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MaximKolesnikov

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A member registered Dec 11, 2023 · View creator page →

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The gameplay is great, you can get the hang of it in a second; everything is immediately clear, including the goal, progression, and so on. The difficulty is close to ideal for a Florence-like game.

The 3D figures on the oscilloscope are funny; I even wanted to know how they were written in formulas.

The star movement patterns weren’t particularly hard to follow. There was almost always the option to jump to another star, and you were more likely to choose which one to jump to at a certain point and where to start. On the star that moved in steps, I slightly wanted to repeat myself, but the radius allowed for fairly uniform movement.

The polishing is amazing, of course, beautiful and tactilely rich. I’m once again convinced that details and their polish make all the difference. New objects appear all around in a cool, unobtrusive way.

The narrative, the music, the art, everything is awesome.

And the very addictive effect at the end; it took me longer to get back and forth than the last two levels.

I apologize for breaking the D vibe

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ABSOLUTE CINEMA

The gameplay was a bit unclear
In the first battle, they only mentioned the LMB, but only after reading the comments did I understand about the shield
And at first, it wasn’t clear at all that we were playing as one unit, or where to click; there was some confusion

Otherwise, everything was great
The landscapes are incredible
And the ending, the ending, well, you know

ah, well, in general the idea was considered after some time spent studying the game

It wasn’t for nothing that I spent years learning to navigate windows; it came in handy somewhere, though it’s a shame the game isn’t dual-monitor.

Gameplay-wise, everything is great, the clicker is absolutely fantastic. Visually, everything is nice, though I turned off the effects halfway through the game.

It felt a bit lacking in finality.. I think the goal is to last a week, but as an honest player, I skimmed almost all the text (and my English is lousy) and somehow didn’t feel like I was making any progress. My point is, if UI had n/7 somewhere, it might have been more visual.

I liked the gradual introduction and the normal onboarding; judging by the screenshots, I was afraid it would be stuffy, but it turned out to be fine.

The unit window and training seemed like they could have been combined.

The unit bars are quite tall, which made it difficult to keep track of who you had and what they were doing when there were a lot of them. It would be cool to see them all with infographics.

And it’s hard to hit the crosses.

I tried to farm some money, then I went down to zero. I didn’t immediately understand how the economy works; it seems like it all went to taxes.

Then I realized I shouldn’t hire thoughtlessly, and things started to improve.

Where can I cash out?

I’ve played through it a few times, but I don’t really understand how to do it, to be honest.

At first, they just kept piling on me while I was watching. Then I started defending (I didn’t notice much of a difference between defending and countering), and much later, I noticed you can attack. But it’s not entirely clear when it’s best to do that. Is there a timer specifically?

So, I somehow came to the conclusion that you just need to spam like crazy, and you can do it either through attack or defense, the main thing is to be quick. And you can basically use the starting guys + a knight.

Also, sometimes the click doesn’t seem to go across the board, or it just seems that way. I think the drag drop would be more visual here.

Overall, the game has a fun vibe and nice graphics with funny characters.

:D

The atmosphere is incredible

The gameplay was engaging, the randomness was controlled enough to avoid complaining

The difficulty is generally okay, but it could be a bit more challenging. I managed to complete it without losing, but I only enjoyed it. Fans of the genre might want a bigger challenge

The items have interesting effects, and there’s plenty of room for tactical exploration

There were some cool, tense sounds at the end. I didn’t understand what event they were related to, but it was tense

The dudes are stylish, and overall, it looks and plays like the next game from Critical Reflex

Thanks a lot <3

Nice game!

All the elements provide good feedback, everything is tactile and creates a good gamefeel. It’s immediately clear what to do, the goal is clear.

A challenge was a bit lacking. Although perhaps it’s not needed in an incremental game. But then you could add a slightly more frantic growth of resources and numbers. Or maybe some additional tasks to make it less boring.

The art is very stylish. Together with the sounds, it makes for a solid, good project.

A great, solid game!

Excellent telegraphy, everything is super clear, quite tactile/responsive, etc.

Clear goals and progression

Archers are imbalanced) Overall, it’s a pleasure to take down, but maybe if their shot only dealt 0.5 HP, it would be more challenging.

