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Past Waking (Formerly Gardenia)

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A member registered Oct 25, 2019 · View creator page →

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The controls are pretty solid, and dodging is especially fluid given how it sends you towards the direction you’re walking, rather than where you’re facing. I don’t see bullet management that often, but it’s executed pretty well here since the levels are finely-tuned to account for this. Overall, great job and presentation!

The visuals really stood out to me, for I love seeing surreal art styles. You really nailed the microscopic environment here.

A bullet-hell themed around cereal is a first for me, and yet it’s a pretty creative interpretation of the theme! The overall presentation plays nicely with this concept, for the simple and colorful visuals really sell the sugar-coated, fruit-flavored madness that’s going on inside the cereal bowl. Though there were a lot of bullets on screen, I felt that the high amount of HP that the player starts with makes this a little too easy. Regardless, this is a pretty fun entry!

I like how multi-purpose the two forms and their abilities can get as you progress through the game. One minute I’m using the small form to dodge waves of bullets, and next I’m using it to quickly ambush enemies with a strong spiral attack. I didn’t really use the bombs all that often, though, as the main weapon and small form seemed to be enough for me. But even so, the rogue-like elements were implemented pretty well!

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I like the choice to use high-contrast visuals, as it works really well with the bullet-hell genre where visibility is important. Upon replaying, I found that the gameplay subtlety incorporates the narrative in clever ways, especially at the part where some of the enemies are hesitant to fire back. I wasn’t sure how the theme was incorporated at first, as some effects like the shrinking bullets weren’t immediately noticeable, but regardless, this is a pretty well-polished game!

This was pretty fun! Having no options to shoot and only being able to reflect bullets is a pretty interesting spin on the genre. After getting a hang of the controls, I saw that there’s an emphasis on timing and finding the right patterns to reflect back. This adds a surprising amount of strategy to the game, even when you have no shooting options.

I’m impressed that you wrote this from scratch using C. It’s rare to see things like that in a game jam, but it’s always a commendable accomplishment. The visuals remind me of early 90s shoot-em-ups such as Salamander / Life Force, and they perfectly fit the shrunken-down theme. The ship slid around more than I thought, but it was manageable. Other than that, this is an impressive entry!

It’s not often that I get to see a homebrew game submitted to a jam, and it’s always pretty neat when it happens! I like that there’s little to no flickering when a large amount of bullets are on screen. It helps keep the bullets visible, even if the performance goes down temporarily (which isn’t always a downside within the bullet-hell genre). My only suggestion would be some music, but other than that, this was pretty cool to see!

I like the emphasis on routing and careful planning of both movement and shooting! It works well with the game’s pacing and attack patterns. I beat the game on Normal mode, but on higher difficulties, the recovery window (especially when re-spawning) can get pretty narrow on some of the trickier parts such as the spread patterns. When fighting each mid-boss, I was crossing my fingers hoping for an extra bomb, lol.

Other than that, the level design feels very well thought out, and the shrinking play-field is very fitting for the environment. Good job!

The overall presentation feels very polished, and the 3D background is a nice touch, too. The destructible bullets are pretty interesting since you can plan out where, when, and how to approach enemies to destroy them, while also carving out safe zones whether intentionally or not. The final boss was more difficult to manage because of this, however, but I found a way to beat it. All in all, I like the challenge offered here!

I like how accessible this game is, allowing for more experienced players to push for a better rank, while not scaring off those newer to the bullet-hell genre. The overall presentation really fits the theme, too. It’s like a Gameboy Color game :)

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I believe that endless mode really shines here, as it takes full advantage of the gameplay mechanics when there’s a large amount of clones shooting at once. All of the bullet modifiers and auto-firing comes back to make your run more difficult, which adds a layer of strategy to how you choose to progress.

Since endless mode focuses on score, I’m curious if adding incentives such as bonus points or multipliers would encourage players to pick riskier load-outs, thus adding to the chaos?

All in all, this is an interesting and visually impressive entry!

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I’ve always been fascinated with three.js projects, and this is no exception. I like the cartoony / sci-fi aesthetics on display here, and the sound queues for the enemies when they spawn are a nice touch, as well. The ship’s large hitbox took a bit to get used to, but it was easily mitigated by the dash mechanic. Overall, this is a pretty cool entry!

This was pretty fun! You incorporated the theme pretty well with how the bugs you’re facing get smaller as you progress, and the final sequence was unexpected and hilarious. The bullet patterns were pretty solid too, giving good opportunities to swoop in and swat the bugs.

I like the sense of speed in this game and how quickly you can jump from one platform to another. The trick system also helped with this, and that kind of reminds me of Sonic Riders and how jumps are affected with the movement stick.

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In all seriousness, I like how refined weaving through obstacles is. It was so good that, at one point, I thought I was slick enough to roll in between two obstacles, but not quite, lol. I feel like the jumping could use a slightly faster and tighter arc to better work with the flow of the pickups and other obstacles. Other than that, the controls were excellent!

