Thanks! Kudos for finding the restart button, I should've made it more obvious. As a curiosity, what made it seem cute to you? Knowing what might have caused trouble or frustration when trying to complete the level would be really helpful too.
RoboZero
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Lukas, the game is awesome. I probably came off pretty harsh but I find that most helpful when considering what to do next to improve it, most of it was nitpicking! The mechanics make a lot of sense on paper and it's very clear a lot of thought went into it, and I think it can still work with a little tweaking. I'm saving this to come back to, so if you have a second to edit things I'd like to see it :)
Thoughts while playing
1. Woah nice title art! (Side note: Crackdown makes me think of the action series)
2. I keep opening the game and accidentally closing it because I can press the quit button before game loaded and I often click on the middle of my screen. I thought my computer froze.
3. Oh wow I can actually highlight text is this a proper browser? Oh shit I closed the text because I pressed a button. Reset. Can I delete this text with backspace? Oh I just closed it again. Reset. Oh the end of the paper said any button to exit. I'd prefer one button that said 'close' to avoid this again. Something about having controls in parenthesis next to text makes it hard to real for me. (Small 'securiy' misspell).
4. Accidentally threw an egg, whoops. Holy shit these paintings are **amazing**!!!! Hilarious. The idea of having to memorize which paintings were generated where so you can hit each before time runs out is great. Got stuck in a corner, reset! Picture (caught myself 3+ times, same with the stairs). Are these lights cameras or different? They're different. Alarm rang, RUN! Lets not scare my roommates without headphones. Out the front door I guess? I'd think I'd take a side exit. Neat that was cool.
5. Accidentally skipped past report and can't go back. Redo. THE PEKKA 7 elixir insane value that's amazing. Using audience references is a stroke of genius. Wait you can reload your egg carton? Nice I made it out. Which paintings did I get wrong? Doesn't seem like I needed to hit all of the paintings. Maybe suggesting where to look to get the references we don't get would be useful.
6. Woah these generated levels are cool!! Is it even possible to upstairs and still escape in time with how slow I move? Ah, alarm didn't seem to end the game. Well that was enjoyable.
This game blew away my expectations, hilarious and well made!! I wrote a bunch of thoughts here just to fix the small stuff. Concept is great, art style is great, game is great, fun stuff. If I were to extend this, I think the main point is making planning an escape more worthwhile, as I started to feel I couldn't reach the exit in time nor needed to hit all the paintings. The money felt extra, while my real goal was to hit everything on the checklist. Also, for variety, maybe make only a subset of art in each level so you can stumble across new ones. I absolutely love it.
Thoughts while playing:
1. Nice title, I get the idea :)
2. Woah that's a lot of text that I have no reference for and am finding hard to comprehend. I'll see if I can figure it out while playing. Ok those are the controls.
3. Level 1: This is a really novel idea! I love the camera view AND the swap view where you can imagine your block swapping them out. Highlight is obvious. This one seems to work. Escape to exit seems to un-fullscreen WebGL mode whoops. TAB in swap mode doesn't seem to pull it up camera view either, awkward.
4. Level 2: Hmm I'm not sure why this egg worked. Maybe other cameras could also see and I'd have to find an overlap of what egg they can't see? (Art Gallery problem, anyone?) No, doesn't seem like that. I don't see a pattern on any of these eggs but the camera says pattern-blind... I wish there was a replay button so I can figure it out... Ah! It's obvious in hindsight but each egg has little label tags. I wish those where closer together for a quick comparison.
5. Oh that's it? Darn I wanted to see more! I could see some really cool puzzles and ideas like cameras moving or temporarily swapping two real eggs until something was solved, adding more combinations of which you swap first. As a side note, the play again button doesn't seem to work.
Awesome idea and really good execution, the ideas were quite clear and the mechanics work really well. I can easily see a compelling puzzle game out of this. Eggciting! So innovative
Thoughts while playing
1. Woah nice intro art! The title MS Paint Egg makes it seem intentionally low effort like Pizza Tower, not sure if that's what you intended.
