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rutbny

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A member registered Jan 08, 2018 · View creator page →

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cetra is the easiest to grasp, though some others save a lot more time overall with more micromanagement - if you can get a rope relic on boston it's easily much better than cetra, for example, cetra does have the weakpoint of no horizontal movement (which can really set you back if he gets knocked way down) and no way to defend from long-range stuff, which means he is a great support but needs someone else to help
the jump pad on gamma is also really good at turn optimization when you have a lot of friends, it just is a lot harder to grasp.

cetra is generally pretty strong, - honestly, we didn't get to do ANY balancing at all - all the enemies and buddies are as they were when they were first implemented more or less, we implement them and then we move onto the next thing. we only fixed fatal bugs afterwards, so other than that, we never touched cetra after he was made sometime in late day 2 or early day 3

really,  we'd prefer all buddies to have support abilities that move other buddies, the fact that boston doesn't is a bit unfortunate (unless you are REALLY trying to save turns, in which case you can use bostons gun+ jumps  to knock all of your other buddies back somewhere and save like 6-8 turns at best... but maybe you don't want to shoot your friends !! )

we will take all of this into consideration in the case we decide to flesh this concept out fully, thanks for playing :)

ahhhhhh yeah, that did come to mind at some point that the clocks may have been related to the numpad solution - it just felt too hard to read them with the monster chasing me and the time limit combined, could have definitely managed if i spent enough tries though, so in a way that one is on me, i guess there also being two clocks confused me on that front.

i don't think the puzzles were necessarily too hard (though, jam gamers usually like the simpler puzzles), i think the combination of the pressure to move from the monster and the pressure of the clock made it very difficult to stop and think for the puzzles, which makes them feel much harder than they are.
if it was only one of these two pressures it might have been possible to bait the enemy away and then use that time to read the clock, or just spend a round to read the clock without the pressure of the monster. (or maybe both of these pressures were just too tight, and one needed to loosen up, slower monster, faster player, longer timer, any one of these could have helped i think)

the first puzzle with the numpad isn't so bad i do blame myself for not recognizing it, the square puzzle is unfortunate that the doors don't work, i did spend a lot of time on the that puzzle trying to figure out how to solve it first, the movement was slow and tedious so i only really wanted to give it so many more tries

i also would have liked if the colored boxes were more thematically linked, everything else is combining to make a world, the boxes are the only thing that doesn't really fit the aesthetic

overall not a bad conceptually, seems like a few fixes and balance changes would make the game work just fine, i enjoyed myself enough to play it for some time trying to solve the puzzles, but i was worried that it was broken, and it seems it was unfortunately, thank you so much for the walkthrough though :)

the art was really good, the whole game was a trip, enjoyed it all the way through, 

the boss was a bit on the tougher side, was pretty hard for me to pull it off but i did manage to eventually see the end

i liked the unique levels and all of the unique sprites and music for each stage, super impressive to see such a complete game here! 

ahh ! so sad to see the incompletable level, i wanted to collect all the skulls and complete the revenge of the worms! 

Good game, i like the art and the style a lot, i will admit i was hoping for a little more than the traditional blockpusher game functionally, but idk, i think pretty much everything else makes up for it - the animations are cute, the game is solid, the puzzles took thinking but i never got crazy stuck, i enjoyed myself :)

that stupid rotating worm

thumbnail caught my eye and i played through it with a group of friends watching, pretty decent finds on the images as we did spend quite a while looking at the images and deliberating about them,

for how little input i had on the game i didn't really feel like i wasn't in control, and i'm kinda impressed with how well this worked out, works nicely visually, the audio is good, and i enjoyed myself quite a bit despite how little of a "game" this is, in a technical sense, well done.

we assume you mean the launchpad wasn't working, the launchpad is first placed with one click, and then the destination is set with another click, most playtesters would accidentally set the launchpad destination to itself, which means nothing happens (we knew this was wrong but it was to prevent a softlock quick and dirty)

also,  every single playtester we watched went down all the way instinctually on their first run before recognizing that they needed to go back up, so that one is definitely on us too 