The chess vibe is palpable, but I’d maybe add a few extra touches to make it more distinct and feel fresh. Although, I don’t know, maybe that’s what you wanted. Well, the archer is actually pretty cool in that way.

A good, full-fledged project by all accounts, with a good level of polish. I think it could be turned into a mobile game.

A great, solid game!

Excellent telegraphy, everything is super clear, quite tactile/responsive, etc.

Clear goals and progression

Archers are imbalanced) Overall, it’s a pleasure to take down, but maybe if their shot only dealt 0.5 HP, it would be more challenging.

The chess vibe is palpable, but I’d maybe add a few extra touches to make it more distinct and feel fresh. Although, I don’t know, maybe that’s what you wanted. Well, the archer is actually pretty cool in that way.

A good, full-fledged project by all accounts, with a good level of polish. I think it could be turned into a mobile game.

Thank you so much! The idea was precisely to make it seem very confusing at first. I wanted the player’s main task to be to isolate information related to specific puzzles using clear associations. And after analyzing the information, everything became quite simple. I’m glad you got that impression.

Thank you for noticing the similarity with the arrows and shapes. It was a coincidence.

Thank you! You’re right, the interactivity of some elements wasn’t obvious. That wasn’t my intention, and it wasn’t meant to be a catch. I think they should have been more clearly identified, not just by their orange color similarity to the other interactive elements.

Thanks! It’s funny you noticed the similarity, as I have another recent game that directly references “Please, Don’t Touch Anything” (but much simpler, as I don’t really enjoy overly complex and sometimes boring encryption puzzles) - https://maximkolesnikov.itch.io/please-dont-touch-my-collection

Thanks a lot!

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Super cute! Those are the real villains, really!

The gameplay is a bit simple. The timer doesn’t seem particularly necessary. Of course, a cozy game might not need pressure. And it’s really good that there are goals and a clear progression. A simple and understandable game is better than a complicated and incomprehensible one.

Perhaps simpler puzzles could improve the gameplay a bit. Maybe you could perform several actions to achieve a single goal. For example, move a chair to reach a flower, or after turning on the TV, find another remote to turn it on, etc. I recommend checking out this super cute and fun game - https://teambeanloop.itch.io/six-cats-under

Awesome detail about the cat looking out the window and the TV.

Overall, great work! A good, well-rounded game. Art, gameplay, sounds—everything is spot on.

Super cute! Those are the real villains, really!

The gameplay is a bit simple. The timer doesn’t seem particularly necessary. Of course, a cozy game might not need pressure. And it’s really good that there are goals and a clear progression. A simple and understandable game is better than a complicated and incomprehensible one.

Perhaps simpler puzzles could improve the gameplay a bit. Maybe you could perform several actions to achieve a single goal. For example, move a chair to reach a flower, or after turning on the TV, find another remote to turn it on, etc. I recommend checking out this super cute and fun game - https://teambeanloop.itch.io/six-cats-under

Awesome detail about the cat looking out the window and the TV.

Overall, great work! A good, well-rounded game. Art, gameplay, sounds—everything is spot on.

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ахах, ну да) я подумал об этом сначала, но потом как-то на автомате с переводчиком писал) подписался на телегу, у меня кстати тоже есть тг, про пазлы - https://t.me/WhatAboutPuzzles

Thank you! That’s exactly the impression I wanted to create.

Thanks a lot! I design puzzles and try to make them not too difficult, but still engaging, and I’m glad you liked them!

I think I spent too much time on the art. Now I realize I should have trimmed it down a bit to add the sounds.

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Thanks a lot! I’m glad you appreciated the movement. I made it smooth so it felt seamless, as point-and-clicks often cause the frames to jump sharply and you get lost in space, especially if the camera rotates

How cruel and villainous. That was fun!

I had a bit of a hard time quickly spotting the clock in the grass and crowd of dogs. Perhaps making it a little more visible could improve the gaming experience.

I also remembered a wonderful old game with a similar concept and feel. The obstacles there only moved when you moved the mouse—what a twist. Incidentally, the developers of Super Hot were inspired by it, as far as I know —https://www.kongregate.com/games/Megadev/time4cat

I also think they could have used the LMB to repel dogs, making it possible to play with one hand.