2. At first the intro gave a meh impression because there was no background and level structure felt unnatural, but it was incredibly effective. Great work. Egg skill reduction is really interesting and novel.
3. I keep accidentally creating an egg to leave it but end up controlling it, frustrating. Maybe allow egg assignment to numpad numbers. Or allow creation without switching eggs. Toggleable?
4. I didn't use dash for the first 2 levels so I forgot it existed, almost got stuck on 3rd city level. Had to tab out and look at controls.
5. Good puzzle design with aha moments. Something about the game makes me want to avoid thinking about it. Feels vibey, cute. Interestingly, I think I felt less aha because I didn't make a plan ahead of time, more 'damn you got me, I should've done this but I was too lazy to even think about it'. Maybe I was the egg head the whole time.
6. The button and their corresponding door numbers are hard to see and think about at a glance. I guess this is why wires between them, doors having different textures, and having door numbers with obvious blocks with numbers are typically there. I see why color coded buttons and doors would be confusing too.
7. Really cool last level, took me a couple tries. Music was a bop too. I'm satisfied! (or satisfried like an egg)
I really like the mix of skill platformer and puzzle gameplay. If I were to extend it, I would probably add more skill check elements (ex. spikes) and polish the feel of eggs moving while platforming so, even if the eggs should be sluggish, it wouldn't feel so sluggish and I'd have to pay attention moving. Otherwise, clarity as mentioned and polish like making outer background non-default or adding custom fonts could add a lot. Eggcellent!
Really good observation. Design wise, they definitely could be synced up with the timing of the music, that would make sense. I think how they end up now is more a feel of contrast between sounds - a big button for a distinct pitch, volume, or buildup note. I'll look into Pump it Up for reference, thanks.
Like a slug, but lava. Great game! It feels clean and polished, it feels good to play, the tutorial was clear and levels were well tuned difficulty for a short and sweet experience, and it reminds me of pathfinding algorithms (a bonus) and the classic mobile Flow Free game were you draw lines between points on a grid and they interrupt each other. My first thought was 'Oh no it's the freaking line crossing phone game ahhh'. I could easily see it getting more complicated too. I saw in another comment you scoped it down, I'd say that was a good choice. Something like side objectives would be a good contender for a reward for skilled players.
Constructive criticism: Feels like a mobile game (probably because I was thinking about the mobile game and the simple design of it). It didn't feel like I was forced to learn anything with how I could mostly complete the levels in one try, reminds me of the GMTK puzzle design video (roll credits) where you misdirect first and therefore learn and analyze the structure that gets in the way. Also, I wish completing the level was more satisfying as it's just a quick cut. Maybe animating the entire room being filled will lava would be satisfying
Yeah going to echo others and mention small tweaks. I wish the green/red blocks were clearly split, sometimes I wasn't sure if it was 4 or 5 total so it made me second guess myself. An undo button with limited uses would be nice (command pattern lets goooo).
I feel kind of silly, am I missing something? Is there a timer? Does it loop? Is there an ending? Am I supposed to be able to talk to some characters I can't currently talk to? Not to be rude, I'm just wondering if I'm looking at the wrong thing.
I want to play. The art is fantastic, the character designs are crystal clear, and the city is nice to navigate (are those decals and signposts??). It's a really wholesome idea where the goal of the game is to help others who are suffering understand more about what a fulfilled life would be. It's quite clever too because players who might be playing might get good ideas. Going around wandering, talking to others in the city, picking up items, finding secret areas, and seeing the city change and the others evolve as I learn about them and choose to help. Plus the creator picture goes so freaking hard.
Constructive Criticism: There's a lot of very obvious bugs that I'm sure are known about (oh man I can relate with my own jams, still pog job programmers). I can make a video if you'd like. Honestly a nice skybox, fixing walk animations, layering the sprites to not jarringly block the rat, and adding some sounds would add a lot. Some minigames don't seem to complete, that's the main one to double check.
