the vertical arrow keys' direction is flipped and I can't move sideways for some reason
sicave
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genuinely really good and fun aside from a hololive fangame? I'm somewhat inclined to guess it's inspired by something else but I genuinely don't know from what.
The increasing difficulty is finely tuned, the item variety is unique while not doing the #Roguelike gimmick of increasingly niche and useless upgrades.
The gameplay is smooth and combos quite satisfyingly, and the art is pleasing, really it doesn't have any apparent flaws.
This update has made the gathering portion of the game much less monotonous and has actually made it fun, I think the expansion (with respect to labyrinthine-ness) of the cavern might maintain the excitement of exploration, as well as buffing the enemies heavily.
The mixing of the teas is fine mechanically, there is a missing sense of sense to the ingredients and teas and the teas themselves are not independently rewarding (the buffs are underwhelming and short).
I think being able to get over the hurdle of the caverns (and saves) has made me see the potential of the game even more, but its flaws as well.
Now that I've gotten a chance to play it, I think the starting difficulty curve is (with respect to preferences) way too high, it is incredibly difficult to get anywhere farther than the first couple days, if the profit of the day-to-day is made by exploring, then why is it nigh-impossible to explore anywhere actually distant without incurring some losses? It's easy to get into a hardlock where you have nothing to sell to regain resilience, which you need to get sellables.
1-The new graphics seem a lot better, though do suffer from business because of the backgrounds.
2-The problem wasn't that the player didn't understand rotation and perspective, it's that they weren't used in the puzzles, and the interactable cubes, like I said, were actually unfun to play with because of unsynergetic they felt with the rest of the gameplay.
The enemies sometimes did, but most times didn't feel like an actual construction to puzzle, times when you would need to maneuver a laser to kill one were enjoyable, but otherwise they acted more as stumbling blocks in the middle of the actual puzzle.
3-Again the takeaway from my points was the opposite, there needs to be less interactables and more utilization of the other mechanics, especially the movement.
You could actually replace the boss with a logic puzzle to figure out the combination to some weapon that damages the boss, or simply be to push some lasers and bombs towards it, but simple bland pushable blocks aren't that fun.
Incredibly interesting concept, 4 directional perspective mixed with tiled movement, the style is cute and attractive though inconsistent.
While the gameplay is intriguing and seems like it'd be fun for both the level designer and the gameplay, it seems to be underutilized, while the least fun mechanics: Enemies, Interactables, Dashing, are overutilized.
I think the issue is because the game and level designer(s) built up too many mechanics both for each level and for the game's core mechanic, there is little utilization of the rotating player or with the directional perspective, while a lot of emphasis is put on the, often times, frustrating or underthought enemy design.
This is especially apparent with the boss fight, a simply patrolling boss fight mixed with some toggle buttons, that's it.
Overall, the game could definitely be better if it were to take its time with each of its mechanics and use them to its advantage.
This game is very promising, and at first, when exploring, fun and exciting, but once you start spelunking is when the game starts becoming confusing and frustrating.
There isn't really a maintainable sense of direction, it's difficult to tell hazards from background, it's difficult to tell where each room's "door" is, the rooms are way too restrictive to the movement and the bugs don't really add anything to the gameplay.
I think it's generally kind of bad in a game like this to have only one way to make money (from what I could tell you can't sell teas or herbs anywhere), but it's especially bad if the only way to get money is to get confused and try to map out a cave system.
Which is compounded by not having a save system (from what I could tell), the ability to get stuck, and a good on its own, but terrible in repetition soundtrack.
I unfortunately gave up after finding all my progress was reset after getting stuck between a plank and the diamonds I was trying to bridge over.
This did give me a laugh though, don't name your crystals like this.
To be clear, I loved this game and found its style interesting, and I initially thought I was going to give a lot of high praise, but the spelunking was a halt to momentum and enjoyment.
Neat hypercasual mix of old arcade shooters, though the terrain and missiles have an outsized threat than any of the other obstacles, which is mostly solved by getting used to the controls, optimization is especially important here because the (low) FPS affects the quality and time for player judgement.
a really great concept crossing minesweeper (bombs and numbers? cmon now) and battleship into a stress game, I really liked the flow of cross checking all the sonars to find one, though the two circular sonars were most useful, the row and column ones should be 'up' (down) graded to 3 columns.
Ultimately what got me was getting shot while restarting which...what was I supposed to do exactly? Is there a way to predict when shots happen? Do you just have to luck it out?
I think removing the automatic S To Get To Console action is less disorientating and including signs for which sonar does which shape would be good for onboarding.
Ultimately I loved this, but the real big flaw was just not being able to fit any store upgrades in the game in time, you don't vertically upgrade in face of bigger enemies.