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lilac_andromeda

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A member registered Jun 25, 2019 · View creator page →

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Really engaging incremental game!

heheheheh silly pun on the name :) (in all seriousness, cute puzzle game that has some pretty tricky levels!)

Love the gameplay loop, just wish there was a bit more time given for each paper. I ended up having to start picking quasi-randomly just to get it submitted before the paper auto-discarded

ohhhhhh this is really good! I’m just glad I was able to save the girl tbh tbh

Thanks! I’m not a great artist so glad to hear you enjoyed my MS Paint doodles!

I had the cards fall on the clock to try to add some visual interest so you weren’t just looking at a big yellow circle the whole game, but I do see how it could clutter visibility too much later on. Maybe if i have cards show up in the background behind the clock in future I could get the best of both worlds

Yeah, I think I have a bad tendency to have systems that are difficult to understand at first, problem that comes with making the game so a lot feels more intuitive to me than it really is

I wanted to add art to all the cards, but ended up running out of time before I got around to it (and some of the cards may have had too much text on them to allow for art that takes up half the space available given the current text setup)

Thanks! I tried to go for a distinct style for the art and music, albeit with my limited skills in both areas

I do think I could have had a bit more of a tutorial on what was going on, I was aiming for a lot of big silly combos ala balatro, but may have done a bit too much too quickly for players to really get a grasp of things before the silly combos start :/

I’m a sucker for any game with wall running in it

Definitely a fun idea, shame the other levels didn’t make it in because I could see a lot of ways to add interesting twists to more difficult levels

absolutely incredible art style and vibes to the whole thing!

A lot of fun piloting the mech, I could see this being an absolute blast with co-op added in the future

Timestop mechanic took some getting used to, and I think it would have been more useful if you got the shuriken back when you hit it for the timestop rather than it bouncing away (though maybe just a skill issue on my party) Fun concept, reminds me of a very minimal version of Ghostrunner

With how many times I crashed on the way I’m surprised I made it to the goal in time :/ (entertaining short game, story after you finish was a lot of fun)

I love just how much variety and creativity you managed to get out of a simple concept and one button. Definitely feels good to be reminded to take things slow after how much work had to be put in during the jam

Very fun feel to it, takes a lot more thought than what it seems like at first

oh this was really cute! Love how much character you were able to fit into the characters in such a short time!

I absolutely love the presentation of this game! The visuals and audio are excellent. The basic movement feels very fluid and smooth, aside from the wall jump which can be a bit finnicky.

I think the wall drawing mechanic is overall pretty good, though some sort of indicator on screen when a wall is being drawn/able to be placed would be helpful, it can be a bit hard to judge in first person.

A bit more of a tutorial on how to complete a level would be nice, the first level does not specify you have to run to the start and then back to the end while holding the rope to finish the level. I also think the timing on how long a wall stays active could be increased slightly, at least at first. Some of the timings felt pretty tight.

I think this has the potential to be a very fun fast paced speedrunning kind of game.

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I absolutely love the presentation of this game! The visuals and audio are excellent. The basic movement feels very fluid and smooth, aside from the wall jump which can be a bit finnicky.

I think the wall drawing mechanic is overall pretty good, though some sort of indicator on screen when a wall is being drawn/able to be placed would be helpful, it can be a bit hard to judge in first person.

A bit more of a tutorial on how to complete a level would be nice, the first level does not specify you have to run to the start and then back to the end while holding the rope to finish the level. I also think the timing on how long a wall stays active could be increased slightly, at least at first. Some of the timings felt pretty tight. It was also a bit frustrating how some of the mobile enemies would by default walk into the corners of a platform, which made drawing the loops a bit more tedious.

I think this has the potential to be a very fun fast paced speedrunning kind of game.

I think part of the review got cut off here

I think the battles themselves are very fun, but the loot could use some work. It feels like there is too much given out after each battle to the point that it’s a bit overwhelming. It also does not help that it is hard to tell the difference between all of the different weapon types.