On a gameplay level, I feel like I don't know when I'll be done (once again maybe I'm missing a timer please let me know), and I see these three slots which makes me think I can pickup items (collectibles!) in the world like trash and throw them away, but I don't seem to be able to do that? I guess I'm not sure about the intention enough to reflect upon it.
On a philosophical level, I wonder if some of the chat and minigames are too surface for a deeper reflection and personal exploration. It could be a good starting point as a reference to events that are harder hitting. Understanding the magnitude of how much you helped, or not, with a simple action, especially with context of prior relationship and why the rat might not have helped before, could add a lot. Something that hit me when reading online is something like 'bring a pizza to a friend who's loved one has died, who's not in their right mind to ask for it, and who I've never helped so directly it's emotionally vulnerable' which is much deeper but has that sentiment where I can consider what I could've done for others. I feel like helping someone hold too much and helping someone find glasses could be really resonant, but since it's so context specific where nothing really stops you from helping and there's no new way of thinking about it (like sharing advice that worked for you) that it didn't resonate much with me. I think that's what you were going to go for on the loop, so at most I'm just spitballing.
Anyways, well done!
Thanks for playing! I did some game 'research' and osu was definitely one of them. I'm a big cytus 2 fan so I liked the shapes they made with the bubbles. I'm glad you noticed how the bubbles directed the focus across the screen, that was my big goal. Interestingly, the colors DO dictate timing of a bubble to fully inflate in code, so I'll keep the fact you thought they were different in mind. If you have a chance, pointing out about what time you thought that would be helpful.
Thanks for playing! When I first saw it spin in sync I was like 'woah' so I'm glad it translated. I wondered about controller too actually, and I like the idea of syncing it to keypress. Now I'm curious how keypresses for mouse would feel too. Part of the inception of the idea is moving the mouse quickly like osu so that changes the philosophy.
With how tightly the game is designed, I can completely understand the lack of perceived polish. Getting to level 8 and seeing how deep it goes got my attention. From this thought, I think it's worth emphasizing how it seems a lot of players, including me till I took a break, were really exhausted before they got halfway through just so you can analyze why.
0. Totally understand. With that logic you have to include at least one meme character! I think what's jarring is how distinctly robotic the other two look as our reference point, so at first it felt like a culture shoe in but later became intrigue after how beefy he felt. Hopefully that makes sense.
Assuming the crit is interpreted perfectly by the player, the crit can feel good reinforcing the wheel spin. In fact, assuming every change you mentioned was added and the tutorial was flawless, I suspect there would still be some underlying issues. Particularly how it's really hard to track all the moves and in which order (lack of chunking? choose ability then select target), feeling a lack of agency over controlling the color wheel (exploiting enemy weaknesses?), and the pacing of how long a players turn compared to the enemy and how there's no incentive to observe them or change your plan because of them (you can know you'll lose health and get status). I swear, I really hope these aren't issues and I'm overreacting here. In my head, it may be worth experimenting making the enemies way scarier and even attacking at the same time, but making the wheels and damage across each consistent and giving way more ways to manipulate the wheel to obliterate them. I understand how this is a really dramatic change though, it's more a 'how would this feel?' question if you wanted to try it.
> When it comes to simply learning how to interact with basic rules of the game, every effort is worth it.
With exploration, I'd like to say with how genuinely interesting the abilities are and knowing when to use them at what time, and how to control enemy damage, I think streamlining everything else and letting us explore them would be worth heading towards. This probably sounds contradictory, hmmmm. Brain fried.
I hope I didn't come off too brash myself! It's a really cool game. Maybe the issue is me and my own expectations - I want to feel like I'm cleverly and slickly destroying these strange and scary foes.
I'm glad it'll be helpful! I think the tweaking helped a lot with the overall feel once I figured it out, so I remember the game positively.