Thanks for playing!

 i found out where the gears go, but tried to color the boxes like it showed on the diagram and nothing happened it seemed

with the exception of going and putting in random 4 digit numbers into the numpad  until i get it, i don't think i'll be able to make any more progress on this one myself, do you think you could give me a walkthrough or tell me how to solve the puzzles? what am i missing? 

the first time i opened it i clicked every single button on my keyboard and found out i can go into third person before i figured out how to actually enter the game; honestly it was probbably the scariest game i had played in a while before i figured out how to click, the ambience and artstyle is kinda crazy in there

i didn't realize i was being quizzed, i didn't read the stuff at the start the first time, got a bit annoyed that i had to re-enter the game every time i wanted to retry because of the "lol" lock - 

not much game, quiz itself probbably takes a minute if not for all the reloading , but a lot of atmosphere.. i liked it, ggs! 

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i became immortal


i killed a big fleshy guy..

then, i ran away



yeah, if you take some time and put more items and enemies in the game it could be real, the gameplay is interesting until after the boss, so it's a good proof of concept, just needs some more time and it's probbably super sick, the looks are really good, the effects are nice and simple, was fun to play despite it's length, good game!

we had the same problems ! the game always feels closer to complete than it is... haha, you wanted to update art in some places? ohhh like maybe the main menu... are you guys thinking of working on a post-jam patch? 

there are points where you needed to see more below you because there were spikes or whatever that were offscreen,
it was a little hard to tell the waterspouts were platforms,
and P to freeze time was a key that was really hard to hit while playing! 
but other than that not really many complaints

i liked the design of the levels, there are other platformers like (a hat in time) for example that have a time stop mechanic, but it's rarely ever *needed* to complete the level, so you often don't bother, i think the game does well to balance needing the use of the time stop using the incredibly fast platforms and  bullets in a way where you can't really cheese the levels, and giving you the ability to use it to circumvent the box puzzles with the catch that it's on a timer!

good levels, cute animations! good game!

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the game was mildly intimidating at first but i got the hang of it pretty quick, it was not intuitive that getting hit moves you into the claw zone, but overall i got it

i think that throwing is really janky, it's confusing that sometimes it's a swap, sometimes it's a throw..
it feels like it shouldn't take a turn to grab AND a turn to throw.
i wish i could make more precise actions, and maybe be indicated better what my actions would do.
(and i would have liked to have known how the toys moved outside of just the indication on the floor but it wasnt the biggest deal, i just still don't know how all the toys worked even after playing a bit)

the push was also strange, because it meant getting stuff stuck in the center was exponentially harder than getting stuff stuck in the middle (since you could already throw stuff against the walls anyways) a wait key also might have been nice... sometimes i was forced to make moves i didn't want to, which was awkward (that's another reason i don't like the push move)

i think the cooldown on all the toys should be longer,  i really felt like it was impossible to make any kind of plans because all the toys would take two or three turns in the time it took you to try to execute a plan, so you really needed to be planning too far ahead that it was impossible to know how the ai would have moved everything, game ended up feeling kinda random after a while because of that

i also kinda wish i could manually send stuff off when i wanted to, because either i would get it and i would lock them in place for 20 turns until the claw came, or i would manage to get it once and then spend the rest of the turns trying to figure out how to put it back together after all the toys ran away...

there was no real punishment for not granting the wish, seems strange to me - if i didn't wanna do a level i could kinda just wait around until next one and try again later... or just let it remove some toys i didnt wanna deal with in theory,

i don't even know if it's physically possible to get a 4x requirement thing in the middle.. it was difficult enough to get three and i only could do those when the placement of the claw was in the corners...

i love the artwork and theming for the game, it's really adorable ! the mechanics are interesting, i did enjoy myself until maybe when it got too hard to make any plans, a pretty stand out game in all aspects despite my gripes listed here, good game!

the game tells you "pots sometimes have keys in them" encouraging you to break all 1000 pots,
but it conveniently leaves out the fact that there isn't a single item in any pot that doesn't have a sign right next to it telling you there's a key in there.

