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nizbel

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A member registered Apr 19, 2022 · View creator page →

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I loved the visuals and the UI!

The sounds are also very cute. But I felt a bit lost in the game. There's a lot of info and the text on the page feels kinda daunting. I got two lanes but it doesn't seem to accept my inputs correctly. Since it's L and R, I thought maybe that meant which mouse button should I press and maybe pressing both worked but it didn't seem to be the case.

I believe this has potential with a bit more of a tutorial!

Thanks a lot!

Yeah I planned on making a "story mode" with levels where you'd get increasing amount of tasks but there was no time left and I was afraid I'd break the game with last day content. Thanks on the tutorial feedback!

Thanks for playing!

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This is impressive for a jam game! The unit select screen is a bit daunting at first due to so much stuff to choose.

The characters are easy to discern between them, although the monsters are hard to check which is which. It would be nice to have a way to highlight the selected unit and perhaps a better way to see who has their ability fully charged.

The sounds and music are alright.

The tutorial is pretty good! Glad you put it there or else I'd be so lost. I mean I couldn't finish one Monster Incursion game, but I tried! Also, I guess you already saw this but the units used counter goes beyond 15 if you try to extend it after reaching the limit. Doesn't affect anything though!

Congrats on the incredible amount of content!

I laughed at Fangs for the Memories! This is great! Feels like playing Pump it Up and working at a bank writing using numpad finally paid off.

Visually works well, I guess it doesn't even need a tutorial because the layout is pretty intuitive.

The music is great, even the menu one.

I would like to have a bit more room to prepare for the numbers, but then it wouldn't be centered. It would also be nice to have a way to keep your score, all I remember was that once playing Fangs for the Memories I got 1144.

Man this is great fun! I'm nowhere near the world record but it's cool to try again and again.

Visually pleasing, I just didn't see if there was a visual cue for when the fireworks are actually going to explode once attached. Maybe it was because I was tense trying to attach others.

The music was alright, but the fireworks' sound was great. 

Great tutorial also! Was easy to get into.

I would like to see a more chaotic version of this. Louder blasts and screen shaking and whatever!


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This is just awesome!

I love the fading effects, the movements from the doctor, the explosions! If I had to just make a tiny complaint on the visual department it is that it took me a while to understand why some blocks just disappeared, but yeah, the 1s just disappearing took me a while to guess. I'm slow lol.

Soundwise it's great, nice blasts, chill music. And the sound of the counter is also very exciting when you get those big combos.

I'm glad you made it so that the player has all the time in the world, it could get too hard otherwise and less people would get to see how awesome it is to make a huge combo!

Congrats guys! This is amazing!

Thanks a lot for the feedback!

I plan on extending the game and maybe making it closer to what I envisioned while on the ideation part, but I'll have to look for an artist! I wanted to make every single countdown "slightly customized" to the person and have a person walking around at its left, so you'd see "who you're killing".

I had some other possible situations happening, like stuff you had to fix, but 96 hours was tough.

Also, I guess you got farther in the score than I ever did during testing lol

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Holy crap this is fun! It took me a few tries but once you get the hang of it, it's amazing!

Visually it looks great and it's easy to understand how to deal with each attack.

The music and sound effects work super well, tense but engaging.

I just wish there were more stages or maybe an infinite mode. Congratulations!

Damn this one gets hard! I tried a couple times but I couldn't ressuscitate. Also, that's rather ominous text in the game over menu lol!

Visually it's very cute and I liked the animals and the UI. One thing I noted, when near the body you're ghostly but while walking through the other places of the map you are not as transparent, like you were alive.

Soundwise, I wish there a bit more sound effects and maybe the song could get a bit more tense when doing the quicktime events.

There could be an easy mode for people who don't react that fast to the quicktime events.

A lot of fun for action roguelike fans! I loved that I had an idea somewhat similar to this (many weapons, timed use), but yours is sooooo pretty and engaging!

Soundwise I feel the music doesn't match the action, and I just wish some of the biggest and strongest weapons had a bit more oomph.

