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Taz_

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A member registered Aug 01, 2025 · View creator page →

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Cool!
Septic Sam with his Stand: DREAMER'S DILEMMA

I really couldn't figure out how to use the alternate darts at first. I should have read the controls on the page before playing, but...I mean, I was able to beat the game pretty easily with the normal darts on my first run. The fire rate being uncapped to how fast I can click makes it exceedingly overpowered on its own.
I didn't notice the Blink Jump or the Wall Phase abilities doing anything when I pressed Q. Also, there are stalactites? And some are breakable? I never found anything like that. And every enemy was one-shot by both the Explosive Dart and the Light Dart (though I regret swapping; 23 damage down to 12 is not ideal!). Are weaknesses not in the game either?
Also...the regular dash by pressing shift allows you to clip through any ol' wall. Might want to rework that. :P

...despite all this, I had fun! The mood of the game is good, but there's definitely some polish to be had. So keep at it! At least I had a blast every time the Speed Burst sent me flying into the air on accident. XD

This is a really cute and amazing game concept that I cannot play. Not because I don't know anyone who speaks Brazilian Portuguese, but because I don't know anyone.
Pico-8 is epic and based though!

This is oozing old Flash game aura, and that's a good thing!

Very cute and very fun game! When I saw the shop allowing you to increase your health, I took it upon myself to progress as far as I could without buying a single balloon. Surprisingly it is entirely doable, and I actually beat Stage 5 with only 3HP.  A 1-hit challenge where the enemy has a faster rate of fire and the most health in the game was quite fun. It is a blessing that the player's own fire rate is uncapped, as that allowed me to chuck as many knives as I could where I knew the opponent was going to be.

Great game, I had a lot of fun!

YOOOOO
This is such a cool little game. It's a satisfying little rogue-like shooter on the GBC, with the mouse-peripheral of course(sold separately)!
The pixel art is cute, and the gameplay is simple good fun. I love the enemy variety, even if the charger can be difficult to dodge if he ends up too close to you. The shop rooms have an issue of showing items as you pass over the room, and then changing them when you actually enter...really kind-of a bummer when they reroll into two of the same item. The illusion of choice is real sometimes.
Biggest plus from methough: the adaptive music.
I. Love. How. Almost every screen adds a new layer to the music, building and building the backing track to become ever more intense until at the very end you KNOW you're about to throw down. It's just magnifique!
Makes me just wish there was more!

I feel honored that my music is complimented by someone named after an instrument and has a PFP of the goat Zero............................
Heheh, yes the title theme is very intentionally lengthy. It was going to be even longer, before I realized we had two-hours left before the deadline! XD
I'm sure the inspiration of the music is crystal clear.

Very ambitious, very creative!
I understand the mechanic of only being able to damage the opponent in each one's pocket-dimension, but it's kinda lame when both dimensions are the exact same, and all 3 dimensions are not really tailored to the game's physics. There are a lot of floating platforms that you just don't interact with at all, and the pocket dimensions are the exact same layout for both players. I would think the dimensions would give the owning player an advantage... The main dimension is just an open hallway, essentially. I understand if you figured there being no cover would help the game start off faster, but it runs the risk of instead being not very engaging, especially since you can't hurt each other until you enter a respective pocket dimension...which, with an open hallway, you don't really have reason to approach, lest you risk getting portal'd yourself.
Now, I do like the idea of needing to trap the player into your dimension to hurt them and the initial dimension being a "neutral zone". But, the map design should be thought over again. And I think there should be a way back to the initial map to essentially reset the game to neutral if the opposing player can avoid being killed for long enough. Perhaps revisit some of these ideas and lean into the competitive states if you continue development.
Overall, this game is pretty cool! I see the vision: it could use some work, but either way I'm still impressed!

Yeah, this one is a little bit too abstract, even for me.
The goal/purpose of the game is not made clear when playing, and without your comment below neither is how to play!
Clicking the gems in order and pressing the right button gives the same result as just clicking the right button and no gems -- or really, the same result as  not clicking anything at all. It would be more enjoyable if there was some kind of visual or audio feedback. Perhaps a quick "ding!" or a "womp womp" to show if you got the sequence right or not would do wonders for this game.  That and an in-game explanation on what numbers correspond to what gems. 
As it is, I was not sure if anything was happening when I was playing. I do think what is present is neat, now that I know how to play.

