Really engaging incremental game!
lilac_andromeda
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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
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.
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 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
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!
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.




I think I broke it