Perhaps your own point was proven! As for the branches, it currently *feels* like it should have colliders because the of the colors. I kind of like zooming around at terminal velocity, but I also wonder if I would be encouraged to learn the map better, which requires experimenting with fading the branch into the background and colliders respectively. I specifically say feels because ya'll can control how it feels, y'know? I think my greatest concern there is that if I'm aiming for a green fly, and I bounce the other way, I might be frustrated. However, if I can recalculate to hit a green fly on opposite side of the screen it could be fun!
They may be complementary. I like the idea of the hazardous ladybugs, they're really well designed (interesting to look, nice deep red satisfying contrast, and pretty pointy sharp). If going slow, they did subtly encourage me to navigate around them with my jetpack, which added to the skill-check fun that I imagined the branches would do (think flappy bird). If going fast, I simply did not have time to either react or rotate fast enough for it to be a skill check. In this sense, perhaps doubling down on the skill check - some sort of air strafe and camera slowly moving in front so you can see what's ahead, then if you hit one making it a really satisfying challenge to try and recover might add a lot, like a mid air crash you can struggle out of if skilled enough could work. From here, making distinct ladybug formations along parts of map you can learn and predict would add to what seems like the intended second layer of progression through map knowledge. Just spitballing.
I don't think so. Right now I don't feel points are a valuable enough reward. I focused on getting the highest round, managing my time, and having fun wrangling. In fact, I was wondering why I could wrap around more than three times if it didn't get darker than red, felt weird. I can see some of your vision with style points though. Once the hazards issues is fixed, I'd like to be rewarded for chaining yellow flies. First, try making it really obvious when you're about to fully wrap around one (radial dial?). Second, maybe some speed boost each time to really make up for the lost time. Or some side objective. Some other reward I already care about since it's fun already.
Perhaps only I ignored the points though, watch others play too! Hope this gives some ideas
(oh gosh long post incoming)
Enter the digital space! A game reminiscent of classic JRPGs like Persona or Final Fantasy. At first the characters felt like OCs, but I grew to actually really like them. I'm curious why Furro isn't technology based, but that could be intrigue. They each feel distinct (heavy hitter, a nostorafu/self healer, guardian), have this cartoony feel (was anchoring to My Life as a Teenage Robot and Cyberchase intentional? Vibes), the names and ability names (punch -> double punch?) fit well, and after a few battles, you get the intuition of who to use when. The enemy designs are great too each with clear intentions like the soft deer, the stun eels, the giant tank gun horn, give the appropriate feel when combined with their low damage, stun, and big freaking damage stun mechanics. Speaking of, the game has surprisingly tightly and well designed mechanics. Every ability did eventually have a use, but more importantly there's a good incentive to normal attack when you don't need to spin wheel, want to save AP for a specific ability, or save AP for a crit with that same ability. Plus, it's really satisfying to chain complete wheels after turns of setting up. We can plan around the order of characters before completing each, which is more satisfying since it feels like I'm getting my 4 AP ability one use ability for free. On my second run through it went way faster while still keeping nuanced abilities. Finally, the UI looks slick at a glance. By the end (level 8 for me), I was mostly focus on trying to get every enemy's wheel almost full and ordering character actions, adjusting based on who needs to go last.
Constructive Criticism:
1) There's a huge UI / Mechanical issue blend that I'll try to condense down. Primarily, there are 5 different regions across the screen I have to focus on at once. I have to look at which enemies have which wheel states and health, which enemy I'm targeting, which ability I'm using, which character I'm using, and how much health and AP each character has. My eyes are jumping everywhere, OK this seems like a good target, ok attacking them now, ok I'll use this ability, wait do I need to use another character first because I'm on low health, wait can I use another character first like the guardian to redirect, wait do I need to reconsider my enemy now, etc. The end result is I'm absolutely exhausted after a few turns. Maybe experiment with methods of chunking the mechanics, where you only need to think about 2-3 things at a time, like splitting into offense/defense phase.