I mean, it's definitely not my kind of game but...
...I mean, that's a pretty big notepad to start. XD

I love the idea, I love the atmosphere, but the gameplay is a liiittle half-baked.
• The limited-oxygen serving as a timer is a great concept, but it drains too slowly to be a threat and is further a non-issue by how plentiful air bubbles are. Maybe if the neighboring rooms are all pitch black until you enter them could this current design be more rewarding. Currently, I can see all of the air pockets: I'm in no rush to ensure I can find air.
• Some hitboxes are inconsistent or misleading, namely the players' and the explosion tiles. The player being a 1x2 rectangle means you can go vertically through tunnels that are 1-tile-wide, but not horizontally that are 1-tile-tall.  Honestly makes placing bombs kinda tricky. Further, when placing bombs down, the explosion hitboxes linger just a tad too long for my liking. Many times I found myself dying by walking into a visually-empty tile because the explosion is still technically active (the screenshake is the clue). 
• I wouldn't say  600x480 pixels is really pocket-sized. That's like...normal game size in my experience. I couldn't fit that many pixels into my jeans!! D: A weak interpretation, honestly.
That all said, I do really enjoy what you've presented here. I love the fantasy-horror angle this takes, the threat being the player's own bravery and greed in finding the last scraps of gold that may or may not even be here. I would love to see this game expanded upon. Good work!

You nailed this one (in the coffin)(which is in the tomb). I was also thinking about the old LCD-games from fast-food places, or even old Game-and-Watch's, so I'm exceedingly glad someone else saw it through. 

What I find even more impressive is that due to this game being mouse-only for input, technically this game is mobile-friendly(albeit the game itself is tiny and in the corner of the browser) I will absolutely be playing this on my phone when I find myself bored. Brilliant, and factually totally intended!! XD

This game is adorable, and I love the main character's concept and limitations. The music is also kinda banging too, so plus for that!
I will say, the final jump on level 3 is very misleading in how large the floating-spike hitboxes are...it feels like I barely get near them before I'm reset to the beginning of the level.
And Level 4 following has a pretty nasty bug with the sconces where the player is teleported to the bottom-left corner of the level, inside the floor, and is thus a softlock. Might have to do with collision detection between sconces and the minecart??
But, that aside, I really like this game! Also, based almond eater????????

Thank you for playing and for the kind words!! We're stoked to see people really enjoying our game!

I love the puns. The avatar is very cute, and the music is a good vibe. This is a great little puzzle game, might even make me that much better at billiards next time I play for real!

No. No it won’t. Fantastic work!

Yeah. This is peak. Good art, good music, good design, aand good ol time crunch XD

I will say, the combat being a puzzle by design is very unique and equal parts intuitive. I would love to see different types of portal trajectories be available in the future, but at the same time the skill ceiling of using already-fused ones to curve your throws must be inconceivably high. That’s just asking for emergent gameplay. Fantastic work from the three of you!

Long story short, we didn’t realize we could export the game to browser outside of gd.games, so we did what we thought was the next-best thing. Admittedly, Inferno is still a little green with GDevelop, and I haven’t a clue about any of it. We have since learned that web exports are not only possible in this way, but is unlimited use and easy enough to do!

Having seen the other submissions being in-browser, we have now fixed this on the game’s page so everyone can more easily experience our little gem… >:P

This one is pretty cute. I think there’s just a bit too much open space in the town for how little is actually there…buut that does accentuate how pocket-sized the sprites are. They’re so fluid, too! I’m impressed by that alone. Very fun concept and gameplay. The entirety of how you handled the run is a big plus from me! I also appreciate how the UI moves to the opposite edge of the screen from where the player is if they get too close. Great work!

THIS GAME IS ADORABLE! I cannot get over the comedy of the mouse completely changing shape to conveniently hide the items being swindled. The story is fun, the atmosphere is brilliant, and I would honestly play this game more if it didn’t threaten to destroy my Left Mouse button. XD Excellent work folks, and I love the presentation especially!

Artwork is very cute and concept is pretty cool! Gameplay is…well, it is akin to a rhythm game. Not my forté ~~somehow~~, but I strove to see what all the game had before I made my judgements. I found the “expert mode” level to be the easiest of the three, since it became reactionary rather than a timing challenge. Not inherently bad, though. Overall, I didn’t find myself enjoying this too much, but that isn’t to say it isn’t worth anyone else’s time. Only real gripes I have are:

  • the game’s inability to scale with window size, which does cut off parts of the screen if not fullscreen
  • pressing a button too early counts as two failures since it still checks for missing the square…seems a bit misleading
  • the use of limitation seems kinda weak, in my opinion. I’m a sucker for low-res pixel art, but it being spread out across the screen with so much empty space irks me.
  • mining in silence with my quiet mining beam for my soundless fuel source. I would have greatly appreciated a noise for at least charging up the meter…

There’s nothing wrong with making a short game, and I wouldn’t say the game is bad, either! I do like the ideas, but for me there are just a few choices(or rushed implementations) I take question with. Take my comments with as many grains of salt as you both like: don’t let me stop you!