I think giving out less loot after each battle, but having that loot be more unique in its function would improve the progression a lot. Maybe some of the weapons deal more damage, while others deal less damage but have helpful secondary effects. It could also help to have more info on each item when you hover over it (something to the effect of deals x damage rather than just saying deals a small amount of damage).

The visuals and sound design are both very good where they are at, though as some people have mentioned, simplifying the UI some wouldn’t hurt, there’s a lot on the screen at the same time, especially in the inventory screen.

I do really like the deckbuilding aspect to it and think with some more polish in how loot is handled this could become something very good.

I think the idea is very fun, and some of the solutions I figured out for puzzles felt very rewarding. I do think however that the platforming can be a bit too precise in how you have to execute it, which often takes away from the feeling of discovery with solving the puzzle. I found several times where I figured out the solution, and simply could not get the platforming to work like I intended it to, which took away from the satisfaction of solving the puzzle in the first place.

I do think that the core is there, the idea of using past selves with rotating gravity to help future loops is a really neat puzzle to work around, I think the game just needs to focus more on either the platforming or the puzzle element, right now it is a weird mix that fits between the two in a way that takes away from some of the satisfaction of both.

Thanks for the feedback!

I do intend to add more of a way to preview the actions before going into a level at some point, likely along with a full on tutorial.

You’re correct that the blast was meant to be a shorter range thing, I was worried it would be too close range and not be useful and I think I just overcorrected a bit there. As for balance, I’m experimenting with an energy system to limit how many actions you can take, and my intent is that the blast action would take more, necessitating fewer shots with it than the burst.

Once I get the gameplay more polished I intend to do a more thorough revamp of the visuals and audio, I’ve just been putting those off because those are not really my areas of expertise

Yeah, I’d like to add some sort of more in depth planning mode, maybe just a button to preview it in an empty level before going out into the actual level. Some more clarity on enemy vs player bullet is also a good idea.

As for the bug you found, that’s a good catch, I’ll be uploading a fix for that whenever I make the next update

I think I broke it

I couldn’t quite figure out what the patterns did, but it’s a pretty solid base for a balatro-style roguelike!

It’s a solid puzzle game

It can be a bit finnicky at times to get the sliders just right, but it’s still fun to mess around with!

Fun small arcade game! I think the only real issue I had is that the sound of rotating the black hole was a touch loud when compared to the other sounds, especially since it’s playing most of the time.

Really good, especially for your first game jam! Some of the controls are a bit awkward at times (climbing and wall jumping in particular), but it’s still a pretty satisfying platformer

Idea is fun but having some easier levels to get to know the mechanics first would have been nice. I wasn’t able to get very far in either level.

I also think a bit more telegraphing of where things are going to be would be nice, there are several obstacles that are larger than where the red telegraphing was or hit a slightly different area, which made it more difficult to avoid everything.

It’s fun but there’s definitely some polish that it could use. I found it best to just hold down the direction keys so that I didn’t have to worry about actually being on beat. I got a bit stuck in the area with the two switches blocking the door, the switch was pulled but the first box was still blocking my way.

I definitely think with some more polish it could be a very fun puzzle-y sort of rhythm game!

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Simple concept but the music and art make it pretty fun!

fun little puzzle game!

Fun idle game! I like the feeling of interacting with it in a tangible space, makes a lot of the progress feel more concrete than in a lot of other incremental games.

Thanks! I’m definitely still working to polish it and add more content (to be updated after the voting period ends), but I think the basic premise has a lot of promise.

You should be able to use the A and D (or left+right arrow keys) to move back and forth on the loop and place multiple attacks, they just take up more than one slot on the bar. I am also working to address the issue of offscreen attacks, there are issues going both ways of enemies killing you from offscreen and the player being able to kill enemies before even seeing where they are.

Edit: I did more testing on my end and it turns out the build I submitted for the game jam had entirely turned off any i frames for dodging. Not sure how that happened but oops

I agree with that, I intend to add in some sort of mini map or other way to locate remaining enemies with future updates, as well as smoothing out the look ahead camera.