2) I'd argue this is compounded by various UI issues that maybe benefits from placing related info closer together. Between each region there's a different layout (soft wheel vs. jagged abilities) and color-scheme (fusia wheel, blue abilities, white stats). I have to translate matching the character to their wheel icon (maybe place health and icon next to abilities). Red targeting outline blends into the purple too well, where associating your attack as the cause of the red outline is not natural (maybe line on the ground indicating your character attacking opponent). Even after learning, I kept thinking the character closest to the screen was the character I was using (on the left), but I was actually using the middle character (center). It's a focus-on-the-largest-thing-that's-blocking-other-things issue. Having the enemy attack on the same wheel that the player uses to get extra turns mis-associates them, like how a spinner has a little triangle indicating where it lands. The red AP being missing AP instead of it's own resource, which it looks like as it fills from right to left instead of like the text left to right, and not showing max AP in the stats area is confusing. Placing the stats so far away it's its own region is adds tracking complexity.
3) As for more obvious discrepancies: Add a 'press space to start' text I was spamming my keyboard. Players and enemies sprites have drastically different qualities (I imagine this is temporary. Everything feels really still. A dynamic camera might really help, like Persona. Later, I realized that having it still helps to think about problems, but it feels unpolished so maybe experiment. I feel like I read the wheel as if the next character will the the one clockwise, but it's actually counterclockwise, whoops.
4) I'd highly recommend investing in a strong tutorial if you continue with this project (for big dum dums like me).
Here were some of my questions
- Who am I targeting? Why can I target before I choose my ability? Who do I use first? Without abilities these all seem the same
- How do I get AP? Where's my red AP? Why is this ability still available? OH you gain AP every turn. I assumed I'd get some by using an ability. What's my max AP?
- Welp, I killed pineapple. How do I get them back? (literally even if the recovery ability was right there)
- How does pineapple bite? In his hand, is it a book or a chomper thing?
- Will killing lose me the extra turn? Ah, killing enemy loses me the wheel if I don't get the extra turn. Whoops
4) I suspect that if everything was magically fixed, there would be a pacing issue as it's mostly player phased and enemy abilities can't interfere in a way you couldn't plan around. Hopefully that's not the case! It's so slow to chain wheels if all enemies need one character. Some way of changing the enemy wheel would be cool. Also, you're actually screwed if one of your characters die, can't complete wheels.
5) I wish I had a greater reason to care about what enemies looked like. I now appreciate Persona's hidden elemental design a bit more now, since I have to look at the enemy to think about what they may be weak against.
Anyways, hopefully this is helpful because I've really struggled with this myself. Well done!
BUG: If you revive with recovery, that unit can't act anymore with spacebar and you get softlocked (hence the reset)
(Iong post!)
Spider with a jet pack, hell yeah! The speed and drifting around is really fun. My first impressions were how cute everything was, and how neat the tutorial in the title screen is. After I figured out the mechanics, I just wanted to go zoom as fast as possible, get as close to my target as possible, and wrangle it three times because it was satisfying. I really like how skillfully being closer to firefly dramatically increases your wrangling effectiveness. The skill-test design is really good, I feel like I'm improving. When I'm wrangling, the focus is really good, as while I'm wrangling I'm looking at my arrows to see the next goal and line my self up to launch there. It feels great when it works.