It’s a nice idea, and overall it turned out to be a pretty sweet game!

How cruel and villainous. That was fun!

I had a bit of a hard time quickly spotting the clock in the grass and crowd of dogs. Perhaps making it a little more visible could improve the gaming experience.

I also remembered a wonderful old game with a similar concept and feel. The obstacles there only moved when you moved the mouse—what a twist. Incidentally, the developers of Super Hot were inspired by it, as far as I know —https://www.kongregate.com/games/Megadev/time4cat

I also think they could have used the LMB to repel dogs, making it possible to play with one hand.

It’s a nice idea, and overall it turned out to be a pretty sweet game!

Dare you beat my high score?

I admit, I hacked the system a bit, which certainly added to my enjoyment. It turns out that if you stretch the game horizontally in windowed mode, you can build almost as much as you want.

The game itself is fun and enjoyable, with a few visual flaws that are understandable within the context of a game jam. And an excellent choice of genre; people seem to always love idle games.

In terms of gameplay, you’ve done a fair amount of work. I think a few things could be improved:

  • The construction limit isn’t entirely clear to me. I think it’s better to let the player build as much as they want. A typical solution to keep the game from being too easy is to increase the price for each subsequent building of the corresponding type. Then the game will be naturally limited.
  • I don’t think demolishing buildings is a good idea. It’s always unpleasant to throw away what you’ve worked so hard to create. Instead, it’s better to use the space above and below the current ground level. These could be caves or mountains, etc. Check out Cookie Clicker, you can build hundreds of structures there.
  • It might be a good idea to add more specific numbers for how much Intimidation increases your yield.

The research and obelisk mechanics complement the game well, and special thanks for the detailed tutorial.

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Dare you beat my high score?

I admit, I hacked the system a bit, which certainly added to my enjoyment. It turns out that if you stretch the game horizontally in windowed mode, you can build almost as much as you want.

The game itself is fun and enjoyable, with a few visual flaws that are understandable within the context of a game jam. And an excellent choice of genre; people seem to always love idle games.

In terms of gameplay, you’ve done a fair amount of work. I think a few things could be improved:

  • The construction limit isn’t entirely clear to me. I think it’s better to let the player build as much as they want. A typical solution to keep the game from being too easy is to increase the price for each subsequent building of the corresponding type. Then the game will be naturally limited.
  • I don’t think demolishing buildings is a good idea. It’s always unpleasant to throw away what you’ve worked so hard to create. Instead, it’s better to use the space above and below the current ground level. These could be caves or mountains, etc. Check out Cookie Clicker, you can build hundreds of structures there.
  • It might be a good idea to add more specific numbers for how much Intimidation increases your yield.

The research and obelisk mechanics complement the game well, and special thanks for the detailed tutorial.

Cool art and a fun game!

I don’t think they should have made it completely random. It feels too unfair. While it might be fun in some moments, the punishment is too harsh. My calculations put the chance at 1 in 36. That means you’d have to play a lot.

Even if the correct wires were the same every time you launch, you’d still have to figure out which ones they were and play the game 5-7 times. That already sounds like a challenge. You also have to remember things. As a player, I want to feel at least some control. And if I forget which wire was which, that’s my fault, not the game’s.

Cool art and a fun game!

I don’t think they should have made it completely random. It feels too unfair. While it might be fun in some moments, the punishment is too harsh. My calculations put the chance at 1 in 36. That means you’d have to play a lot.

Even if the correct wires were the same every time you launch, you’d still have to figure out which ones they were and play the game 5-7 times. That already sounds like a challenge. You also have to remember things. As a player, I want to feel at least some control. And if I forget which wire was which, that’s my fault, not the game’s.

Great atmosphere and a clear goal!

The timer could have been a little longer. And the equipment breakdowns, too, should have been a little more frequent at first, then piled on more towards the end, once the player has gotten used to them, to create a greater sense of challenge and tension. It’s pretty easy to complete now.

Even without any detail, the simple shapes, lighting, and sounds create a great atmosphere!

Great atmosphere and a clear goal!