Visually it's pretty stunning, great job!

I took a while to understand how to break the statues, I was hitting them instead of just standing close by. The movement feels a bit sluggish at times, maybe that's to force the player to get the speed up buffs, but it's a bit frustrating. I had instances of lag during gameplay, which maybe were because of loading stuff when getting new weapons? After a while it was alright but it was annoying to see monsters nearby and I couldn't move.

Overall I had a lot of fun, has a lot of potential in my opinion.

Finally finished the last stage, it's so simple yet the hammer takes so long doing its thing and I died almost a dozen times by trying to rush things.

The sound effects are fine, the song is good at the start but maybe it could get a bit more energetic towards the last levels.

Visually it works very well, the characters are cute.

Maybe there could be some sort of visual indicator for the range of the board throw because sometimes it stopped almost at the candle, but couldn't hit.

I really enjoyed the layout and the setting, kept on pressing buttons for a while and at some point I had to spin a valve, but I guess it was because I missed one button.

Although I could move a lever to focus on Earth, I didn't really understand how to move unto Earth, but it was a very claustrophobic and anxious vibe due to the visuals and the sounds.

Incredibly polished!

The visuals are a bit different at first but it all meshes together very well as you delve into the challenges.

The sound effects are good, but throughout the game I was feeling like I wanted some background music, if there was one it was too low for me. But at the last encounter the soundtrack is AMAZING! Very good job there.

Regarding the gameplay, I thoroughly enjoyed, just got two things I wish were different:

- There could be a way to cancel the "Try challenge" after you click one option, because I wanted to check my skills and some were darkened.

- When I put a skill or boost in the card, I couldn't remove it, spent my trusty magic frog in a fight that didn't call for it.

Managed to finish it by the skin of my teeth though!


This is addictive! There's a lot of movement you can make and it's quite strategic. Took me a while to understand why I was dying after bashing some of the junk, at first it seemed like randomly I'd get knocked back or pass through, but that was just me being dumb.

Soundwise, it works pretty well. The song is goofy in the right measure and the dash/bash sounds are good.

Visually, I'd like some more effects when things drop on the sea or I destroy them, but all else works very well!

I played for a couple of minutes to at least get to 500 points, I suck at the game but it has that "just one more try, I can do this" feeling. Also, from the screens there's and end to the game, right? Too hard for me though.

 

Simple fun!

Visually it looks nice, I enjoyed the shapes and the neon-like lighting, it wasn't as exaggerated. I would love to see some death animation or effect for when I kill the shapes.

Audiowise, the song is a tad repetitive and there doesn't seem to be sound effects for the shooting at all, or maybe it is too low.

I didn't see much difference it the fire rate for the minigun, it took a lot of power-ups to notice an increase in fire rate. Regarding damage, I'm not sure if I saw much difference either, considering I almost one shot every single shape, no matter the size. Every power up I'd pick the damage+fire rate or the radius for the bomb, as it seemed to kill anything in its path.

Congrats! Managed to get to round 18.

Neat puzzle!

I loved the sound when you finish the stage, but the wing flapping felt a bit too repeated and dull. The music was too low for me.

Visually, I enjoyed it, it's clear to see and thanks for adding the zone out button because it would be pretty frustrating without it.

For the game itself, I took longer than I'd like to admit to finish stage 4, 5 was easy after that. But at a point, when I finally managed to pass level 4, I pressed E and R at the last duckling, maybe there could be something else to restart a level, like another button a prompt to avoid such situations.

All in all, it was fun and challenging at the right level.

This was a tough one. 

I loved the graphics and I'm a sucker for idle clickers, but yeah... it really delivers its message when you can just click on trees slowly to make some bucks while they replenish, or you can go crazy and make them not grow back. It's almost as if the game forces you to concrete the islands.

The music was alright, I liked the polar one and cash city. But I would like some more sound effects. Maybe something more gut-wrenching for the animal deaths (the polar bears broke my heart).

Those were some fun and sad couple minutes.

