Cool idea! Took me a while to figure out the controls, but the concept is neat.
Sourix
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I have such mixed feelings about this game... I love the concept, and the feel of slamming down into the Earth and seeing it rupture is awesome. But the difficulty feels very cheap and completely unnecessary. The bullets are tiny and very hard to see, getting hit while transforming feels out of the player's control more often than not, and even with debris, sometimes it all just gets eaten up and suddenly you're super vulnerable with zero margin for error to survive. It's incredibly frustrating when you reach the stage of becoming a super huge, tentacled, Earth-destroying fiend of destruction... and then you get dinged by a tiny bullet and it's game over. That just feels so, so bad, having what's supposed to be incredible power only to be undermined by something that shouldn't perceptibly be even remotely close to your power. The entire game is building up to that point and yet it ends up being the most frustrating part of the entire experience.
I see that "bullet hell" is part of the description, but the screenshots and premise of the game don't give that impression at all. In fact, I'd say the bullet hell aspect of the game detracts heavily from what it makes it so great. Even if the game was a total pushover, who cares? You're an unsettling, planet-busting, otherwordly entity destroying the Earth by slamming into it and gradually growing into a colossal size. It's a super cool concept, and the feel of this game was nailed so perfectly that even if it was mindless rampaging with no challenge whatsoever, it'd still be so incredibly fun.
Neat concept! I love that the end of the levels become a mini DAW to play around with.
Is the third level beatable? The spikes at the end of the second floor feel impossible to not get hit by, especially since there needs to be a platform at a specific height or else you can't get to the third floor.
The humor of this game is great haha
I appreciate that letting the revenue bar go to zero didn't result in a game over. The Tetris puzzle blocks segments were fun to solve without time pressure bearing down on you. The drag-and-drop of the blocks could be a bit finicky, dropping blocks where I didn't want them to go or trying to click on a pop-up and accidentally moving a block. But fun game nonetheless!
Very cute game oozing with flavor! On one hand, I wish you could speed up the turns since I'd spend a good chunk of the game just waiting for time to pass and the turns to change, but on the other hand, I liked the dialogue that popped up as the turns progressed. That depth of flavor makes games like these memorable, and the concept of using line of sight to sneak around on a poker table is neat. Great work!
The spell effects are super satisfying to use. I got so excited unlocking every scale-up tier of the Earth Arcana! Excellent game feel for sure. The scaled-down spells feel much weaker, though; there doesn't feel like much incentive to use them. Nonetheless, cool concept, and fun game! Also, the art is fantastic. Love the designs of the player character and the enemies!
(Also, looks like there's a bug where the enemies that shoot projectiles hurt other enemies instead of the player)
Very captivating game! The rules changing with every victory caught me off-guard, and what started out as a simple card game scaled up into a very intense battle of risk vs. reward and strategy. The atmosphere of the game also felt pretty tense with the environment (especially the lighting), the music, and of course, the writing of Alice-sama. Color me impressed!
Neat game! I couldn't get into a lot of the early 2000s MMOs, but this nonetheless hit me right in the nostalgia feels. I wish the gameplay had a bit more depth to it, but I guess that wouldn't be very 2000s MMO-like, huh? Haha! The narrative was very personal, and I'm glad I gave it a chance and saw it through to the end. Wholesome game!
Conceptually very cool! Finding the solution to the puzzles is quite cryptic, though. The second level has at least two solutions when talking about matching the character's size, but only one of them is valid. Is this because the order you collect the notes has to be a specific sequence? I got stuck on the fourth level, too, with a similar situation where I "solved" the puzzle with the correct size, but I must have collected the notes in the wrong order. Some kind of hint about the correct melodies would have been nice. I noticed an icon in the bottom right that changed as I collected notes, but I wasn't sure what it was supposed to represent.
Nonetheless, this puzzle game has potential. Neat idea!
Taking "wolf in sheep's clothing" to a whole new level haha
Very fun game. The absolute chaos when there's a large number of sheep is fun to balance and maintain, especially when making mistakes just keeps compounding into more and more wolves. Going from "super easy and calm" to "crazy and chaotic" is a blast. Awesome concept!
Insanely creative idea. The design language was really clear, pretty much spelling out exactly what you needed to do, and the last puzzle was an especially neat culmination of all the yo-yo shenanigans you've been using up to that point. The yo-yo itself is also an incredible feature, being so flexible and useful. My only complaint is that I wish the yo-yo resizer button was on RMB instead of space. Had quite a few moments where I resized my yo-yo instead of jumping out of habit! Fantastic game nonetheless. Awesome job!
Using gravitational fields to solve puzzles isn't anything new, but mining planets to shrink their size? And then tossing that mass at another planet to make it grow? What a wild concept haha!
And it's used very well here. Fun and very satisfying puzzle game, taking a unique spin on planetary gravity-based physics puzzles.