you get punished for losing by losing harder, the map progressively gets covered in time-wasting goop, so you always have less time than you think you do (which sometimes can work, but here it just feels kinda bad with everything else thats going on)

you need to press Z to interact with the sign that teaches you to press z to interact, this is also right after the room that requires you to jump, which the control for is also on a sign you must interact with using Z

the jump is unforgiving, whatever time you had left after searching all the pots will be lost to missing the constant stream of tight 2-block jumps

there's a lot of things that sometimes you miss out on in a game jam, but it seems like the game is designed for there to be some reward that just isn't given out. the game is constructed in such a way that you're constantly encouraged to waste your time for absolutely nothing, that's simply not fun. the game needed the pots drop bonus time or ANYTHING at all, with the way it's currently designed. 
you clearly had the technology to implement this, with the keys as pickups that already can go in pots, and the timer reducing when you fall into a pit.
and if you couldn't have done this, the game would have been strictly better with the pots completely removed.

you can get away every now and then with putting some useless pots, "ah, i've been trolled" i say- but here, it's more like "ah, the developer trolled me every single time i tried to do what they told me to do"

the game is fine, it's competently put together, it looks decent, it sounds okay, it controls mostly as expected with the exception of the jump, the title graphic is nice, it just wasn't really fun to play or explore, some pretty simple fixes would make the game feel much much better.

oh really sorry for the colors being too dark that it was hard to see, that wasn't something we ran into during testing!
thank you for the feedback! :)

there was something there, i did enjoy "dropping the counts" down while i was jumping over pits and stuff - that motion itself feels good and the gameplay loop itself felt decent, quickly get everything on the map and score it while avoiding the enemies, maybe it is just a few days away from being much more complete game

things i would have hoped you could get in before the jam endded
- there is no feedback for getting hit, if you're getting hit you gottttaa flash red or white or transparent or get knocked back and make a sound, shake the screen, something like that! i have to go check the sidebar to see if i got hit, the enemies don't feel as threatening as they are!
- the enemies spawn on top of you occasionally, this is unfortunate because it means that even if you play perfectly your highscore will eventually be stopped by RNG
- there's no real reason to pickup and toss down the counts besides high-scoring,  which is fine on it's own- but in combination with the fact that the game is practically endless with perfect play, it lends itself to playing slow and safe forever, you never need to take a risk because there's no punishment or reward for not taking counts besides raw score - "i don't need to score any of the counts in this level, it's not worth the risk of damage, i'll just get score next time"
- i wish u could jump over the enemies
- i wish there were some indication of how much "counts" i was holding

the nitpicks and bugs which i don't expect to be all cleaned up by the end of the jam
- there's no indication that the holes where the cracks form are different - so it ends up feeling pretty buggy for a while because some holes you can jump over, some holes you can't, some holes let you throw the "counts" down but some don't, and until you realize that those two things are different it's confusing - maybe this isn't a bug and it's intentional and just not indicated, either way it would have been nice to have them distinct if their functions are distinct, 
- enemy pathfinding goes in a straight line towards you , which means it is very very easy to avoid ever taking damage from them if they don't spawn next to you, stand on the other side of a hole and they never get you, (this does have the unintended side-effect of sometimes making the dropoff holes harder to safely go for, but it's not enough)
- the counts count themselves because they fall into the pits at the start of each level
- highscore game but it doesnt show your best score anywhere !!

idk i played it for a while, it's an alright little arcade highscore game, had fun despite the game fighting me a little, 1240 is as far as i could get! good games! 

i didn't mean to end up in that situation lmao, but since the timer just barely never ran out, it was hard to stop myself

yeah, i think sometimes the generation of the early levels can be WAY more punishing than we would have liked!
every player we watched play walked to the bottom of the pit before they realized they had to climb back up instead,  tutorialization issues like this mean unfortunately learning the game often loses the run before it's started, we would have loved to do some work to fix the comprehensional issues, but we really really crunched to make the thing possible, we just didn't manage to get the full thing up and running quick enough to thoroughly test for that kinda stuff.

thanks for playing!

