Very nice idea! it took me a while get learn to move fast enough to solve the puzzles. id love more complex, but maybe slower levels.
logicalyarn
Creator of
Recent community posts
As other have said, controls feel a bit odd, and i never quite got a full grasp of them. i think perhaps the player should be a bit smaller, or maybe the screen a bit wider, that way i had i better idea of where i was supposed to go in a level. The highs are high though, and when it clicks and you gain a lot of speed and hit the combo just right it feels amazing. Great concept!
Hello, rival car wash. We finally meet. For real though, this is very well polished. it took me some time to figure everything out in the beginning(i didn't see the arrows on the sides to show other sides of the cars, i thought the game froze when i cleaned the front of the car. ) it is simple, and yet compelling with the two simple games in one. Great job!
This a beautiful game with an amazing soundtrack. However, this was a little too difficult for me, maybe i'm just a wimp. it took me about 10 deaths to realize i only ever had two bullets, so i can't afford to ever miss, Another 10 deaths learn how to stand directly on the slippery blood while maximizing speed between puddles, and another 10 to finally kill the first four people and get my bearings and attempt to get into the southern room. and after 20 or so more deaths i gave up. i never got any further than that, which is a shame. The focus mechanic seemed almost mandatory for me the whole game up to that point, and even with it i was never fast enough to hit who i needed to in time to not get touched, or die from lack of blood, or run out of ammo. the amount of time i lived made it difficult to learn the basic mechanics, There is a type of gamer this is made for, and i think they will like it a lot. i also think that there are a lot of great ideas here. the difficulty curve just feels a bit like a brick wall. While this review may sound critical, i have giving full marks on presentation and theme. It is a very polished experience and promising concept. The soundtrack and slickness it what caused me to keep pushing as far as i did. Amazing work!
I think this game has the potential to go far even in a genera that is very competitive. The controls are a bit counter-intuitive to me, and the timing was awkward to me as well. This is a game that i could devote hours to, and i can tell there is depth i haven't even reached even after 50 or so deaths. Certainly one i will keep coming back to!
I'm usually not into this type of game, but the upgrades and stones add a lot to it. Unfortunately, i am still terrible at it! Not knowing where the stones were to plan ahead for them was a bit annoying. Also, i encountered a bug where if i restarted the game from a game over screen, i would restart with my upgrades, and the next time i would normally hit a game over screen, it would just freeze on me, meaning i had to refresh the page each time i wanted to actually restart. I think this game could maybe use some some polish, like a minimap and some bug tweaks, but the concept is solid! Also, while it may defeat the purpose, i had assumed that, as a wizard, i would get things like, spells that could cause the puck to stop, or move it slightly to the left, which would be very satisfying. the upgrade concept is nice too though!
Lots of great ideas here! ~~I don't think i ever got the Buck mechanic~~ i actually did as i went back to check the game again while typing this. the game says to press, but it really only works if you HOLD. wow, that would have changed the way i played completely. i was playing so slow . it felt like nothing was happening when i pressed the button. the gun mechanics and upgrades were great however. the ragdolls were a great addition too. i think i would have liked some gravity on the ragdolls, because i would sometimes lose track of who i did or didn't shoot, and they would just maintain their posture indefinitely. i think i'd also like more visual reminders than i am a deer. i kept forgetting during the game, and it is such a nice theme. maybe some antlers or something in the gui. EDIT; i also wanted to say, this was one of the more simple, but also, very memorable musical tracks. nice work on that.
that dialogue repeated often actually, and before all dialogue was exhausted. sometimes there would be new dialogue, and then that one would pop up again. i think it came up around 5 or so times for me. the yellow island beat me two or three times in a row even though i outnumbered them each time. my last battle of the game was against them, and if i had lost i would have lost the last of my army, but thankfully, i won despite being outnumbered. it was rather dramatic.
Very impressive amount of assets for one person. I will say, i don't think i ever got the mechanics. I tried to be a good king. but after pigeons kept asking me for 1000 gold over and over again, i just had to start killing things. winning battles seemed to be random, but i eventually won, i would have liked the ability to skip more of the day to day text. the volume music and art was very impressive.
Great style, i got Persona 5 vibes, especially out of the music. i did get a game breaking bug just past the level with the portals that may be isolated to the web version. i would have liked more than one frame from the animations, but i understand that needs must. i think this kind of game would have also greatly benefited from a single paragraph, or even just a sentence at the beginning for a plot, because this world seems so interesting at i would like to learn more about it.
Nice concept! i had fun plying it. It was a bit buggy, and i was unable to finish because the game froze as i approached the top. i think you also could have made the charge jump the same button as jump, and the slide being "down" to further simplify the design. it total, it was a very nice and original concept with great music and art direction. good job!
very high polish, this is one of my favorites of this jam. i was unable to finish it however. when you mess up the timing it is hard to get back into sync, meaning the rythum no longer lines up with the game, or at least, that is what it felt like. i'm also not certain if some of the "Speed up" pieces align neatly since i would often have to time my way though them rather then feel the rhythm. though, this is likely just a skill issue, if expanded upon, i woudl like a method of recovering the rythum. Then again, maybe that is part of the point. Still going to be thinking about this one for a while though.