Thanks! I'll take a look at your game soon!

Thanks for the feedback! I am planning on expanding the game and those are for sure things I'll work on!

Thank you! Yeah I was planning on adding a sprite of the worker in a desk, and a door nearby to serve as a countdown for supervisor checks, alas, 96 hours is hard hahaha. So it just became a door noise and check countdown. Maybe in the future I can continue it to fully flesh the idea. Thanks once again for playing!

Thanks! Glad you enjoyed the death log!

Visually amazing, loved the UI and the items in general.

The sound effects were great and I wish there was a bit more of variation in the fireworks' blasts, but it really needs some sort of music. Even if just during the launching for celebration or whatever.

Although visually stunning, sometimes I would get misses with my cattails, but I guess that's because there's three colors to choose from? I thought there were only two (maybe it's because I'm color blind). The fireworks particles could be a bit more varied depending on the rocket, but that's just a future polish I'd like to see, it's quite amazing for a 96 hour game.

I wish there was some sort of tutorial because it took me a couple launches to understand what had to be done.

Overall, a fun game with amazing visuals and good potential for future improvements!

This was an interesting one, loved the soothing atmosphere of exploring the seas. Unfortunately I got some bugs early on. For the first batch of photos, I got the whale and the seahorse, but no jellyfish, yet the base considered I had all pics and proceeded to give me the next batch.

From there on, all deliveries I made were received with a "Error! Text not found" response. So I decided to just test the game's limits. Ran out of photos and decided to check what happens when running out of gas.  

For the audio, I liked the calm music and it fits the game well, loved that you also provided gas generously, so it doesn't become a tense resource management game. But I missed some more sound effects, like when changing throttle on the submarine, or maybe some of the animals. Also, why are some animals shiny? I didn't see any difference in taking pics of them.

Visually it works well, and the map is a very nice addition. I also loved the shadow effect on the ship rudder, very nice. The ocean getting darker as you go deeper is a nice touch, maybe it could get like super dark at the very bottom? The map limits get a very weird with the transparency effect, especially at the very bottom at the giant squid nest. The smiley teeth shark made me smirk, it looks funny, not sure if it was the intention but I liked it.

So as soon as I ran out of gas I was taken back to the surface to restart, but I loved the ironic remarks of the base when that happened.

It's a relaxing experience, and it got a lot of things right.  

This one gets tense quite fast. Couldn't get past 4/18, the enemies who shoot projectiles destroyed my run.

I felt like there could be a bit more of audio cues, some events seemed to depend exclusively of the text box. The music is alright, but could be a bit more tense to showcase the chaos that ensues as the baby sleeps.

Visually, it looks pretty good, though it was hard to figure out what some of the items were. The effect of soothing the baby was amazing, well done!

The gameplay is quite effective, I wish the character moved just a tad faster, it gets frustrating at times. Throwing items felt a bit off sometimes. But I liked that I didn't need to keep on clicking to attack, just holding the mouse button worked fine. For some reason the game freezes at the beginning, when approaching the crib, maybe loading something.

All in all, this was a tense and fun base defense game!

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This game is weird man. I mean, in a good way.

I started playing clicking without understanding what was going on, took me a couple tries to understand the timer forcing you to remove the pieces. Finished it in 12 and a half minutes. At first I was clicking around cautiously trying to remove the glass, but the game changer for me was finding out that holding the mouse button worked so it became sort of those cleaning games, it was much more fun trying to remove as much glass as I could. 

The glass removing sound felt great, it's soothing in a way. It mixes well with the dark meditative sound in the back (I say dark because I didn't find it as relaxing as other people, but it was an interesting reflective mood either way).

The messages between glass shattering felt a bit bland, sort of like those gurus that speak in trivias instead of saying things straight-forward. But I liked the message at the end. It works with the gameplay and the presentation. At some points I was bothered by some lines at the borders of the screen as if there were shatters just out of sight, but I couldn't do much to remove them. At the last test when I  tried to remove as much glass as fast as I could, the falling pieces would glitch and become invisible, maybe due to too much to render at once?

