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OBLIQUECONE

11
Posts
A member registered 7 days ago

Recent community posts

Really really cool game, it encapsulates drunken fighting in such an interesting way! For the most part, I think some form of visual feedback for punches could be good (sometimes it could be hard to tell if I properly hit an enemy or if an enemy properly hit me apart from just how my bar changes). 

Your art is great! I do wish that the game had any SFX or music perhaps, but the gameplay still has a pretty solid core. I think it could probably use a bit more mechanical depth though, maybe the suits could differ somehow?

I beat the game in full, first utilizing the black key and then again without using it. I think a time travel undo as you say would be a splendid solution!

Very lovely art and fitting music to go with! I played through the whole thing, and though the gameplay felt a bit repetitive after the first few days. Also, it felt a bit odd that, while dialogue is occurring, the timer continues to tick down. Kind of puts pressure on your reading speed.

Pretty neat, though I did run into a sort of "snowballing" scenario where my score was high enough such that any multiply card would instantly end the run, and most negative cards would not save it. Perhaps I was just unlucky with not getting divide cards, but maybe a way to reroll the cards you have could be good? Since something like a x8 card can really just get totally stuck in your pool.

Pretty enjoyable game, I found the hidden pathways to be quite surprising, though it almost seemed as though some were unintentional? (There were a handful of rooms where you could exit the right side of the screen to get into the UI, which didn't really do anything of note apart from look odd) Apart from that, I wish that the Undo button was a bit faster to use consecutively, but it was still quite fun!

I like the artstyle, though the game appears to be rather unfinished. It certainly sounds quite promising, however, and I'm quite interested on seeing if you take this further!

Pretty solid puzzles, the levels were pretty neat to think about even if they were generally on the simple side. I think I liked the 2nd level the most though, it seemed to provide the most interesting uses for the jump pads, and it almost felt like their usage got a bit simpler in later levels.

So incredibly sweet, I found it so creative that you were able to turn remembering a moment into a game in of itself! I also really loved that you added just enough detail to otherwise similar-looking tiles to distinguish them enough for memory too!

Lovely artstyle, all of the effects around the pot (especially the smoke and splash) were so smooth!

Pretty charming, but it almost seemed like increasing tax% was the de-facto option since other ways of reducing your money could barely put a dent in those trillions. Of course, at that point, when one option seems far better than the rest, especially something like tax% where early increases really add up, the RNG of choices started to feel frustratingly apparent. Also, on that note of RNG, occasionally there would be multiple choices that do the same option.

For a bit of QOL polish, I think it would be good if, on subsequent replays of the game, you could see the effects of the Yes/No decisions given to you before you make them, since they're only really a secret/surprise on your very first time seeing them. That would help alleviate the need to purely memorize those effects or take note of them on pen/paper.