Constructive Criticism: The UI is initially confusing. Is the red arrow something indicating my direction or a goal? Ok it indicates the next fly. TBH the red arrows feel out of place in the nice green environment, maybe worth experimenting with other indicators. I'm confused on how the timer, the green bugs, the rounds, and the score relate. Which should I care about? Shouldn't getting green bugs add to my timer and allow me to go for more rounds to increase my total score? I eventually got it, but I thought each fly would reset my timer rather than each collection. Maybe it should be 0/3 rather than just 0. Since I can't calculate precisely how much time I have, there's no balance between score and time, I just wrangle because I find it fun and am lining up for next green fly. The timer itself feels a bit flat, it's a good color to see it in peripherals, but out of place compared to how nice the other models are. A bit unpolished feeling with the camera struggling to follow the spider & screen tearing. Same with turning the spider, goes off screen or behind UI and I don't know which direction I'm going. This leads to me getting stuck to the ground, and being frustrated trying to rotate back off it, especially if I'm having fun speeding around. The color highlighting for target fly works really well (once I realized that's what it was as I initially thought it was a special glowing fly) until there's two flies highlighted. The final thing here is that it feels like the brown branches in the background should block you due to the color contrast.
There are some deeper mechanical issues too unfortunately. First, When I bump into the ceiling or floor, which happens often, it really slows me down when I just want to go fast. Maybe bouncing off the boundaries would be more fun. Second, ladybugs feel like a frustrating inconvenience. The issue is often I'm moving so fast, the camera so close, and rotation is so slow I couldn't avoid them if I wanted to. OR I'm already wrangling and I want to draw in closer because I keep hitting the ladybugs but I already wrapped once so I would fly off into the distance if I recalculated, so I get frustrated and suck it up. I wish I could reduce or increase my wrangle radius as I'm wrapping, like a rope, would be a cool ability. Third, it's a bit unreliable to sling off the yellow bugs when the jetpack seems way more consistent. Especially I think I'm about to fully wrap but I don't, I wish there was a better way to check that. Fourth, when green flies are too close together and I'm lining up, I get frustrated when the green flies are too close that I would launch way past them and have to intentionally do bad, feels wrong. Still, well done!
Bugs:
Download files has debug info that says 'do not ship'
The spider tutorial stops working if you lose and press quit
Average game jam experience ngl! I must say, the charm is off the charts here, I was smiling for most of the chats as it's a resonant concept (fits my own experiences). Having a distinct cast of characters to learn about, via writing style and comedy, and seeing how they interact is so compelling. Especially when it seems based on the actual dev team. It's like I'm a fly on the wall, which is extremely cozy. The theming, art (pixel is satisfying), and sounds feel upbeat and calm too with a nice polish, a harmonic complement to the personable chats. Most of my motivation is from wanting to see more chatter, with the platformer as a palette cleanser. Spoiler?: There's also a part in the music that feels twisted, and the ice conversation was alarming. There's a lot of potential a sinister twist like Doki. I really wanted to see more but I got stuck and I'm currently convinced it would be hard to see anyways.
Constructive Criticism: At some point, it feels as if there's lack of progression. I assume that a change is made and you complete the level, you keep it, and if you don't, you lose it, which leads to the game being harder and harder. However, there are some combinations which break other changes, like playing the plug and also having to jump on enemies, and I was dreading going back to the platformer. From here, when the chats replay and there's infinite days I'm wondering if 1) I could undo a change and 2) if the game will ever end. It makes me think that I wish I could talk to the characters and say 'can i undo this one please' and contribute to the conversation. On a greater scale, if making this a full game, I'd like to see greater changes and feel the progression to this amazing project, like 'wowwww we did so much!!' and how the characters grow from it, developing the conversation more. Well done!
(p.s. an ability to pause and quit the game would be great. )
Thanks for the feedback!
> add some indicators of how accurately the player clicks.
Will definitely do, I mentioned in another reply that it was a bit jank and I thought it would be frustrating.
> I would suggest adding an option to offset the timing
Would you clarify? I'm currently imagining changing the song time relative to the bubble time, but that would make it (more) out of sync and that's counterintuitive.
> I also seem to be able to click circles that aren't the current one
Same here, would you clarify? When I test it myself, I'm focusing on the next bubble that's going to flash. Another tester clicked the bubbles as soon as they started inflating, is that what you're referring to?