Ah, does the game force you to lose at the second stage? I lost both times I played. But the second run I tried to speed run it, very fun to remove the glass.


Thank you, the death log at the right was something I wanted to do to make it silly, some ludicrous ways to die to lighten up the mood.

Thanks! I focused mostly on what I could do, so visuals and audio were not much of a concern. But maybe I'll try to gather a team in the future to give this one more love!

Thanks! Especially for mentioning the tutorial haha took me a while to make it.

Lovely art and sound!

I managed to finish it on my first try. I loved the idea of creating units with 2048 mechanics, but I just mindlessly pressed right, up and down. Also I tested not playing it and got to the count but since he wasn't facing my unit it was a battle to eternity. Regarding the tutorial, I understood the game mechanics well but it seemed to end abruptly, like I just lost, then the game started.

The sprite art was pretty and the cover looked great, I was expecting something Survivors related but was very pleasantly surprised! However, it was hard to discern some of the units on both fields. I'm not sure if the double swordsman or the ballista are the better unit. I had a small gripe with the road in the ending not looping perfectly but that does not impact the game at all.

I suppose I listened to the game soundtrack in loop for half an hour while doing some errands lol, it's amazing!

Overall, great work and I believe there's a lot of potential here!

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This one is a fun romp!

I played if at first right after the jam submission, was a great way to relieve the tension and my wife who was passing by to cheer me up after the deadline decided to sit and choose buffs together. We had a bit of a super hectic play, with a giraffe, a potato, a banana and a furious watermelon. Couldn't see the countdown but it had a couple of hours at some point and we finished north of 800 ticks.

Replayed now to pay more attention to the game and it simply is great. It oozes style and fun. Loved the achievements and they way it shows you what you gotta do. 

Soundwise, it all just blends together well, the sounds are goofy, the song is super upbeat.

My only (absolutely small) gripes with the game are that the text boxes for the achievements have the text misaligned, if they were vertically aligned at the center it would look better. Also, I had the game freeze for a couple seconds when the confetti first appeared, but it was also a lot of minutes changing at once due to a power up, so I don't know if it was the first loading of the confetti or just a lot at the same time.

All in all, congratulations and thank you very much for this game!


Neat game! My record was 73570.

I liked the song and the simple yet challenging gameplay. The winged enemy spawning other enemies was a nice touch when it started to feel a bit too easy!

Kudos on such a concise experience.

Absolutely amazing!

Although I haven't played many games this jam, this one was the most addictive by a long margin.

I spent a couple hours trying to optimize and perhaps, maybe, get that loop perk. My best run was level 189, but wave 51 is simply absurd in scale, monsters took millions of damage to die.

I wish it had more clarity regarding the perks and what do they do. The number of vhs rotating around the character seemed random, sometimes getting 2 vhs spells gave you 2 vhs, sometimes it kept on only one. Then once I got the creature's bolt and suddenly I had 5 vhs rotating.

The bat attack also stops, I guess maybe some other spells replace it but it's never clear.

Also the projectiles improvements didn't seem to do much.

I really hope you expand on this one and iron the wrinkles out, it's amazing! Makes me want to develop something of the genre for myself. Congratulations!

Aqua-dwarf-247 reporting for duty!

Man, this was perhaps one of the most nerve-racking game I played in a jam. It's so simple yet so damn stressing. Kudos to the people who managed to make the top 10, I took over 20 seconds and it took I don't even know how many tries.

One bug I found was after dying, I pressed tab but the ranking didn't show up and the game sort of froze, nothing I pressed made it leave the supposed-to-be-there ranking screen.

It would be nice to see how many tries you and the other delivery guys had. Like a global life reset counter!

Kudos on making such an addictive stressful experience!

Absolutely amazing! I have a weakness for these incremental clickers, but yours brought something so cool to the table!

