I'm glad you liked it! Yeah, a sprite for the floor is a good call!
snuffysam
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I was pretty confused by this game. Apparently there's an NPC in front of you at the start of the game but I don't see anything on the orange platform. I tried to get on top of the first section of dark grey platforms but it was too hard to do Mario 64 wall kicks in first person. I loved the grapple mechanic!
A very ambitious game! I wish there was some way to easily tell what each character's schedule was, so you would know when to go to each location. There were also some UI bugs, like I think I pressed space too early for the opening narration and it was stuck hovering over my screen, and the fact that you can travel while in the middle of a conversation.
It's a very interesting concept and once I got into a groove with wall-running, it was pretty fun. The constant FOV changes made it very hard to judge the distances to things, especially doors, and I ended up missing the mark and falling into the pit constantly. It would be interesting if instead of failure ruining your whole run, it just restarted the level so long as you had time remaining.
It's a cool concept and a fun little puzzle game! I was a little confused because on an earlier level, the level ended as soon as I got the number of toxic elements below the required levels even though I had infinite crystals to use, but on a later level, I had to keep going until I spent all my crystals for the level to end?
I could definitely see this being expanded into a full game!
A lot of aspects of the game aren't very apparent by playing, like how you have to shoot the most recent number to regain time. I'm also not sure if there was a win condition at any point or if it's just lasting as long as possible.
Regardless, this was a fun time, and I like the push & pull dynamics at play with choosing what to shoot!
Looks like nobody posted a video of their best times in the tutorial levels. Hopefully the video I posted should get me on the leaderboards, and help give you a better idea of the issues with this game.
I'm able to hit the shuriken to stop time but then... where did the shuriken go? I eventually was able to chase after the shuriken to hit it a second time, but I certainly couldn't aim it precisely enough to do that AND beat enemies in multiple different directions...
The concept of stopping a countdown with your shuriken was very creative, though!
A very cute, very fun little rhythm game! There are some pretty challenging sections, but it stayed accessible throughout. It maybe would have been good to reveal a third rhythm at some point, or maybe making both the normal rhythm and the mushroom rhythm 8 beats at some point.
The art was outstanding, the sound design was outstanding, and the story was super cute!
Whenever I started up the game, I just immediately fell through the world, and there was no pause button i could find to restart the level/put me back. Is there something I'm missing? I didn't even see a main menu before falling into the void (I just see trees & a couple orange lights before falling into darkness).
Really disorienting visuals lol, even after getting a handle on the controls it's still pretty motion sickness-inducing every time you hit a wall.
I loved the voice acting story, though I wish there were subtitles. I was a little confused because I thought the game would be destroying all the barrels of gunpowder before the stock market closes (for the insurance money or something) but I guess the goal is to just escape the mansion.
I got soft-locked on the interdimensional travel section, I got the checkpoint with only 15 seconds left to complete the game, so I couldn't progress to the next section...
The theme felt a little tacked on. Like the only indication gameplay-wise that the gun is a Count is the fact that you're inside a mansion. The stock market thing only comes into play after you lose a run, and the clock is counting up lol. I don't think counting the bullets was very relevant since it's best to just hold the mouse button down and shoot after every reload.
I loved the PSX-styled art. I wasn't too hot on the music, but I did like how the reloading & firing matched with the beat of the song!
What a cute little puzzle game! The grandma batting the floofs out of the designated areas was a little annoying, especially when it would cause the floofs you JUST cut to re-fuse. But it's possible to plan around that, and I really liked the way you interpreted making things smaller! The sound effects of the floofs are super cute too!
It's a cool idea, but I wasn't able to get past the first section. I dragged the first box into the trash can just fine, but then in the next section none of the programs (trash/search/virus checker/etc) would respond to any of the icons I dragged over.
The hit detection was also really weird, my mouse had to be really far to the right of any icon I wanted to drag.
It's a very fun parkouring game!
The wall run SUCKS, it's never clear how close you have to be, and sometimes I got too close and ended up clipping through the wall. I also wish the red surfaces had more clarity... sometimes you have to jump near them, other times they activate when you're just standing on the platform underneath. Maybe there could be an indicator of a zone that causes you to flip gravity, like an arrow icon you have to run into?
I love all the little commentary bits, very fun.
I was pretty confused on how to play. I get that I'm supposed to siphon fuel from the cars & gas stations and take it back to my base before nightfall so I can power my generator. But I keep randomly getting attacked by monsters in the middle of the day? And I'm not sure what the point of the shotgun is if I'm never able to see the monster before I'm attacked.
The atmosphere is very cool, though!
It's very well made, and I like the ashes page that is boosted by the amount of cards you've burned.
There are some times where I'm unable to use a page on an opponent, and I don't know why. Like, I can't use the strike page on a random skeleton opponent, and I have to wait until next turn. Kind of an odd glitch.
Also, I like how the description says "no second printing" but you can add identical pages back into your book between rounds if you want lol, it's just usually more useful to get new pages.
It's a very fun concept!
I wish it was a little more obvious when you were losing flies and how many. Like, there were times where I thought I snuck past one of the enemies because their counter was high, but I look at the fly counter and I've lost half my flies, and I'm not sure which enemy triggered it.
I love the cutout-styled art, it's very unique!
Oh hey, this is really cute!
I love the little buffs and debuffs, though it took me a while to figure out how to actually select anything and how to switch screens. The description for some of the buffs was a little hard to parse as well.
Still, this was a really fun project, love the little easter eggs in the background too!
Very cool concept!
Those cage-breakers really love to go to the farthest possible point from me to break the cage LOL. I like the dynamic when a power bird & a cage breaker show up at the same time, and you've gotta deal with the cage-breaker while also making sure that the power bird gets lured into the cage before it gets killed by your own towers.
I do wish the tooltip text was a little easier to read.
This was a very fun little game! I love the concept of everything being knowledge-gated, so you just have to use that knowledge in future loops. The little squash & stretch effect on everything is fun.
Teleporting into the holy sword garden is a glitch but like... frankly our hero should have seen that coming lmao, time stopped after the holy timestamp after all.
One thing I wish was that there was some reason to use all your abilities again, like maybe the lich king runs away when you have the holy sword and you have to dash across lava & break stones to catch him in the end.





















