - the player is the health bar, as health is directly represented by how much milk/water is left in the glass.
Sorry for the slow attacks, I thought they seemed to be a fine speed but thanks for your input.
"The extra things" are probably cookies/milk, cookies are put in boxes in an animation and milk is used immediatly.

Thanks for your opinion and I hope you enjoyed your play!

Nice game, aesthetics were well made. The monster or the person walking around the store was rather borind though, they never did anything other than make noises, walk away from me and generally vibe around, it could be improved. 

A nice game, simple and intricete, great visuals and theming, well done.

Thanks ! I knew about the boxes, but I could't figure out a way for them to properlly detect collisions, sorry for that, great that you still had fun!

A great game, very polished, but I found that during a round you can buy upgrades, and if you do you may lose the round, dunno if it's a bug, but overall great!

No problem, glad I could help!

Cool game, sad it's not playable in browser, I also feel like the difficulty is quite low and gameplay loop is quite repetetive. Maybe have the fireballs aim at the inactive frog so more of them spawn facing it?

Well made and fun, I had fun rocking my brain.

Unique and fun, but the posses mechanic's range is badly communicated.

Quite fun and unique, but I couldn't teleport out of the second spike pit, the one where you aim upwards, I always was a bit short.

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Rough around the edges and sometimes inconsistent (Arrows move you and allow you to jump, but wasd doesn't allow you to jump) , having a snap grid I believe would also help with precise placement, but overall a good game.

About the game dropping out when you die, its a feature, as weird as it may seem, as I didn't have enough time to make a proper death screen.

Hey! Thanks for the info, check now, it should be working as intended.