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mora260
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5/5 on everything. This is a fully fledged game. With some additional features and extra puzzles, well worth over $5!
Just, please add a drop button lol. I struggled so much on some puzzle because the bounciness of some the blocks and the fact that I was not able like to right click to drop the block in place.
Other than that... PLEASE you have to sell this game. Make sure this hit at least one store front in the not so far future!
I invite you to play my game as well, not as impressive as this one, but I'm definitely proud of it.
Thanks a lot for playing and taking the time to write such detailed feedback Axel!
The three decisions were deliberate, the fact that going slow is punished and the restriction on the amount of shots and not abusing the overclock (slowmotion). My idea was that the player will have to manage the 3 resources, as all of them count down (the theme) but I do agree, and everyone in the comment section as well, I pushed it way to far on the precision and "tightness" of the counters and hit boxes. I love "kaizo" games, like very difficult mario levels made by the community, so I am biased towards that and is something I will have to learn how to adjust on my games going forward.
I am not kidding here... perfect game. 5/5 in all categories. The music is a banger. The aesthetic is spot, goofy cantina rocks! I swear that when I landed the trick shot to achive this countdown I could not believe it, ran back to the comment section and gave you the review right away...

Please consider making this a bigger game. Polish it a bit more and publish it on steam and mobile, 100% will buy both versions of the game.
Dude! I had the same issue during my initial playtesting... it IS a bug, but it happened to me just 2 times out of like 50-60 times that I tried to reproduce it. And I prayed so hard that nobody ran into the issue and ditch the game. Thankfully you gave it a second try!
I tried making the cancel with right click, it is actually in the code but disabled. Because I noticed that after I cancelled the shot, I ended up dying anyway. Maybe skill issue lol, with quick right click -> left click transitions to make it work.
Thank you so much for playing it!
Wooow! Thank you so much for playing until the end of the game! That's sooo cool! You made me so happy!
Yeah, the 3 stars on every level pushed me to the best of my abilities when designing it, so they were meant to be a serious challenge. After feedback from people here, I learned that I need to dial down the difficulty for the 3 stars, and maybe add a 3 GOLD stars if they go past that threshold.
And I loved Godot, was learning a lot while doing the game since my first engine is Unity, but I was so impressed, and I'll continue to use Godot for all my personal projects.
Thanks for playing it and taking the time to give me the feedback! Completely agree. I had no time to make the background for the dialogues. But also, it is a fact that the narrative was not quiet on point for the type of game. I tried lol. I think I will persue the idea, but in a more "arcade" way. Completely different story probably.
At the start I kept dying to the spike on the big jump because I could not reach it with the dash, and then after a long time, a bit ashamed of how long, I realized the character had a double jump!
Overall a fun game to play. I liked that you could pick up again the arrows you shot.
I invite you to play my game as well :)
It was a little hard to understand at first. Definitely should have read the itchio page first before starting the game. Once I knew that I had to try to match the exact time with a bunch of randomness it clicked.
My best bet was always trying to add like 2+3 to get 5. or something around 5 to reach 10. Funny way to play with probability.
I invite you to play mine :)
Thanks a lot for giving it a try! Yeah, I think the game is a bit too much in the hard side right now, level design/game design is hard to do, and also getting to a balance is complicated. I wanted the game to be challenging, but also that doesn't really pair with narrative heavy games... I need more practice to find the sweet spot.
Hey! I loved the idea! It reminded me of a super mario world rom hack, in which Luigi has shotgun! I had trouble getting past the room in which you need to fall down, and then shoot midflight to propel you to the left. The momentum of shot was not enough to bump me up. I managed to do it once, but really hard to get there again. I think is important to review how much the shot changes your momentum when falling.
Nevertheless, I enjoyed the art style, the music and the overall idea.
I invite you to play mine if you want :)
Great work! My only complaint is that is not clear that you do not shoot in the direction that you are facing, and that you actually need to hold the direction BEFORE you try to shot so it actually does it. If I am already facing right and I shoot, I expected to just shoot.. I think you know what I mean.
Other than that, really fun.
