Very juicy and satisfying to play
LitlOctopus
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This is a seriously cool game. The game loop was so stressful in a good way, almost gave me fnaf gameloop vibes in the sense that you have to put your focus on different things to make sure you don't die. I really freaking enjoyed this, the anxiety inducing sounds and entities trying to get to you and the timer and how it got harder as time went on. I can see how without a proper introduction it could be overwhelming or confusing to know what to do but I think you paced the intro super well, so much so that as soon as I started thinking "why don't I just stay on the triangle and spam click the spinning portal?" you introduced a new thing to focus on. The art direction is awesome too. I don't have much more to say, this was an absolute treat to play, 5/5
I really enjoyed this, it really scratched a dungeon itch I had and I LOVE the text based focus in it, I think text storytelling with minimal visuals is a super underrated and fun game experience. I would only say that I would really find it more approachable if the spinning wheel showed what the results actually were since I don't know what I can spin idk if I should spin or not. Other than that really great vibes and cool game, I think you can expand it a lot more, good work!
it took me like 4 spins to finally get it and when I did it just clicked and I cleared it on spin, probably pretty lucky but it was really satisfying seeing it play out. The visuals, sounds and style is so polished and awesome looking. If I had to add any constructive feedback, two things stood out to me, I never actually pressed or used the pause/fast forward buttons because I didn't know it was for the game mode only so when it didn't respond before I spun or before I played I kinda wrote it off and forgot about it during the actual run. Second thing is more of just an observation and that it's I kinda wish there was more active gameplay because once I got a good spin and placement it just played itself to the end (which was satisfying to watch) but I wish there was more interactivity with the game, unless this is the intended experience which I can also understand but I did find myself craving to do more. Awesome job!
ok I've said this about another game in the jam but I usually don't expect much from these change gravity games but this one was pretty cool, I really loved the visuals and what struck me the most was that most of the gravity games I've played like let you spam change gravity but here the cooldown really made it feel more like a puzzle game than a platformer which is what most of these kinds of games end up feeling like. I think you've made some really good game design choices with this one
I was confused at the start why my score wasn't going up when I shot someone singing a bad note but after reading the page description I realized that I have to right click on the perfect notes too which I didn't realize they were. Once I got that done it felt super satisfying to play. I love the sounds, honestly everything from the notes to the gunshot it all felt very satisfying and it was easy to get into a rhythm just listening to the music, nice one!
This one is probably my fav I've played so far: https://wanderingmillergames.itch.io/plan-it-arium
My one is: https://litloctopus.itch.io/return-on-luck
I had to get a lot of hints to get it, I'm gonna blame that though on the fact that it was late when I played it XD, I loved the concept though and the puzzles were very interesting and felt really good once I figured them out (even if I did get help). Really cool game, I also can't understate how much I love the art and the designs for each potion you make. I also think it's a really unique concept and implementation of the theme, well done!
Honestly, the only issues I have with the game are quality of life things, such as text/UI, feedback, information (like how often I can dodge/how much damage I do)... The game itself is very fun, I love the StS like progression system, always a winner, love the roguelite building of your layout, I didn't expect real time action as the gameplay since you don't usually see that with this type of branching progression which felt pretty fresh. I think you did a really good job and there's room to grow this, and by this I mean not just adding more bullet types but I think there's more depth to be explored, whether it comes from movement, progression or something else.
One small thing, I don't know if it's just me but during the boss fight when they shoot a bunch of projectiles it made my game lag.
Ok so i did read it and while it did work i do feel like that put me on a more guided way to play the game so it was kinda straight forward and not much thinking. but damn I did enjoy myself, I should've not read and just tried, a challenge and getting it would've been great. I'm trying to place the genre of the game to be able to give feedback but I don't really know where it falls into or what the game is trying to be, because tuning and pacing would be different based on what you're trying to achieve. I think there's something here though, I did enjoy myself
I try to convince myself I don't like idle/incremental (decremental in this case I guess) but damn I play them through to the end every time, solid game with nice visuals and lore, I think the lore really elevates it. I do think some quality of life changes could really make it even better like more dynamic visuals, the right answer in the questions on the left... Great job!
I think the awesomeness of the art and audio and everything is apparent. I saw this game's dev progress in the discord and everytime I saw new art I knew it would end up being a stunning game. It was a nice game to play, I do wish the gameplay/loop had more depth however, I like how the space level (stunning btw) kind of switched things up but I think adding some mechanics would really make this a 10/10 game, good job!
this felt like one of those mobile games I'd play on my phone for hours in like 2012, in the best way possible. Really got an addictive game loop. Once I got used to the movement a bit (not fully, never fully) it was more enjoyable. One thing I would say is maybe the procedural generation could use a bit more work as sometimes I feel like I would just get an unavoidable obstacle and that didn't feel great.
At the start I didn't get it (because I didn't read the instructions) and I was very thrown off by audio cues, even when I did understand it, at which point it became pretty fun and strategic, the audio cues sounded like they should be something else, like it was a bit hard to follow what happens outside of my turn. Good game though, fun to play!
Pretty funny and charming game with a lot of personality, I found it quite hard though, I think other people have said trying to shake off enemies is really tough, once they're on top of me (which happens pretty easily) I'm kinda powerless to escape them especially in such narrow walkspaces. The concept is cool and I think some juice and small tweaks would really elevate it
Man RNG has not been kind to me, I roll x1 so much its crazy. Also I didn't really know what the slider on the side did and only found out reading other comments but once I started using that I could actually get past the first target. I also agree that some upgrades feel too expensive, maybe my RNG was just terrible but I really couldn't progress much in 15 mins of playing. I can see the vision though, good job on the game, when I did land a good multiplier it was very satisfying.
I thought it was going to be just a vampire survivors like game but the fishing and cooking mechanics were really interesting and added a llot of depth and got me playing longer than I anticipated, nice work! One thing though, the UI in fullscreen is really small and doesn't scale up so I had to squint to read most things.
Yay another person who made a similar game! Nice concept, I like the progression system you have but I do think it could be more random, like if you choose a track you can rarely change to a different one and you're forced to stay on one. I would love more info during battle like how much damage/shield I will do/have and the enemy because I'm hitting blind basically and it doesn't let me strategize what I should hold or not. Good idea tho, some Quality of Life changes would really elevate the experience I think!
Like it got frozen halfway which seemed confusing, if it got frozen only at the bottom it would be more readable but not entirely, you'd probably need to make it look broken and darker, but then again, if it's the only mini game that expires and you can't fix then people wouldn't expect that. Anyway yeah, really cool game, playing it on my phone I thought it would be really cool for a phone game tbh, the whole clicking around the screen and stuff felt a lot better on my phone than computer, just a thought :D great job!
Wow thanks for releasing some fixes, first I will say that the text bubbles do help, I learned what I should do from them that I didn't know when I played it first. I dont know if this is just a me thing, but I've tried playing it now on 2 different laptops and my phone but sometimes the two knobs, the one where you need to lift the right one to match the left, I just can't move it, it'll go down and I try clicking/dragging on it from every possible angle but it just doesn't move. That being said, this time was a lot more enjoyable and I could appreciate the charm of the game even more, I'll update my ratings, good job guys!
I really really really enjoy this game, it might be my fav I've played so far. The idea is so good and it feels so good to play, I had to pull myself away from endless because it's just really fun to play. From the artstyle to game loop it's all really good, I think you can make this into something legit.