To be honest, I still don't know what it is, maybe it is the sounds evolving, so musically; or maybe it is that feeling of making advances, it's so well balanced for a quick game, that it makes me addicted to see what else comes next. Both times I played I got to space in 12 minutes and something, but the second time around I tried to see if maybe I could break the numbers, and yeah I couldn't. Every upgrade was in the 2,000,000,000,000s and it still worked somewhat fine. It even added some beeps for new trains.

Perhaps the only thing I'd complain was that it took me a while to notice research also increased money, but I had no idea by how much. It would be nice to have some tooltip explaining that or giving some quantitative info.

Also, it would be neat to have a way to scroll through the trains dashboard!

Thank you very much for this game!

Feels nice to be playing this again! I didn't manage to lock myself or the boxes in any weird point of the map this time!

Finally managed to get through the first level with 2 boxes, not sure what was the problem previously though.

I normally dislike levels that require you to do things in a time attack manner, but having the retry button fixes that, also it wasn't that long so no problem.

The only weird thing I found was that somehow the character falls from the thin platforms if I move left and right real quick. Not sure why, but if I change directions real fast it reacts as if I pressed down and jump.

Wish I had played it during GMTK, but that was one hell of a week for me.

At the beginning when it's showing the credits it feels a bit weird to transition into the menu without transitioning, maybe it was supposed to be some sort of fading effect?

OMG this game made me  feel so horrible! I mean, the starting cutscene was very good but damn... poor geckos!

Art is cute! Music is also nice, although it's sort of funny to have such an upbeat song with such a sad background story.

The hitbox in the tail is kinda unforgiving sometimes, not a big deal I guess.

Overall this was amazing, really neat idea and nicely polished. I'd only complain about the hiccups in entering the menu and starting the game for the first time with the tutorial. Congratulations!

Welp, this is kind of a nightmare for someone colorblind.

I liked the song and the idea, wish the shooting felt a bit more powerful though.

Took me a while to understand what the right click actually did, at the end I prefered to simply waste the bullets that wouldn't be useful. My first playthrough was in some walled area that I could shoot the balls out of bounds, the second one was in a closed room that made it easier to shoot, but, there were 2 enemies and one of them would get pitch black depending on its position regarding the light.

I can see the potential here and with some more movement and juice it could be kinda fun, however I wish there was another way to match the bullets to the enemies as these current colors can get a bit frustrating.

Well, I thought it was a bit too simple but very neat. Now I see myself at the end of the journey wondering "damn, it's over?!". Congratulations!

The visuals are really amazing, I like the chill vibe it gives as you try again and again to correct course. I feel the music default volume was a tad low, but the settings menu fixes it quickly.

It was really cool to have the last angle, weight influence and trajectory available!

Would be nice to have some sort of explosion effect instead of just having the ship torn to pieces on collisions, although I'd love to know how did you manage its destruction behind the curtains!

The black hole was very neat. The wormhole at first I though was some sort of "reverse black hole" that pushed you instead of pulling, but once I decided to launch the ship right into it and saw the "wormhole detected" message I understood the idea.

Oh, just a nitpick but clicking on retry shouldn't allow you to click on retry again. Maybe locking player input on retry would feel better.

Awesome game!

Interesting start, and kudos on allowing players to skip!

One minor nitpick I got was that the Thick Fog title would feel better had it more of a smooth movement instead of just switching between straight and bent state, if that makes sense.

The settings menu feels a bit off because I can't see the minimum and maximum points, actually, now that the cloud passed I can see it, maybe make it a different shade or add some outline?

The dialogue didn't convey much emotion, sometimes it felt like someone just reading lines instead of a tired man talking about cleaning the mirror. Also I had to decrease  the music a lot to hear it when the spirit appeared.

It seems to be adding clicks to a queue, I clicked the door multiple times and it kept on activating its dialogue reaction even after I left to some other room.

I played the bird song to the spirit but I guess I had something wrong in the combination, so nothing changed. That made me quit because it was too long to play all the horn parts.

Overall I liked the setting and the art style kind of grew on me, but the puzzle was too harsh/boring. Maybe if we could play the horn before the sound ended?