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Ran-chan

239
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A member registered Aug 03, 2019 · View creator page →

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A fun puzzle game with a nice variety of manipulation mechanics. 
The difficulty curve also feels fairly well-done, which isn't easy within the scope of a jam. Nice job~
now to see if I can clear the last few stages...

Simple concept, but wonderfully executed~
Last level had me stumped for a while, but finally found the solution.

Such a cute puzzle game, and I appreciate that ticking to 0 on a platform isn't instant fail. Nice one~

Wonderful concept~ 
Can't draw very well with a mouse, but the game was forgiving enough ^^;
unlike the deadlines...

The original idea was that you wanted to keep your heading on-track for the pad, so you couldn't just mindlessly dodge stuff. So.. the pad might have been a wider area, but equally, missing it would have meant a point deduction (save on the gas giant where it would be a failure).
Never got around to the specifics of mind you, further than an unused HUD marker to help keep you on course -- do have to wonder if it would make the game more annoying though ^^;

(but forgot to say, thanks for playing! >w<)

While not super clear in-game... or possibly the description, come to think.. the idea was that you're dropping cargo down onto a planet or moon. So the only current stage was technically on an earthlike planet (hence, not that I expect most notice, you start to slow down at 100km up: the Kármán line, which defines when you're in space above Earth).
So in regards to the wind, my naive hope at the start was to have a gas giant be the last level (strong winds, further to fall, higher gravity, et cetera). Albeit it makes less sense right now, given you don't have to aim for the landing pad either...

Lovely spritework, puts me in mind of maybe GBA games~
Was pretty fun~  if I needed a few shots at the boss due to not dodging well enough
Nice one

Ah no it's fine don't worry: constructive feedback is always welcome, but seldom given ._.
So really, thank you for the comments~

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A wonderful twist on the usual tower-defence rules (and on the game theme also) 
Only real nitpick would be not seeing turret range before placing I guess; not realising I could upgrade them was more on me being unobservant.

(also had an odd bug later where it kept sending multiple waves at once. But think that's my fault for spamming the next-wave button to much to throw the run on that stage
EDIT: seems to trigger when speeding up on the last stage. Came back and beat it this time~ )

Welp, a touhou FPS certainly  wasn't in my bingo card for the jam XD
TImer's extremely unforgiving (not helped by my aim) but this was fun~

In regards to run time, it's faster if your cargo's heavier, but trying not to make that too fast did impact things a little sadly. though given it should take less than 5 minutes that isn't too long I'd hope. Time was a bit too short to refine things more than I did, sadly, but I won't deny it's not just the ship movement that's sluggish ^^;

I'm... not sure what to say in regards to the controls though, can I ask what you would have regarded as more engaging?
(or was the issue more that you're just dodging the same obstacles? I'd like to have done more there but I squandered too much time early on to even add a second shape)

I tried to make it feel like an in-ship monitor so I'm glad that worked out.
thanks for playing~

Thanks for playing! and I'm glad you liked the cargo loading feature~
Sadly I spend most of my time (and most of the overtime) getting the core functionality functioning and looking correct, so didn't have much time for music (and the two tracks I made for other games wouldn't fit >w<)
or should I pretend it was intentional to emulate the retro games inspiring it? *ahem*

Fun game, and the multiple ways you use the robots was pretty neat. Nice job~

Kinda wished for some way to counter the enemies but... it was immensely satisfying to lure a group into a blackhole all at once
Good fun overall~

took a bit to get used to the controls, but the movement system was pretty fun. Not being able to spam jump/dash as I pleased certainly added an interesting twist to the platforming 
(the character sprite was cute too!)

Was a bit difficult trying to balance it late in development: didn't want players clearing too fast when at max tonnage, but it meant lighter loads still took a few minutes >w<
No time to rework things by then though...
Glad you enjoyed it~

Nice creepy vibe, and interesting concept~
(wiped my team first attempt so er... whoop)

Gets hectic managing the clock and keeping the mobs at bay, but I had a lot of fun (up until wave... 14 I think?)
The sprites were nicely done too, good job~

Quite a fun mechanic, and honestly I'm amazed how many levels you managed to cram into the development window

Fast paced and pretty fun~
the window for completion felt pretty tight at times but managed to get to the end. Nice take on the theme

Wonderfully chaotic~

Looks great and was fun to play~
(also lightning mage was way MVP with all the static build up. Such a satisfying mechanic)

Tough, but a fun puzzle game~

Feels like the makings of a great party game, nice work~

Punishing at times, but overall a pretty fun game (and certainly not what I expected the bombs to do~)

Love the artwork and palette choice! The take on the theme was certainly an interesting choice, nice

To be honest the cap stops you getting *too* powerful at least, and 3 digits would be a bit squashed
(plus you can still drop down by a lot with mismanagement >.>)

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This is evil, and a wonderful time sink -- and only the clock is stopping me trying another run~
Not sure I've much of a winning strategy but learning that unused turns could be saved was neat. 
(only wish I could save some cards for an emergency, like substitute)

Edit: oh there is an end (and a 'hp' cap)

Took me faaaar longer than I care to admit to solve the penultimate puzzle, but I got there \o/
Had a lot of fun with this one, great take on the theme~!

This was a pretty fun concept, and I appreciate that some things were taught through trial and error, not explanations.

Would be interesting to see what you might add now the jam is over~

A simple concept but well executed~ I quite liked the variations from level 8 which were subtle, but always seemed perfectly done to counter the prior approach. 
(One thing I would say is the red/blue flashing during later levels was a little rough on the eyes, but that might just be me...)

Glad you liked it~

Wasn't expecting a multiplayer game, but this a great take on the theme. Nice work~

(and I'm glad you can't hit the bunnies)

didn't realise what the numbers popping up did at first. whoops
Got to round 10 though~

Was a fun take on the theme, nice

I'm not sure I really saved the town after killing half the villagers and losing all houses but... a fun concept~

Honestly this feels like a great foundation for a puzzle game.
Would be interesting to see how you might expand on this post-jam~

Quite an interesting concept~ 
Maybe needed a little more leeway in a couple levels (also with headroom) but was pretty fun~

Quite a fun puzzle game~

Ad...mitedly not 100% what the intended solution was for the last level but managed it after a few tries.

for #2, you can spend 1 blue wisp while in the latex puddles to effectively reset the 'countdown'
(similar to how you can use some when captured by, say, a mimic or fox guard)

Though to actually remove the debuff you need to get through all the floors (think it was 11) and 'end' the demo. Which... is somewhat RNG dependant but not too bad if you're cautious and/or have a good stock of blue whisps

Personally I usually get that effect sooner or later, but that's another matter.