The timer could have been a little longer. And the equipment breakdowns, too, should have been a little more frequent at first, then piled on more towards the end, once the player has gotten used to them, to create a greater sense of challenge and tension. It’s pretty easy to complete now.

Even without any detail, the simple shapes, lighting, and sounds create a great atmosphere!

I felt challenged! I could get hooked. Good job!

You could add some variations to smooth out the immersion and increase the difficulty. For example, varying the number of figures, decreasing their size, two shots to knock down a figure, something like that.

The idea with the time cost per shot is great; it forces you to play carefully.

I felt challenged! I could get hooked. Good job!

You could add some variations to smooth out the immersion and increase the difficulty. For example, varying the number of figures, decreasing their size, two shots to knock down a figure, something like that.

The idea with the time cost per shot is great; it forces you to play carefully.

Phew, that wasn’t that easy!

A fun game with a maze that requires exploration and memorization. It was interesting to figure out.

The monotony and single-color nature of all the walls is a bit confusing. I think adding simple textures would make it a little easier to feel the movement.

You could also use different colors in the zones so that you could remember their relative positions.

I think small things that help create a mental map of the maze inside the player’s head could improve the gaming experience.

For example, adding some pillars, corridors, maybe some simple sculptures. So that the player could think, “Hey, that’s that room with the pyramid sculpture on the column. I think I know where I am and there was a computer nearby,” something like that.

To complete the game, I only needed to remember a part of the maze and the locations of three computers. Perhaps there would be some gameplay incentive to encourage the player to explore the entire maze.

Overall, I liked it.

Phew, that wasn’t that easy!

A fun game with a maze that requires exploration and memorization. It was interesting to figure out.

The monotony and single-color nature of all the walls is a bit confusing. I think adding simple textures would make it a little easier to feel the movement.

You could also use different colors in the zones so that you could remember their relative positions.

I think small things that help create a mental map of the maze inside the player’s head could improve the gaming experience.

For example, adding some pillars, corridors, maybe some simple sculptures. So that the player could think, “Hey, that’s that room with the pyramid sculpture on the column. I think I know where I am and there was a computer nearby,” something like that.

To complete the game, I only needed to remember a part of the maze and the locations of three computers. Perhaps there would be some gameplay incentive to encourage the player to explore the entire maze.

Overall, I liked it.

Good start! I think you could make a pretty decent quest using the same mechanics. For example, with association puzzles, or a cozy, cute game.

Well, it’s not that they’re dead, but I think it’s really hard to make something cool because the quality bar is so high. It’s as if everyone’s seen it all and is a bit oversaturated.

But I could be wrong, of course. There’s an interesting counterexample. Sokobans never cease to amaze, and almost every year there are really interesting examples of the genre, even though the genre is 40 years old and it seemed like everything had been done and tried long ago.

I did it, but it took a really long time!

The idea is great, the mechanics are clear and interesting. I think there’s potential.

There are many things that could significantly improve the game, but they’re not that hard to implement:

  • The game is currently very simple. We need a difficulty balance to make it feel challenging.
  • The game is sorely lacking in responsiveness and clarity. For example, highlighting elements before placing them on the board, visualizing construction timers, visualizing hero pushes, etc. That is, adding tactile feedback through animations, effects, and sounds.
  • I think if the heroes moved more smoothly, it would also add clarity to the game, meaning they would just move slowly and gradually.
  • The timer is definitely too long. I think 3 minutes would be enough.

The construction elements, their effects, and the construction time are generally good. They provide good risk/reward.

I also didn’t quite understand what sacrifices do. I sacrificed about 3-4 minions and I think I got one teleport.

I also remember Do Not Feed the Monkeys. I think I could check out how they implemented time-pressing in the part where you have to complete tasks on time to survive.

Overall, I really liked the concept and gameplay mechanics. It could make a good time management game with tactics.

I think I did it.

At first, I thought the attacks were random, but when I realized they had three speed options, I immediately liked the game because I had more control and now everything depended on me, not randomness.

A fun little project with a simple, solid foundation and a clear challenge.

I think I did it.

At first, I thought the attacks were random, but when I realized they had three speed options, I immediately liked the game because I had more control and now everything depended on me, not randomness.

A fun little project with a simple, solid foundation and a clear challenge.