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I played theatrocus, i enjoyed it, more because it was an environment with things in it more than because of the gameplay itself.

i don't think anything really got fully implemented, there isn't damage, there isn't dying, there isn't timing out, despite the timer maybe implying that,

killing enemies drops time (way too much time), but enemies don't hurt you, and running out of time doesn't kill you,
the orb kills everything, and then refreshes if it kills 10 things, so it always refreshes after you charge it the first time,
i'm pretty certain some enemies are immortal, and i am unsure which assets originate from the developer and don't

here's clips of me playing theatrocus, enjoy






catch you sometime, somewhere on the edge of theatrocus

on my first run, i got like 8 and then died, second run i got like 30 and then i wrote this review, so ! i had seen around 40 levels, and i felt like a few repeated like multiple times in a row sometimes, like i would get the same level two or even three times, but i think it was just whacky RNG (which, maybe you should simply prevent the same map from showing up twice in a row) after playing it more i don't exactly think it needs more levels really, just a system to prevent repeats, (maybe bag randomization + repeat prevention would be the ideal setup here?)

i did reopen the game since you sent the message and ended up getting stuck infinitely playing the game, after about an hour and a half of playing i was only stopped by divine intervention causing me to tab out which made the screen go black for too long before i figured out how to fix it lest i would have been stuck playing the game for another hour and a half

i was doing the levels fast enough to break even, got up to 75 seconds stored at somepoint, was near 45 when tragedy struck so idk i was gaining and losing randomly, but not losing overall


i enjoyed myself playing the game enough to keep going, usually with jam games that are endless like this i get bored, but even after so long of playing i was finding new routes and optimizing the levels, almost made me wish there was an individual level highscore thing setup

oh oh, my favorite level was the one with the circular pillars where you started on a square platform with a square platform beneith, and the door at the end was floating with no ground beneath it after a few wall jump walls, i felt like i played that level 100 times and never approached it the same way, was really fun!
my least favorite was the one oversized long wallride level where i sometimes ended up getting stuck in the wallride... it's how i lost pretty much every single run i tried
oh, and the volume is slightly louder in that one level with the two wallclimbs into a thin triangular platform and a door on a large square platform at the end, was pretty funny 

annd i forgot to mention a few things in my first review, i wish the music didn't restart every level and instead it just played constantly under the game... and i didn't like that some levels spawned you the wrong way, had to flick to the correct direction all the time!! wa!! (yes, i liked the game)

i kinda liked how the game forced you to make a split second decision since you needed to type it out very quickly, then rationalize it later, felt pretty synonymous to what a real life bad situation like this might feel like. pretty interesting concept that i think worked out well,

almost wish it showed you if a letter was wrong or something cause i messed up a dialogue and i didn't know where, also in one of the later dialogues i wasn't able to backspace so i ended up writing a buncha gibberish, (DROP or THROW moment) 

story was a little nonsensical, some of the things that the police officer said were confusing me cause it felt out of place, but it was silly enough that those few moments didn't bother me too much, just noting that the police officer felt a bit inconsistently written

enjoyed the game though, wasn't expecting the mechanic but i liked it!

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shop always refreshes when you open it;
killing the boss and going back to the shop goes to the next floor instead ;
the act 1 boss always dashes out of the door and into the abyss;

game is fine,  timer really isn't ever a concern, there is no threat of dying after the first room of the first level, i ended the game with like 120 minutes on the timer or something, and i couldn't get damaged in any significant way

because there was no threat there was no reason to buy anything or to full clear, just spent all my time looking for the boss to get to the next level because i was already so op that it didn't matter

the projectiles were so tiny and IMPOSSIBLE to see, the feedback on getting hit was very poor, i need to make a sound or something !

i liked a lot of the unique assets like the textbox and stuff,  those were cool

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i had so much fun with this game, i loved the dialogue, i loved all the things that were going on, did feel like a mini adventure and the story was cute

i was SO SAD when it didn't let me check on jacobs vitals after what happened !!! yes i do have time to check jacobs vitals don't tell me i don't .... >_<

it also told me i could hide behind walls... but then it told me i can't hide behind walls cause there was nothing nearby... let me hide behind the walls anyways, you just told me i could, so, i wanna !! 