Get motivated! This game is very distressing, partly vn and parts of something like Omori. The white noise, the emptiness, the twitching, the close ups. The sketch look has very high appeal and utility. I can relate at some level, I tend to work deep into the night and it's easy to start avoiding. It's interesting how when you write it out you can see the logic is backwards. You need help, but anyone who may be willing to help is pushed away, and you start something you never finish so all confidence goes away. Spoiler: Ingenious that you can't complete the activities until you know what they are, which is the second playthrough, and that end is genuinely freaky.
Constructive Criticism: I think the UI is pretty distracting. The way the text folds out, the font, the words move onto the next line when outside bounds, and the energy meter feel like they could be improved. I imagine the text is on a phone, but why would it be? (Maybe a though bubble). Sometimes the narrative feels like it's stuffed in to get a point across, preachy, so maybe shorter stream of conscious lines along with playing with the font is worth experimenting worth to really let the cat's feelings sink in.
I'm glad you liked it! I realized that late and I thought it would be really frustrating to try and get a high score with it, so I kept it out. Now it's just vibes.
(Ah whoops, I noticed multiple bubbles occur at the same time too. I'll remap it! Some safeguard against that in code might be good for my own future reference)
Why do we exist? Just to suffer? Fun game, precise platformer making me appreciate not playing Getting Over It and similar games. I'm a big fan of the level design here. I having multiple routes is great and it's hard enough where I fail, I'm on the next ability, and my impatience pushes me to use that ability in a new way. Alternating horizontal and vertical movement options works nicely for that too. Sometimes I just sit there and wait though, making me wish I had access to the full array of the abilities and the skill check was using the right one fast.
Constructive Criticism: The little guy is super silly, but I'm sure you knew that already. I didn't realize the cannisters/tubes were checkpoints, so I missed them at the start. Also, the amount of stress falling from high up and trying not to hit a checkpoint on the way down is incredible, and I'm not sure if that was a deliberate design choice because most times you place lava right under so it comes off as frustrating (sequential can't go back checkpoints maybe?). Controls are a bit floaty, I think it would dramatically improve the feel if they were as precise as the platforming. The last thing is that these types of platformers thrive on recognizable parts of the level, and each zone feels same-y here. Well done!
Bug: I think there's a checkpoint in the air somewhere near the start. When I fell, I panicked and got stuck looping into the lava and stopped there.
I really like the implementation of the rewind, that's nice. Plus the puzzles seemed puzzle-y and like I wanted to solve them. The aesthetic is rather nice too, chill.
For constructive criticism: feels gamey with the floating islands, and it took me a hot second to look in the corner for the button to press for the text. I found the clone is just janky enough that I can't determine if some of their actions are intentional, like when they glitch through the ground. From there, I was unclear on what the stacked blue doors were intended for on the last level and I feel like I cheesed it. Also, I feel like I stood in place for a long time to hold doors open, leading to a slower pace and making me wish I could just drop a dummy. The last thing is at some point I forgot the blue collectibles were actually the objective instead of the doors. Well done!
(p.s. Fullscreen next time! )
Reminiscent of Enter the Gungeon and what feels like Vampire Survivors! Style is pretty clean, everything feels responsive. Super juiced up, it feels great. It's really enjoyable to get a new weapon and try and get into range. Nice lenticular design on the weapons, you realize and learn how they work like the kunai. I kept replaying naturally.
I feel like I'm constantly reacting rather than making any long term decisions. Like, switching weapons is a surprise since my focus is in the center of the screen, the enemies move towards you off screen so you have limited control once you see them, and I feel like I should be leveling up or getting some reward with the stars but it's barely crawling up. The items don't *seem* controllable, which is worth considering. Well done!
The environment is so pleasant and peaceful! Really well put together, reminds me of Sdorica. I feel like I want to zoom out and see the landscape behind.
I think the dialogue in the center is a little distracting and I don't really feel invested. I'd like to know more about her thoughts instead of being talked at, and have a compelling reason to pick up the items. For the future!