I don’t usually play dating sim games, but I enjoyed all of the humorous dialogue and events. One suggestion that I might have is to add some more buffer between the dialogue and choices. On occasion, I hit “E” to advance without knowing there would be a dialogue choice at that very moment (wasn’t trying to skip dialogue though, lol). Other than that, I also liked the music and brief intermissions in between each song.

I like the versatility of the ice paths, all for mobility, creating safe paths, and for increasing firing speed. I was a bit confused at first on what the best way to take out enemies was, but I eventually figured out how to throw them effectively against objects for health pickups. Besides that, I like the parody of the isekai sub-genre here. I don’t watch a whole lot of anime, but I did pick up on the tropes parodied.

The grappling mechanic was pretty fun to work with, and I enjoyed searching for gems throughout every nook and cranny. The ice-skating felt a bit awkward at first due to it’s tank-like controls, but I did get ahold of it. The NPCs were also fun to interact with, as well, and there were plenty throughout the level.

It was pretty fun to see the car fully upgraded and mowing down everything in its path. I like how versatile both the guns and the melee options are at taking down enemies, where both can potentially be used to destroy either of them.

Pretty neat twin-stick shooter! The visuals are definitely strong here, and the CMYK asethetic works well for high contrast. The low-friction movement had me a bit worried at first, but even so, it still controls pretty well.

Well done! The platforming is super tight, and every mechanic works seamlessly with one another to allow for some cool plays. It’s very rewarding to improve on your time and master each technique.

This is a pretty cool survival FPS, and the spooky ocean environment really sells the isolation and stacked odds of survival. I had a little bit of trouble with gathering more ammo and determining when it respawns, but other than that, I had fun defending the ship!

This is a pretty challenging platformer, but it works pretty well. The icy, friction-less areas require equal parts thinking and timing, which is pretty unique.

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I like the variation on some of the NPCs and how some of them have a higher or lower search radius, or have a sweeping or erratic pattern to searching. It gets more challenging, especially when additional drunks or cops are on the street.

I hydroplaned my car before, and it’s scary stuff… but this is fun! The drifting is well designed, and just like drifting a car for real, over-correcting will make you lose control.

The oil mechanic is pretty fun to work with, especially when dashing and attacking while moving. I found myself sticking to the oil-covered areas to make kiting around enemies easier.

Excellent presentation and art style! I like the rhythm involved in picking up the orders from each side and weaving through the tables to serve them.

Ranking: S-S-S-S-B-B

I like how the 1950s is captured here, and the music is pretty fitting, as well. I noticed how most of the difficulty comes from managing the crowds of enemies and keeping them away from the cars, rather than necessarily defeating every enemy on screen. This adds a lot more strategy to defending the cars as they go along the conveyor belt, and I had fun pushing away the enemies.

I like the secrets placed around the level, and how the more difficult to reach places give you much larger rewards. I did encounter a bug where you fall through some platforms if you’re falling too fast, but other than that, I had a lot of fun with this game!

Great music and drifting, overall. It was pretty satisfying getting the time down on each attempt, as well as finding shortcuts throughout the track and the right places to slow down and drift.

I love the overall presentation on display here. It’s a fine mix between energizing and coziness. I noticed how adaptable the game world is for all of the different game modes, which is pretty clever.

I like a good game of billiards, though I’m not very good at it, lol. The rogue-lite elements of the game are pretty interesting, and I can see some potential for big plays with some of the unique balls. The adjustable camera is a nice feature, but the default top-down perspective is my favorite since it gives the game a more arcade presentation.

I’m not sure what caused this fight between this goose and other geese, but I can only assume that they’re fighting over a rare hockey stick variant that deals +30 freezing damage. Anyways, I like the backdrops for the game. They remind me of a story book, which combined with the geese fighting, provides a pretty funny contrast. It took me a bit to understand how the freezing works, but once I figured out when it occurs, I knew to focus on enemies with more damage while kiting so I could clear rounds more easily.

One of my favorite levels here has to be the tire level. The circular shape of the course works surprisingly well with the controls, and it sometimes felt like I was drifting. The low-gravity environment made things a bit tricky for the other courses, but for the tire, it works really well in its favor.

Pretty cool! The simple controls made it easy to pick up, but it encourages you to nail each mechanic as you fight tougher and tougher enemies.

It was pretty difficult, but I managed to get through the game. Not bad for your first platformer!

I love the grappling in this game; it feels very fluid and accessible. The only issue I’ve encountered is that the level takes a long time to load up, even when resetting it. The pickups also seem to cause the game to pause for a couple of frames. Other than that, it was pretty fun!

Great visuals and theme! In my second run through, I was able to get the rocket started in about 40 seconds!

Not bad for your first game jam! The UI feels pretty fleshed out, too.