Definitely kept me entertained for a while, solid little arcade game.
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I love the premise, a conscientious vampire who has to hurt himself to survive. Obviously a very short game but there were some decent puzzle elements. I did find the platforming a little frustrating, it was very easy to slide off the edge of a block and not be able to jump.
Strong theme, good music, I enjoyed the animations, great job.
Yeah I had planned to have a super laser you could shoot by pressing the B button but rhn out of time to do it. I do like the idea of recharing the shield though, that would add some nice complexity.
I'm glad you enjoyed it!
Nice catchy title to draw you in then immediately dash your expectations but still provide you with a long term goal, very neat design.
Some of the functions were a bit unclear what they did but it was very fun to build up functions to solve puzzles but essentially changing the rules of the game.
Very nice little meta game which had plenty of great "Aha" moments.
Very neatly polish tower defence game with a nice little bonus of having to constantly resupply your towers with ammo.
I do have to be a little harsh though because this fell into a lot of the traps that I feel really restricts tower defence games, the tower choices felt arbitrary, the enemies barely made it past the first corner but if they did it would have been an instant loss, the clicking mechanic while interesting at first quickly became mindless spamming and didn't end up adding anything to the gameplay.
Also I'm not really seeing much of the meta theme in the game at all.
It's on the verge of being a great, tower defence genre breaking game.
The balancing was very smooth though and it had really nice sprites and music.
I love the rapid pace the game scales up at and the choices are some solid humour.
I would have preferred a bit more nuance in the pricing and even item choices and there wasn't much feedback to let me know how I was going.
Definitely got a few good laughs out of me.
Haha very accurate commentary on the jam lifestyle.
I feel like the core gameplay was too simplistic though, if there was some kind of strategy or higher goal rather than just filling up a progress bar I would have enjoyed it more.
Great sound design and very nice backgrounds and humour.
Quite a fun little commentary on clickers and loot boxes but almost confirms why they are so popular because even this dumbed down "game" was quite addicting and satisfying.
I feel like the interface was a little bit lacking, some of the upgrades could have been done with fewer clicks and unlocked/locked things could have been highlighted better. Also I would have preferred to be able to tell easier when one of the loot box rewards was one I didn't have already.
A very clean, satisfying and fun loot box clicker.
Very cool, incredibly meta game. I didn't even know you were able to do half of the things this game did to my computer.
I loved the mouse cursor platformer section, low key blew my mind.
I did get stuck on the screen dragging section and ended up losing the game screen somewhere outside of my window and couldn't use any of the standard windows techniques to get it back so I had to start again.
Also I go stuck for a while when your screen goes entirely black and from pressing random buttons I ended up pressing f3 which appears to be a legacy debug mode still in the game which ended up crashing it and I was stuck without a background or task bar until I could get back to that section and beat it. Any issues had their annoyance magnified due to the temporary damage the game caused to my system.
I would have preferred a clearer ending, I had to check the walkthrough on your channel to check if I was actually done.
All in all an incredible experience, very mind blowing and a lot of fun.
I enjoyed the comedic value of it however I think you could have used the ridiculous APM while still being able to see what was going on such as clicking on an empty space builds something there and clicking on a building empowers it in some way.
Nothing can take away from the few minutes of laughter I had with it though, great job!
Haha yeah the moon walking thing was a bug and I wanted to keep it because it was pretty neat but I had to remove it to fix a different issue.
Thanks for the feedback and if you do wanna play the secret level you just have to beat both the games, they're easier now and I reckon the bonus level is worth it.
Some great pixel art and it was fun to be the captain of a pirate ship but I felt like the controls were a bit of a downside, specifically switching between characters. The game was a bit shallow but still a nice vertical slice for a short jam. Great job.
Very cool game, felt really satisfying to punch and I loved the mind games of trying to work out which one of them is actually trying to kill you and working out strategies to find and kill them.
Also the player is definitely the bad guy in this game and the one in the crowd is trying to stop them from murdering countless innocent civilians.
Definitely quite a challenging little puzzle game, it was quite fun to try to quickly wrap my head around the layout of the level. Why did the level exit have to be hidden though? I feel like the levels were difficult enough to not need the extra obfuscation of hiding the exit.
It was a lot of fun to aim a long range portal grenade and the shooting was really satisfying.
I did find it kind of sluggish with the movement and delay on the portal jump but I do understand why it's there.
Definitely kept me entertained for all the levels.
Very polished game, great visuals, very simple clever way to introduce the controls, some lovely visual effects.
The main issue for me is just not that interesting core game play. The charging up just felt slow and it was hard to dodge attacks when they were coming from off-screen.
I do love the spike and enemy spawning visuals :)
Great use of the theme of dual purpose design with the bombs being movement options, moving blocks and activating your self destruct, very innovative.
I did have an issue with the bombs being inconsistent and quite had to control as well. Just dropping them in front of me and having them roll away made it difficult to control them the way I want and sometimes they would deal more damage to me and put me into self destruct when I didn't want or expect to.
A nice little theme and some promising ideas, great work!
I didn't have anyone else to play with but even just jumping around the field and manipulating the heights of the pillars was a lot of fun, I can only imagine how it would be trying to know others around and try to win. Great aesthetic and lots of fun movement options like trying to jump to a pillar too high and jumping off the walls.
This game is a fun challenge once you get used to the controls, interesting balance of health to attack and dash attacking. I feel like the arena itself wasn't super well optimised for the style of gameplay but that did also add to the challenge in a way.
A lovely aesthetic as well and some great visual effects.
Great idea with having the controls being the puzzle you have to solve however the hard reset options wasn't working for me so I had to restart if I wanted to change the controls for that level.
Definitely a promising, brain warping game.
Lovely aesthetic and some fun moments with balancing heat, it was a bit limited but that's really always gonna be the case with a game jam. Some obstacles or goals would make balancing the heat around them more interesting I think.
Again, just a beautiful looking game.
I like the integration of all the elements of movement, shooting and walls to create interesting puzzles. As you said on the page it does require quick thinking even though it is turn based which is something you don't often see. It did become very hard quite quickly though, I think it would have benefited from being able to test the interactions with walls and alters in a safe environment, ie. without spikes in the way.
A promising little game indeed.
Goofy little game but I don't really see the point of the falling down phase of the game. The bricks don't seem to actually hinder you at all so you may as well wait for the whale to get to the bottom before making adjustments to catch it.
Still, kept me entertained for a couple of minutes.
I love the idea of the combination of pinball mechanics with a classic arcade game and the instrument theme is interesting but works well. I found my self playing quite a few games.
The gap between the flipper and the bumper being big enough for the ball is really quite annoying though, in pinball I'd usual rest the ball there with the flipper up to line up a shot.
A great idea with solid execution.
Very solid little score attack game, theme makes sense, quite fun for a short time.
It didn't seem like the game got any more difficult as it went on which would have made it more interesting.
I did like how you go into a last ditch mode when you lose all your balloons and fall faster than normal.
I love the theme, such a great use of the character for the game.
I did however feel like I had no control over the arms, I understand that was the point to have really abstract control over it but it just felt too abstract for me.
Still a great game none the less.
I absolutely love the idea, combining the enemy types to make your own power up is brilliant.
And the decision to how to use the power up is great as well, either eating or using.
The main gulf for me was the controls, if you iron those out and maybe give more control over what enemies you choose to kill and some kind of indication as to what the food will be it would be amazing.