I really like it. It was pretty satisfying to push these guys around and the upgrades felt impactful. Played 3 times and it seems the upgrades you get are randomly selected? This can really affect the difficulty. First attempt gave me like 50 heals and no actual upgrades so I got overwhelmed. The story is a nice tough, though a bit tedious on repeat playthoughs. Very fun overall.
Ponjisk
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Pretty competent all around but hard as nails.It's one of those games where I as a player feel kinda handicapped against super strong waves of enemies. Seems like power ups should last a bit longer. And the shooting sound is obnoxiously loud. Also, I don't really understand why the mouse is needed to shoot. Why not just use the space bar or something? Feels kinda awkward this way.
I also find the visual style pretty disjointed.
But these all really are just minor complaints. Overall it's very good and there really isn't anything substantial to moan about. It's just very easy to want to enjoy it just a little more.
Pretty solid experience. Everything works as it should. Although I found the main gimmick really click with me. I found myself kinda just sidestepping it, only switching colour when absolutely necessary and just dodging/hiding from orbs I didn't feel like shooting down frantically. Maybe this is the intended solution but I found myself unsatisfyied feeling like I avoided the point of the game. Now, I can't really complaing too much about this because this is a pretty fundamental game design issue and solving it seems like quite the project in itself. So I get why you just stuck with it and finished the project as it was. Not every idea needs to strike gold, obviously. But it was still a solid experience that did what it aimed to do. So I don't fault it for that.
I must say this may well be one of the most frustrating and/or unsatisfying games I have ever played in my life. Not sure I would even classify it as a puzzle game tbh. As far as I know, there really isn't any way to "figure out" how the levels work other than to gain a precise and intuitive understanding of how exactly the game's physics work. Until that happens, it really isn't much more than trial and error aka placing Muons in random spots and seeing what happens. What this game desperately needs more than anything is some sort of indicator of how the blip will fly, kinda like the slingshot in Angry Birds - Literally any sort of UX work because at this point, It really does feel impossible to figure out. This kinda starts even on the level select screen where it isn't obvious which one to even begin with.
Now all that said, the Idea is pretty cool and the game is presented quite well. Nice graphics, sounds and all that. I want to like it but the way the sole mechanic is implemented, I can't really keep going.
Very nice, polished and, most of all, complete package. Moving and picking up the cargo is actually satisfying enough to carry the experience and the enemies are certainly serviceable to spice up the gameplay. The story is a nice bonus and balancing story against mechanical progression is a nice touch. Nicely done!
Very nice. The only thing I'd wish for, aside from general polish and content,would be some kind of indicator of where the bugs are located. What I mean is that I can to constantly look and scan for them, which can be somewhat distracting. Maybe have a skittering movement sound for them or a hissing when they aggro onto you. I say this because more than once I was ambushed by one with no idea where it came from. Feels bad. And it's way more exhillerating to realize what's about to happen and attempt to avoid it.
I don't know how one comes up with this premise or character design but I love everything about it. Very barebones in terms of mechanics, obviously. But a cool little adventure in something that actually feels like a game world. Also appreciate that you took the time and effort to do some sound design.
Man would I have liked momentum or something to make moving around more enjoyable. Not that moving was bad or anything, I just found myself wishing to slide around a bit.
Also it became quite difficult to see after a while. I get it tho, this sounds like a polishing aspect that may well be way more complicated than it first appears.
I like this more than I perhaps should. Although rudimentary in both aesthetics and mechanics, this somehow actually serves a vibe. It really does feel lonesome and empty, as space really should. The lack of sound really highlights this. Not sure how much of this is intentional but this actually managed to create an atmosphere, which is quite something, although I wouldn't know how to convert that into ratings to be honest.




