the time slow and the effects involved with the enemy counter attacks was really cool. congrats on making a submission :)
nahtgud
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this was fun, i loved all the attention to details in the story, setting, and characters. occasional tooltips weren't legible for me, some dialogue boxes were just a tad too small. i also have a weird frame jitter when i move around the map with right-click. i really enjoyed the agent descriptions, good job on your node map :)
hey, your submission reminded me of mine a little, go try it out if you haven't! we both made jelly guys you can put hats on, i love it. your sprites were cute and i enjoyed the satisfaction of customizing it brought by the easy controls and smooth transition animation. i would've loved some simple sound effects in both the customizing and demo screens. i thought it was a really nice touch adding the demo even though you didn't have to for the challenge subject/prompt. well done, congrats on your first entry in GDKO :)
this was a neat little customizer. i love the rolling gesture, took me a minute to figure out. i wish there were more in the game itself that indicates what the different customizations are/do, though i did enjoy the idea behind the eyes and the pips. the ui was well built and aesthetic as well, good job :)
i got addicted to this for a little while, ngl. i thought this submission was really cool. it's got this neat retro feel to it. the controls were a little awkward at first but i didn't really see what the big deal was. nobody said you had to make an easy game lol, the difficulty added to the fun for me. the movement and shooting (both fully automatic and precision) in themselves were fun, but the tractor beam adds a lot of character on top. i think a cool future addition would be additional heart pickups :) i hope you had fun making it, i'm coming back to this one.
i like this style of play. for both visual cues and immersion, i think some sort of background movement that indicated i was moving forward would heavily complement the experience. i made a similar game style for my last game, but w a vast difference thematically, so this was a lot of fun to play :) i had a good time, i hope you had fun making it.
overall impression: "this dev understood the assignment". personally, this isn't my kind of gameplay, yet every criteria got a good score because you clearly stuck to what was important. core mechanics are fleshed out and complement each other well. i think a fun easter egg would be to include an achievement for knocking over the pixel baseball dude lol. you made enough levels to create a reliable sense of progression yet didn't overextend yourself. great job, i hope you had fun making it, as i must admit, i had fun playing it :)
your ghosts and my ghost should be friends! this was a fun experience, great use of flat black for atmosphere. i yearned for a heightened feeling of progression. the speed scaling on mouse distance was fun and creative, and the ambient sound was probably my favorite part. good job, i hope you had fun making it :)
necromancy mechanics was an interesting concept that made for fun onboarding. i think some creative audio would've been its cherry on top. was excited to crash your game with npc spawning but it held up surprisingly well once i left fullscreen. that being said, it was pretty small at that resolution and fullscreen was definitely lagging. spawn cap might be a consideration, depending on where you want to take the playstyle. ty for the experience, i hope you had fun making it :)
the art was charming and the core mechanic was both conceptually fresh and well implemented. i had a difficult time making use of the secondary mechanic but it easily could have been user error. i also had a difficult time getting out of the automatic fullscreen lol. i appreciated the hot reload r key quite a bit, nice touch. good job, i hope you had fun making it :)
this was entertaining. i enjoyed the precision reticle and the classy environment was not lost on me. i believe any kind of audio feedback would go a long way, not just for playability but to accentuate the core and secondary mechanics that, otherwise, were so sturdily implemented. also, i thought a cool feature to come would be allowing fire arrows to set terrain ablaze and ignite enemies that pass through. i hope you had fun making it :)