but yeah, having the little area to explore was great, the dialoge was fun, my ONLY complaint is that the shmup part of the game felt very bad, it seemed kinda pointless and it looked incomplete unlike the rest of the game;

idk was really cute and fun !! gg !

neat that you have a full strategy game here, unfortunate that even after spending quite a while reading it i didn't understand why i started to lose food even though i had many many towns next to plains, i guess i was supposed to be building more? this was pretty tedious and time consuming - i would have loved to beat the game but i was just a few crucial pieces of information away from getting it i feel,

i like the project, the music is nice, the gamplay seems decent, unfortunately i guess you just need more indication on what's going on and what's doing what to assist the help text at the beginning, gg though!

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those do really help yeah!

me and my friend who was watching could not for the lives of us figure out how much damage the traps were supposed to deal, if i could take a guess it would be the round number or something? but otherwise there was no indication.... lost a few runs to saying "yeah i could probbs spring a trap and be okay" - i could not

i had NO IDEA what finesse could mean in the slightest "receive no bonus" is not text on any relic many would ever willingly decide to pick up - in other words i don't know why the text is relevant to me
i don't know why i would care about "scoring closed areas in reverse order" either.. we don't know enough about the way scoring works for this to make any sense..

most other relics were self explanatory, maybe the "preview the next upcoming curse" relic is confusing to me but not comprehensionally, just contextually; again, you aren't given any resources to prepare for a curse more or less, so knowing one that's coming doesnt help so much, but even so it took me a while before i even knew where curses came from, i hadn't seen anything that gave me curses, so i really couldn't gauge it at all

(uhm, and this one is maybe just a bit unfortunate, but the first time i played the game i was putting the equipment i got in the hand slots then head first, and came to expect the sprite changes and orbs.... and then i put an equipment on the one slot below the torso and it didn't change the sprite! which was very humorous to me; "where did it go?" i asked., on a later run i later noticed my guy had a tail, it might be worth to always give out a tail or something to avoid this unfortunate question)

my motionsickness rlly didn't agree with the FOV on this one but i still loved it a lot for what it is; 
(i love hyperdemon even tho that one kills me)

a lot of 3d platformers that take months to make don't end up feeling as good as this did - the movement itself was really smooth, you would catch onto the back of slanted platforms that were slanting the wrong way and you could still continue to move, the sliding felt great pretty much all the time, the wall climb was perfect, the whole thing felt greatly forgiving which is good in a game like this

i really woulda liked a couple more levels, started seeing a LOT of repeats very quickly and for a game that you're meant to go through so many levels i feel like it would have been rather cheap to stick a few more in there, but it wasn't a big deal

very pretty, very smooth, very clean. loved it >:)

game is very loud, would love a volume slider

the player controller is a bit buggy and will sometimes continue to go the opposite direction i'm holding for a whole second,
arrows sometimes would hit me even if i was three whole tiles or more above them, 
the camera would move WAY away from where i was looking and it made me feel sick to not have it centered on my character, i couldnt see if there was anything below me ever,
the half slab platforms not allowing you to jump through them made the map feel suffocating
all of these in tandem were very frustrating and sadly made the game unfun to pilot for me

other than that there was a bit of an issue where i just kinda spammed left right instead of exploring since the movement felt both too punishing and too janky for me to desire to go out more,

the game itself, removed from these platforming problems that could be wrung out in time, is alright! the simple upgrade and progress system works out, you do often need to upgrade your character before you can make it to the next section, and it seems like you are given some wiggle room on how much you actually need to level up which is good, the hazards do matter and take some precision to avoid, which pairs well with the time-trial perspective of the game, there are bonus areas you're allowed to go for coins but you are never required to go through, the level design itself is good i think! i just wasn't enjoying moving around in the game so much, sadly :(

the camera not allowing you to see enemies before it's too late is a bit unfortunate in a game about going fast, but i was able to beat it,

definitely spent way too long trying to figure out where i was supposed to be going; i almost thought the game was impossible! but i managed to beat it pretty quickly after i found the first gong and so it wasn't a big deal,

the game was decent, the art and sounds work well here, sweet and simple game, nice!

