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Plasmalot

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A member registered Aug 14, 2020 · View creator page →

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I had a great time! Unfortunately it seems like the game has a tendency to freeze sometimes and softlock you. I was having a great run and then the game just....became unresponsive. Sad, the gameplay is very enjoyable.

2893! Very simple game but does inspire that "one more run" type of feel. Hell yeah.

Thank you so much for playing! I hope it was fun even if the puzzles were a bit confusing towards the end. Fortunately the game has autosave so you can come back and keep trying whenever you'd like.

I hope either way it felt like a complete and polished experience!

The reload time and the time between Enemy Spawn -> First Attack is a bit too tight imo. You can shoot enemies in the order they appear but with the reload time enemies later in the sequence get to hit you even with perfect aim because the reload time is too slow.

Reminds me a lot of Papa's games minigames! I liked the concept a lot.

The juice was awesome. I loved upgrading my ship. Peak gameplay

Cheese pickup is goated

Did you make the music yourself? Straight bops all around my guy

Are these actual sketches you made and turned into a game? That's dope as hell

loved how the characters all moved. Very fun ragdoll physics

Really neat foundation! Some of the stuff didn't work, like Last Formation just didn't work at all and overall I wish more information was telegraphed.

I'd like to see a turn order, I would like to to be clearer if a dimension costs Coins or Aura to recruit Party Members, etc. But the bones are really cool and with some more time in the oven I think this could be a baller Roguelike/lite.

Nice work!

Boundary breaking is one of my favorite things. I won!

The concept is great and I enjoyed it for a while, but unfortunately it doesn't quite feel fair that the monsters can float behind the "chasm" tiles and become obscured from view + attack you and knock you back into the void.

The frog section was horrendously punishing. One small mistake sent you all the way back and even just controlling the frog didn't quite what I feel like I'd expect.

That said, the concept and art is great throughout, I loved the concept!

I completely agree with Castle Voider. Game is great and unlocking the new mechanics feels fun, but that particular segment is brutal in a not-fun type of way.

Gameplay was actually shockingly fun! Starts out hard enough and then never really gets much easier lol.

My one piece of critical feedback is that after you've converted trash in your compactor, those little debris balls shouldn't hurt you -- you've already compacted the obstacle.

I absolutely love Superliminal-type of games. This one was excellent and I had a blast.

Definitely a little rough around the edges but this was awesome. Nice work!

This game is tough and unfortunately in a frustrating way. The mechanic of jumping off of the spears wasn't made very clear and the frequency with which the turrets attack you in the platforming sections make it difficult to platform properly

The idea was fun and felt very "backrooms", but I've got to be honest the camera shake gave me a headache. I know it was supposed to feel like found footage, but it was cranked up too high imo

I liked this one. Gameplay was a bit uninteresting but I think that's kind of the point.

Immersion was excellent, I legitimately got goosebumps a couple of times.

I wish my drip was as good as his

Pretty fun! I can't say I've ever played a game with this movement/control scheme before....that was definitely something to get used to lol.

My biggest complaint is that it was hard to discern if my attacks were actually doing anything. I'd fire but it seemed like nothing happened.

I really liked the movement mechanics being locked to mouse rotation, that was neat.

I really liked the gun/movement mechanics. Those felt nice! I tried to jump and roll to the other platforms but they didn't have colliders...devastating.

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Pretty short, but a good submission! The game was complete which I liked, and the movement felt crisp.

I do think the platforming was a little bit unforgiving with things like "pick a route" paths that kill you instantly or the fast Boss fight orbs that weren't telegraphed to the player at all, but the game was still able to be won.

Oh also, I really didn't like having to actually install the whole game. I wish this could've been played in the browser.

Nice job!

Unfortunately it looks like there's something wrong with the .exe? I couldn't launch the game as it said the .pck file might have been missing

This game, though short, was nice and fun!

There definitely were some bugs, like cards spawning over other cards, or card selections being visible when you hovered over empty space (where cards normally are if you haven't played them), but they didn't take away too much from the experience.

I did find that the squash/stretch was a little much in some places -- like the cards expanding at the bottom of the screen to the point where I couldn't read the Mana cost.

Overall though, I enjoyed it. Fun art, gameplay was simple but tight, and the secret ending was challenging. Nice work!

What trouble did you run into?

Thank you for playing, and I appreciate your feedback! In our original design there were cranks on all four corners so you could always move to the closest crank, but some script designs made that functionality...problematic so we scrapped it. It would've been fun if Father Time had moved up and down or around the platforms, that would've been very dynamic!

I think making a combo system would be an excellent idea!

Haha I appreciate the comment! I wanted to make something ready to pick up and play for a couple of minutes whenever you had time. 


I wanted to make a basic music/volume settings page, but I couldn't due to time constraints. Next time for sure!

Thank you so much guys for taking the time to play! I really appreciate it, and I'm glad you had fun!

I appreciate the well thought out response!

I agree that the AI definitely needs some work. Our team was very surprised at how difficult it was to make cohesive enemy logic when many of the platforms they travel around could "disappear" and "reappear". Our solution was definitely one of the solutions ever designed, but it was a good learning experience nonetheless.

Putting the tutorial instructions on the screen during a first playthrough is a brilliant idea, I wish I had thought of it!

Fun fact, there actually IS logic to make the player rotate with the gears! I can't remember if it is still active or not, but it is definitely in the code buried somewhere. 

Again, thanks for playing. :)

Thank you for playing! Yes, I agree that the view definitely needs some work. My team's original idea was to emulate the style of the Mushroom Mix-Up minigame from Mario Party, but it didn't turn out quite as clean as I was hoping. 

Thank you so much for that great feedback! I was thinking about putting a small white outline on the ground where the player would land to help the player gauge their location. With your feedback, looks like I definitely should do that! 


I'm glad you found the game satisfying to play, I tried to add as much juiciness as I could in the time I had. :)

Thank you for the feedback -- I completely agree. The isometric camera looked pretty cool visually, but it was difficult to gauge depth and where the player was.

Unfortunately by the time the team realized this it was too late to change something as integral as the camera. Oh well, lessons learned for the next project!

Thank you for playing! Originally the enemies were much heavier and dealt damage on impact, but those were eventually changed to make the player feel like they had more control of the game's pacing. You could get dogpiled and launched off the gears pretty easily, but maybe I should reconsider bringing that back!

Thank you very much! Always wishing I could've done more, but I'm proud of what I have nonetheless. I appreciate you playing! :)

There were a TON of enemies all spawned in on frame 1. Is that intended?

The narrator reminds me of Stanley Parable. Very funny!

I enjoyed the eating sound effect a lot LOL. Upgrade system is always a plus too!

The sound effects that played when the generator was getting damaged were very well done, conveyed a sense of urgency!