Tried a few launches and the idea is easy to grasp straight away: one input, one clear goal, and the dotted orbit rings around each planet make it obvious where you are supposed to land. The soft glow on the planets and the starfield look polished and calm, and the "Lost in space! Score 0. Tap to try again." message gets you back in quickly, which suits a short arcade loop. Two suggestions: the score counter is drawn right over the top planet, so when the next target sits at the top of the screen the number covers it and makes it harder to judge the catch. Also, a faint preview of the launch direction (even only for the first few attempts) would help first-time players learn the timing, because my first misses felt random until I worked out the orbit direction. Nice small project.
onomogo
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Loaded this up to see the opening. The first minute is clear: the objective box top left sends you to the sprout at the camp, the minimap on the right shows the three zones, and the 0/16 friends counter gives an immediate collecting goal. The rounded low poly look and the cute critters on the title screen are charming and easy to read against the grass. I also liked that the pause menu has a full how to play screen with every key listed. Two suggestions: the interface is all in Chinese, so an English option (even just for the objective text and the controls screen) would let more people on itch enjoy it. And a short on screen WASD and E prompt during the first few seconds would help, since the movement keys are only explained once you open the menu. A lovely start for a prototype.
The black and white film look is a really strong identity, and the title screen with the gangster animals and that single splash of colour on the crosshair idea sold the tone straight away. Good call keeping the menu to four clear buttons. One suggestion: the small hint line under the menu buttons is very hard to read at the default embed size, so a slightly larger or higher contrast font would help. The LOADING state on the first button also sits there for a while on a slower connection, so a simple progress bar would reassure people that it has not frozen. Nice work for a fast arena brawler in the browser.
Played a few rounds against the bots. The host button talking back is a great hook, and the 'be the last to press' round was properly tense with the 3 LEFT counter sitting on the button. The results board made it very clear who pressed too early, which I liked. Two suggestions: the round title banner slid in and looked cut off at the right edge ('BE THE LAST TO P...') for a moment, so check that on smaller embed sizes. Also, the first round started counting down while I was still reading the rules line, so a short ready beat before the timer starts would help first-time players. Lovely personality overall.
Really like the core idea here. Sliding whole rows and columns feels fresh compared with the usual swap-two-tiles match games, and the board reads clearly: four strong colours, big tiles, and the score and next stage target are easy to see at a glance. My first slide made a match and the little +30 pop was satisfying.
One suggestion: twice my run ended straight after a single slide with "No matches possible!", while the board still looked like it had moves left. It might be worth checking that game over test against every possible row and column shift, or offering a Really like the core idea here. Sliding whole rows and columns feels fresh compared with the usual swap-two-tiles match games, and the board reads clearly: four strong colours, big tiles, and the score and next stage target are easy to see at a glance. My first slide made a match and the little +30 pop was satisfying.
One suggestion: twice my run ended straight after a single slide with "No matches possible!", while the board still looked like it had moves left. It might be worth checking that game over test against every possible row and column shift, or offering a hint or a free shuffle before ending the run. A one line note on the start screen about how far a swipe moves a row would also help new players. Nice work, keen to see where the Jokers and Rainbows go.
Really lovely start. The low-poly meadow looks gorgeous for a single HTML file, and the little hearts when you pet Chip and Willow made me smile. One suggestion: on the carrot step I tossed several carrots near the pups but they didn't seem to eat them, so a small hint about how close they need to land (or a highlight when a pup notices one) would help.
Really lovely little game. The cut paper look is charming, and the pencil map on the results note is a great touch: seeing the dotted line next to my previous best made me want to throw again straight away. Upgrades feel good too. Buying the woodpile and the rubber band took me from 54 m to 74 m in one throw, so the progress is easy to feel.
One small suggestion: the page description seems to be showing raw Markdown, so the asterisks, the ### heading and the controls table appear as plain symbols. Switching those to itch's own formatting (bold and a simple list for the controls) would make the page read as nicely as the game looks.
Good luck getting Pip home!
Tried the new build (v0.7.2) and the first party feels much better now: I broke a piñata straight away and building a x12 combo with the broom was really satisfying. One small idea: the tip bar sits at the bottom, away from the action, so a quick pop near the star on your first critical hit might help it click sooner.
