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Mark1929

581
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A member registered Jan 02, 2020 · View creator page →

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The game concept is interesting, but it looks like there is a bug when you enter the library. The character got stuck in a wall tile.

There doesn't seem to be a way to get past the gate after you take down the second group of enemies (one ranged, one melee), and the dev commentary isn't very interesting or fun.

Hello, I really like the 8 More Lives Itch.io demo, but I have some questions.

Is there a reason why the itch.io demo page requires a password now?

Also, I really like the heretics company origin, but the large golem has a big movement bug. Depending on the map terrain, the game lags and the golem will move erratically from one square to the next, provoking attacks from enemy units.

Some self-proclaimed pundits are quite odd, indeed.

It's a very fun concept, and the implementation of the four endings was nice.

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It's a fun game. Though, the game and the instructions doesn't really inform you that you need to collect the yellow barrels to charge up the player's weapon, and it looks like the green mines don't do anything.

Short, but it's a very fun game. I'd love to see an expanded game with more weapon options.

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The life of a day trader is quite the spectacle.

Spicy, but cute and expressive indeed.

Short, but an interesting concept.

It's a fun concept, but given that health isn't restored after a battle, it's easy to end up in an unwinnable situation.

It's a fun game for the genre. Some music would have been nice.

It's a very fun concept with great gameplay and music and atmosphere. A downloadable version would be great.

The concept is interesting, though it's weird how so many creators beg for Steam wishlists with the ALL CAPS thing.

Looks like selecting the landing target with F helped with the issue. 

The game controls manual did clear things up, but I feel like it's the sort of thing that's easy to miss if you play the mission without reading the manual first. Perhaps a later version of the mission could incorporate a small in-game popup to select the runway target with F?

Q/E or Right arrow/Left arrow: Rudder
Both rudder buttons at the same time: Level craft/Activate landing gear

I can use Q and E to level the craft, but it doesn't look like there is a way to land the craft when you finish the mission by siding with the pirates.

It's a decent visual novel, if a bit short and nearly identical to the events of the first visual novel in the original PA series.

Sequels to this visual novel would be interesting.

The gameplay was so-so, but the story was interesting. Looks like the ending cutscene loops itself when you press space at the end.

It's an interesting concept. I think it would benefit from an automatic end turn option for when you use up all of your energy points for the turn.

It's interesting, though it's not clear what the player is meant to do when the big crystal goes dark.

Feels like the game could have used some more polish, given how easy it is to get stuck.


It's interesting, though I could only make the ball move forwards and backwards, no movement to the left or right. No way to control the camera.

Is there a particular reason why you didn't implement computer controls for a computer game?

The opening 'sound' humming stuff wasn't great, either.

It's a very fun concept, but it can be difficult to handle a trio of enemy mechs if you run out of missiles. Shields don't seem to help much.

It's a fun concept.

It's a very fun mech action game. Felt pretty balanced in terms of difficulty, aside from the earlier bosses feeling spongier than the later bosses.

The AI on the lower difficulties isn't too advanced, so you can get by with strafe jumping, firing the gun and the missiles and using the dash for offense or defense as needed.

Train boss was fun, as was the final boss. Seemed like they were less spongy than the earlier bosses, and no enemy minions made it easy to focus the gun, the missiles and the assault dash on them.

It'd be fun to see a later version with customizable mech loadouts for parts and weapons like in Armored Core, but this game is solid as it is.

The concept is novel, though the rhythm aspect makes it difficult to actually perform attacks.

The game runs well, but is there a way to move the camera?

Honestly, the actual Katamari series was more interesting and inspired than... this thing.

Though, it makes sense that so many itch.io creators make a brand by just yammering about whatever pop culture thing comes to mind.

Creativity requires vision and effort.

It's a fun dungeon crawler. I found that the most effective strategy was to break pots for health and mana items, and run past most foes to get to the bosses and boss floors because your party members don't level up after combat.

It's a short but fun game.

It's interesting, but given that the enemies erratically rush around like monkeys on sugar, it's difficult to hit them with the default weapons.

It's  a fun demo, though it's difficult to strafe most of the enemy fire.

It's a fun demo. The claymore has a lot of range, which is nice.

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The concept is fun. Level 1 seems to have poor framerate, but Level 2 runs well. The auto aiming feature is helpful, especially for the bazookas.

It's short, but the two bosses were fun to fight.

Never got to play Katmari Damacy before, this fan game was short but fun. I'd like to see more of this in the future.

Never really saw the appeal of 'reigns' games where you're allegedly meant to rely on trial and error until you unlock the magic sequence of correct choices.

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The downloadable version of the game doesn't seem to work properly, the first level doesn't spawn tutorial dialouge or let me drag items.

The browser version works well, but it looks like my puzzle completion star status wasn't saved when I closed the browser.

I like the art style and what worldbuilding can be seen from the dialogues.

Balancing size and weight is a good puzzle mechanic.