This is QUITE good. I love the 90s Mac look. Exactly the kind of solo Print-and-Play I like best. The kind with a decent story and no cutting.
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I don't quite understand... Are players taking turns? Or are they rapid-fire rolling over and over again?
If the former, then once a player gets in the lead, couldn't they just take a long time rolling to let the timer run out?
If the latter, how are you resolving dice rolls in real time?
Leave your politics out of my- Sorry, I don't know what came over me there...
I like this game for two reasons:
- It's mechanically similar to that dots-and-lines game everyone has played before, so it's easy to understand.
- It simulates a real-world system in a very easy-to-understand way.
You went all out for this one.
It's neat to see a micro drafting game, normally drafting would be difficult because the players can know where all the cards are, but here, that seems to be the point.
That theme though!
I'm not entirely sure how to play, it seems like the rules aren't quite finished?
Also, for a two player game, it seems a little unfair that one player might be stuck with a single zombie...
This is a super fun little romp. I've tried my hand at a one-page dungeon crawl before and it isn't easy. Visually I love how it looks like something that somebody made in math class while they were wishing they could be at home playing D&D with their friends. I appreciate that each of the scrolls does something different. I love that you can play as a skeleton, whose special ability is that skeletons don't attack them.
This seems a lot like the kind of stuff Experimental Playground makes. You should check them out!
I like how simple this is to play, but how much possibility space there is in it.
It feels like player choice doesn't have much impact, but I suppose there's exactly enough to make it not just a rapidfire dice-rolling carnage.
This is a game I would lose.
BUT! Super neat to see what is essentially a physical sport in this contest. I feel like the set-up, where you're basically making a bet that you can hold a pose for a set amount of time - a bet that your opponent has to accept - is going to lead to situations where both players are both just capable of doing everything and get bored.
Maybe if times go up whenever somebody completes a pose? Or if you have to do strings of poses?
I may just be underestimating the power of fatigue.
I like the central choice of "Do I move randomly for free or lose progress to choose my direction?". The really simplistic rules and aesthetic make this seem a lot more approachable than other dungeon crawlers, I could imagine this carved out of wood at a pub, for instance.
Hi, this is really clever. It could probably be played with Qwirkle tiles pretty well hey?
Have you considered allowing the leading player to complete their combo? It might make for a more interesting calculation, (Do I set myself up, or try to stump my opponent?)
There's a couple parts of the rules that could use tightening up:
- Rather than saying: "Draw one new hidden hand card from the drawing stack." You could probably say "Take a card from the drawing stack into your hand"
- "If he can‘t match any two cards, put only the
treethree open cards in the folding stack"
Thanks for all the kind words everyone!
The difficulty was definitely intended, but a couple parts, like the collision box on the lava/fire could be less so. I have an update with sound, music and a bunch more levels that I plan on uploading once the voting period is over.
I really like the look and basic premise of this game. But one hit death means that trying to collect elements is too risky, and the ability of the basic weapon to more or less clear the screen constantly means that I don't have any reason to do so anyway.
You did a really good job at making all the enemies interact with the central mechanic in a cool way. My favorite was the soccer squid-guy, but close second goes to the ghosts you can't attack by aiming straight at them.
I'm super into this "Completing part of your objective changes the game mechanics" thing. The way that, like activating the gravity makes going through the same spaces harder, It's like a Metroidvania in reverse. So cool.
Also, nothing says "Retro Game" like flying enemies appearing randomly from the side of the screen.
I think that the new way to do horror games is to use the environment to make the player expect jumpscares, but never give them any. Then they're just tense the whole way through the game.
So, yeah. Good job at that.
I love revolvers. Like, just from a mechanics perspective, it works really well having to reload every six shots. Also, for this game in particular, it's cool that the enemies take exactly one magazine to kill (Am I right about that? or is it, like, one more shot?)
I feel like this doesn't work well as a bullet hell because there's no room to weave between bullets. The screen fills up very fast, and the only way to survive is to dodge a whole mass of danger, rather than finding a path through it.
That said, I am loving the style. All your visuals and sound design are perfect. I'll be keeping an eye on this one.
I saw the screenshots of this on Twitter and knew I'd love it. I'm not a huge fan of JRPGs, but I'm facinated by attempts to reduce them down to their base elements, and this is about as good a job at that as I've ever seen.
You've got a fun, solid mechanic here, with the arrows making temporary platforms. It really plays to the level design which is primarily exploration-based. I also really appreciate all the background details that don't need to be there, but really give some depth to the visuals.
The boss is a bit easy, I literally hid in a corner and spammed arrows to kill it. But besides that, no complaints.
You did an excellent job of capturing the essence of both a gameboy game (That line artifact when you reset!) and an epic space sim in this. I love how the music kicks in partway through. And what music it is.
It feels like the game takes too long to restart for how easy it is to die. Nothing else to complain about.
I second the opinion that this would be a lot of fun two-player.
Your character design is adorable. And you do a great job at communicating dangers to the player despite the general chaos of the level.
It feels like the level itself could be smaller, and provide the exact same experience. That's not a criticism, just an observation. Like, I tended to stay in the middle sixteen squares anyway.
I went into this kind of expecting just a Closure clone, and I came away quite pleasantly surprised. I like how much puzzle variation you manage to get with a few basic systems, and the little story elements are perfect, just enough for us to fill in the gaps.
You don't get much more retro shooter than this!
Everything feels right, right from the get-go with that garbled "Radmars". The art is beautifully grotesque, and has no qualms about telegraphing its inspirations, which is great, I think.
I do wish there was a score system, or Gradius-style pick-ups, or something to give me a reason to shoot enemies that aren't directly in my way. But I might be nitpicking.
I mean, I guess I should have read the information before playing, but my realization that I only had as many bullets as there were enemies was an exciting one. This is the tightest shooter I think I've ever seen. And I know the auto-bomb thing is like, training wheels, but I sure appreciate it.
You've got a really fun main mechanic here. I like how the movement controls change when you take over a body, I love that in a few situations, leaving a trail of your discarded corpses is a viable path to victory. I love that this dungeon for some reason has body dispensers.
The music is fun, but it doesn't loop for me. Otherwise, thuroughly enjoyed.