ahh, it was so close to working for me!!  but i just didn't really feel the connection between the events that take place while i play  VS  the reveal at the end, i like the concept in a broad sense, the twist is good! but the execution was confusing, i didnt get the foreshadowing or feel much of a buildup besides near the end, the motives of the sheep character even confused me a bit;

i think thematically it would have made more sense to have been something more controlled to be the cause at the end - lore-wise, it seems weird that the character is implied to be able to influence the ending when randomness is involved..
idk the story did catch me off guard and its so close to being so good i think ahh!! /positive

i did ADORE the art though, i loved the sounds so much and they do a lot of heavy lifting here on selling what was going on , well done on that!

well, honestly what i did was abuse 2x planter, my entire board was practically minimum 5x score tiles, i spent the whole game doing 2x combos with the planters to farm for multiplier tiles, i used the wildcard to make it two colors that were doing planter stuff to farm much harder, i had basically zero score until the very final combo, the entire score was done on the last level where i made one giant combo to finish it off on top of all the x10, x13,x15,x8,x9,, panels across the board: big number happens

6 doesn't work in normal mode, 9 doesn't work in challenge mode, very funny

the game put me in a lot of scenarios where i feel like i couldn't have done better and i lost - bit more RNG heavy than i'd personally like, i'd maybe prefer if it got faster more than it getting more and more likely for you to inevitably die to rng

lost multiple runs to trying to mine and the pickaxe not working, i think it might have had something to do with mining on the frame that it swapped to the next number or something

there was some nice play with asking myself the question of "is it worth it for me to lower more tiles to increase my chances to get down further", but even when i feel like the answer to that question was obvious i would sometimes lose anyways due to 4 being selected 5 times in a row

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this was the setup - the cross item on the left and the head itemsaid quadruple i think

i meant quadruple my bad !! * it was during the "missing head equipment curse" - maybe the booster saw itself as adjacent after the head equipment was removed or something?

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would have liked to play the whole game through, but it kept taking away my ability to jump and crouch, so i couldn't complete it.

the thumbnail is quite nice, the intro is decent, there's a lot of things leading up-to the game that feel well designed, but in-game didn't meet the expectations that the supporting assets set for me

a lot of the assets felt dissonant and random, the player controller didn't feel good, i have no idea what collecting the skulls did, there was simply not enough feedback,

i suppose if you had more time to make more assets it would have looked more cohesive and i know it's unreasonable for a 3d game jam scenario, but i think the things you presumably did design came out well... with some more put attention into feedback and the player controller it would go a long way

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yeah i'm so sorry about the long name - it was my first run i didn't expect anything and i was just seeing how big i could make my name and thought it was funny when i was playing buhahaha

yeah, still doesn't answer all my questions, and i could ask you more - but mainly i explain to communicate to you that i couldn't intuit what was going on via the text alone, some sort of visual indication or explanation would have helped me understand while playing is all (something like showing example loops on hover, highlighting the outline of each loop when breaking a combo, things like that)

oh and also at some point it said quintuple but i only had one of those strength things, was that a bug?

I really loved pretty much every frame in the game visually; i loved the use of a 3d engine for the visual novel style, normally i get very turned away from visual novels but the look and feel of this is very unique and i really did like having the ability to look around, the particle effects and paralaxing, it was so much more immersive!

sadly i think some portions of the story got lost in translation for me, i could follow along but i didn't get too attached to the characters or understand much of what was going on , impressive that there is three translations for this ! 

as for direct feedback there is a few moments where the text becomes nearly unreadable on the backdrop, (mainly this example) and there was another situation where (when the vending machine talked) it would flash, and i found that disorienting.


the game portion was a bit silly, i didn't mind the minigames being more like story beats than gameplay-focused, the big googly eyes were a weird style change that was a bit jarring for me, but yeah otherwise i loved it, this style of visual novel is really cool!

