This was a gem of a game! It's creative in so many ways, especially using the "can you build it" style of judging. Asking the player to eyeball the transformations they need to make is such a fun way to integrate the scale theme.
patowen
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This was quite a charming game! It took a bit of time for me to make any progress on it, but I was able to get the gist of it after a few attempts. My main recommendation would be to increase the size of the hitbox of the small food pellets, since that can be a source of difficulty especially at the beginning of the game where you're very small. It might also be good to be able to tell what's bigger or smaller than you without having to just estimate it by eye.
This is an interesting concept, a bit like tower defense but where you get to move the tower you're defending upwards (and you can control one turret at a time for additional defense). My main recommendation to make the game more fun would be to add tricky decisions the player needs to make. One possibility would be turrets with strengths and weaknesses against different enemy types, and/or occasional waves of enemies that can't be defeated quickly enough without manually controlling some turrets (and possibly swapping between turrets to get the different enemy types).
I definitely like the twist on the dolly-zoom effect, where instead of the camera going in and out, the object becomes bigger and smaller. I'm curious if there would be a way to make "objects appearing the same size while growing and shrinking them" into more of a core mechanic. The danger is that without providing a reason for this kind of zooming, it could become tedious to repeatedly grow and shrink objects to solve the puzzles.
Quite an interesting take on the theme! I do like how you get to essentially hear how well you did instead of just seeing a number on the screen. For the piano, for placing the keys, I think it would have been more intuitive if the length and horizontal location of the keys were decided separately. As for the latter, it could be decided discretely, choosing where the black key pattern starts.
Wow, the turn timer is brutal. This was quite a fun and frantic game, trying to take care of all of the threats while hoping they wouldn't make you too weak to keep dealing with them. I especially enjoy that you can make a comeback even when the board gets very small. It seems like the thing that overwhelmed me at the end was the sheer enemy count (making me die at a score of 2030). I do wonder whether it's sometimes worth letting an enemy cut the board to avoid a downgrade, but my first guess would be that it almost never is.
Fun and simple game! I do enjoy the growth and shrink mechanic, as I haven't seen it since I played Specter Spelunker Shrinks a long time ago. I do like how you sometimes need to plan ahead and look at part of the level while you're big to plan your route. I also learned that there's a secret 7th level that you can only reach from the level select screen (although I don't know whether that's intentional).
Fun and simple game! I do enjoy the growth and shrink mechanic, as I haven't seen it since I played Specter Spelunker Shrinks a long time ago. I do like how you sometimes need to plan ahead and look at part of the level while you're big to plan your route. I also learned that there's a secret 7th level that you can only reach from the level select screen (although I don't know whether that's intentional).
Quite a fun (but tricky) little game. I can see the idea is to "build" to "scale" over obstacles, although I do wonder if there's a creative way to play with the concepts of large and small within this game as well.
My main suggestion would be to add different types of difficulty to the game and reduce the parts of the difficulty that can feel artificial. For instance, if the blocks you placed were made larger, the timing window to jump on them wouldn't be as tight, and a single block would be able to turn a jump from being impossible to being easy (instead of being barely possible). This would leave room for more of the other types of difficulty, such as puzzling out how to beat a level or having to multitask to deal with multiple threats at the same time.
This game is very well polished! I like that I don't lose instantly if I make a single mistake, no matter how large the collapse is (although a large enough collapse can be pretty bad, since it prevents me from reaching any hearts for a while). I also like that it displays a helpful grid to help me line things up (until I mess up and make everything diagonal).
I like how which enemies are harmless change over time, keeping you on your toes. This has a good potential to bring about a risk/reward element where you have to choose between getting rid of the dangerous enemies vs trying to upgrade your bullet. To further improve the game, my suggestion would be finding ways to improve the skill ceiling, requiring players to figure out strategies for improving their score. One approach to doing this would be reduce the luck factor, such as ensuring that enemies do not spawn too close to you. Another approach would be to increase strategy by making it possible to lose the opportunity to shoot a mushroom that would upgrade your bullet (if you ignore that mushroom for a while).
The math-themed puzzle got me confused for quite a while, as I was wondering whether the gimmick was related to the operator on the blackboard not actually being a "+" sign. My main criticism is that only the original door ever opens, and I had hoped that the other puzzles would serve as clues for the initial room rather than being standalone.
I did like the sneaky message in the math room.
This game feels quite solid to me. The door effect is quite cool (although I find myself slightly missing the transition zone sometimes). My main suggestions would be quality of life features such as indicators of your current food item, making the range of your weapons and pickaxe more obvious (to avoid an unintentional feeling of randomness), and allowing some movement (possibly slower) while attacking or mining.