Coulda sworn I tried that, I did figure it was just a me problem when nobody else in these comments mentioned it. Neat game
Twig
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Decent amount of stuff. I'm an on-and-off completionist, not having a way to figure out what endings I had was a deterrent to that, but I sense that wasn't the point of the game. I like that you can iteratively figure out just about everything involving the situation, and the van is a decent way to give each route a snappy finish. I also like the clues in the dialogue that point to other endings. Text adventures with actual visuals aren't too common, but I do like this a lot more than other text adventures. I do like the best and true ending, escaping alive with hope for the future. Good work.
This is sort of interesting, I like the quality of the voice acting and the differences between the voices. I do feel the gameplay is a bit shallow, the distribution of the email tasks is heavily skewed, with the second half being always completely yellows, and the spreadsheet isn't much more than mashing. I liked the narrative a decent amount, but this game doesn't have much else behind it.
Wonderful little game, the tension gets palpable, I'm a big fan of expanding upon well known concepts, like that one scam arcade game. I do feel the narrative is a bit lacking, I have no reference for why I'm here or what losing entails, but that may have been too much to ask. I'm a big fan of every bulb breaking in sequence when you lose, that's a nice touch. I would definitely want that menu of what the bulbs do to be in the shop as well.
I'm always a fan of building something from one perspective and experiencing it from another. I also like that game design of letting the player balance out difficulty and reward. I did end up building the track the wrong way around at the start, which only really mattered for the ramp, but one arrow would go a long way to indicate the intended counter-clockwise direction from the map's point of view. I also feel like the bike could be made faster, the pacing at the current speed is not my favorite. I also feel like the cosmetic options were a bit costly, given that they provided no gameplay advantage, but that might come down to who I am as a person. Overall, not a bad game, could definitely use a few tweaks, but I'd definitely be proud if I was the creator of this.
I didn't realize the goal at first, and slowly lost all money and lost the game. It it sort of interesting once you figure out what to do, I like the hasty management and optimization of an increasingly cluttered inventory, but I don't really feel the effects of my upgrades beyond the money I have going up.
Very interesting little premise, I like the influence cards can have between the looping levels, and the cascade of effects that can apply. I was unsure at first how to win, but I figured out pretty quickly it's more about survival than murder, which is an interesting new idea for a card game. I do feel like the classes lack depth, without the ability to do damage, and the tight constraints set by the high difficulty, it's more just heal as much as you can, with success highly dependent on rng. I definitely do like the premise, this is definitely a game with a fighting chance.
Interesting iteration on the tower defense genre, managing the towers themselves as well as how they each attack, placing them far apart to manage a limited note supply, which replaces the idle part of most tower defenses. I do worry managing buying new towers, upgrading existing ones, and managing your note supply could be a bit too much to handle. Definitely hope this gets a bit more attention.
This is definitely the best of the unrated games I've played so far. It's a decent idea for a puzzle platformer, with the twist at the midway point being interesting. I did get softlocked on my revisit to level 6, which was bad. I'm also not sure how I beat level 3. It's a neat little thing though, I'd be happy if I was the one who'd submitted it.
This game boasts upgradability, but I didn't get any form of upgrade through my four attempts. The combat feels a bit too close quarters, any fight against bats is just click as fast as you can in the corner. Perhaps you could blame me for lack of skill, but I really didn't get much "loop" out of this. The simple art does work though.-