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really really solid entry, i loved the way the traps fought you for making high combo strings, i liked the play with the multipliers... i liked the concepts of a lot of the upgrades and how they played into eachother,

was a bit unfortunate that some of the gear only worked if they were in specific slots, i wish that maybe they had a base effect and were better in those slots, or that there were more interplay with the actual item placement on the character, because for a lot of the upgrades it just didn't matter (though it was also confusing at times so, maybe it was for the better that they didn't all interact with the item slots)

some things were unclear,, i ask myself ; "what is a loop? what is a cross? what is a square?" "what does making stronger mean for simple effects" "how bad could a curse be" it sounds obvious, and maybe from a rules standpoint they are, but i just couldn't really get enough info from what i saw while playing to figure it out (i also basically instantly died every time i got a curse, so it seemed unreasonable to ever go for equipment that gave you them)

the gameplay itself is well balanced, however i think the upgrades/equipment are not, the power difference between them is very severe to the point that it's impossible not to take some items, vs some which strictly don't work somtimes, or only show you what you might get next (which doesn't change anything at all about your decision-making)

i did find a pretty uh... powerful strategy, which allowed me to get these scores legitimately by getting a lot a lot of multiplier ("lllllllllll" was my first run, "ibrokeit" was my second run, "rutbnyRBLY" was my last run where i perfected the strategy)



cute game, puzzling out the boards felt nice, had a lot of fun, one of my favorites i've played so far, GG!

*(oh psst, i had to use trackpad to rotate, and it was an uncomfortable control, Q and E to rotate or something would have been so much more comfortable)

cute game, i think some of the minigames generate in formations that are physically impossible a bit too often, but the ui feels and looks great, minigames could feel a little better, be a little bouncier, give a little more feedback, but otherwise it's a solid game, ggs!

the volume slider is amazing, wouldn't recommend using it though

game is very buggy,
- the volume slider in the main menu goes to what i presume to be 100 times max volume
- i got a T piece stuck to my cursor for the entire playthrough by accidentally double clicking or something,
- i rotated the square pieces to place stuff outside the bounds,
- you can put ships on top of other ships
- you can drag ships that are grayed out onto the field over and over again anyways which leads to other bugs
- rotation works on O and T but not on the others

you did implement the tetris style placement, but crucially left out the S and J shapes (mirrored Z and L pieces), which lead to me spam rerolling looking for a shape that didnt exist that i needed to fill in my board...

it's a jam game though, bugs happen and you don't really expect a bug-free game, was fun to play around with those even - but yeah, the game is unbalanced, there is a concept in there that could definitely see itself fleshed out into a fuller game, but it would need some major system reworks to keep the gameplay interesting; waiting for the ships to leave for 30 seconds wasnt exactly fun for me, was just tedious

the audio was a bit too much, you really could have gotten away without any voicelines and more minimal sounds as i found them simply distracting.

the thumbnail did stand out amongst the other submissions, credit for that, but i will admit i was a bit disappointed when i saw that i was the default unity pill, even so much as a simple pawn shape really would have helped the look of the game

the game itself seemed buggy, clipping through the doors, jaggy view indicator,  the parent never moved after the first time they put me back at the start, 

the game was relatively clearly communicated, i never got confused with the exception of the dog mechanic - but i guess it was because the parent never moved again?

the game was decent, most of the gameplay was just me reading the wall and comprehending what was going on, but eventually it clicked and i didnt mind running around for 5 minutes pressing buttons

the sounds were fun, i liked the meteor sounds, i liked the voicelines , voicelines were a bit quiet tho

the scary one was when it got dark red, there were two options that are dark red (pizza, and turning off the lights) and i wasn't sure what to do soooo i just let the timer run out because i was doing fine at the simon says until that point, unsure if this is the intended experience, but it felt a bit unclear.

decent enough game, didn't feel like much was going on, maybe if the actions were always more involved (feeding it is more fun than simply pressing the buttons for example,) it would have been nicer since that was the main thing u were doing