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TheXientist

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A member registered Mar 08, 2024 · View creator page →

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The atmosphere is amazing, just flying through an endlessly repeating maze of chains and streetlamps, chefs kiss, I love it. The gameplay could use some work, as I see it there is no reason to not just fall endlessly and never even make use of the (somewhat janky) hookshot, since falling seems to be by far the most effective at avoiding enemies while you aim behind you and pick them off. Which is a shame, because hookshots feel amazing to use when done correctly. In general, I think the gameplay could use some clarity; where are the enemies, when do they spawn, what do they do to hurt you, how can you avoid that etc.

The game is very polished, art and audio are great, the platforming feels good and the music loops to unlock the furniture are easy to understand, overall I really enjoyed playing this game. I do wish the level was compartmentalized more, because I just did the platforming first to get all the sound files and then did the loops because there was no way for me to tell whether a given TV was even doable or not, I think a bit more guidance and simultaneously a bit more certainty for the player that the puzzle can be solved with the tools they have on hand would have gone a long way. I also wish there was a UI element that tells you the sequence for the nearest TV so you don't have to fiddle around with the camera trying to get it on screen while in your DAW. Lastly, I have no idea what the coins do other than going clink when I collect them.

I adore the premise and the gameplay, this is very creative and lots of fun to play, I wish it was longer and more difficult, I'm pretty sure I didn't catch all of the bullets I shot but I never lost because of it. Apart from the obvious stuff like audio and juice, the game feels surprisingly good to play, and the controls are easy to grasp. I like the bullets coming back and the in-universe explanation why you need to catch them, but for the bullets you got hit by in the first round, I would like to have them stand out in the second round because I don't remember the exact bullet that hit me. Also, there is a safe spot in the boss fight where you don't need to dodge anything, just stand still and wait. Make sure that no such safe spots exist (or rather, that there is always at least one safe spot, but there is no spot that is always safe).

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A bit jank here and there, though i'm not sure whether thats an intentional feature of the rage-platformer genre. that being said, those rage game platformer genres usually don't reset you to the very bottom every time you fail unless you get particularly unlucky, I would have appreciated some way of recovery if you fall. I liked the launch pads, they feel satisfying and work consistently, not exactly sure what the vines are supposed to represent though. if they're just decoration, they clash a bit with the rest as the only piece of pure deco and the difference in artstyle. in the case that this isn't supposed to be a rage game, to make the player want to go fast, give them the ability to do so without risking immediate failure without godlike precision, and give them a way to somehow use the travel time of the teleporting cat instead of waiting for it to get to the right spot. i found myself playing very slow and carefully, because going fast simply led to immediate failure, and so dying by falling through floors or phasing through walls just became very frustrating.

Thanks for playing, glad you enjoyed it. Dying a lot is normal and intended, it is a roguelike after all, but looking back I made the difficulty curve way too steep for a game jam and should have prioritised a proper tutorial beyond the absolute basics. A lot of semi-critical info is buried in item descriptions, which you cant even access unless you read the game page because I forgot to add a tutorial on how to open your inventory. Nonetheless, I'm happy you found the patience to persevere!

I'll probably get back to you on that. Either way, I will update at least one more time after the rating period to iron out the last few kinks.

Could use some clearer instructions, but enjoyable nonetheless! The art and music are simple, but they fit together perfectly.

A funny, absurdist commentary on the cyclical nature of existence in late stage capitalism, or something. Jokes aside, nicely done, the game is very funny, I loved it when the cops showed up after I served 5 raw burgers. A few of the mechanics like cleaning up sauce (maybe use "on" instead of "above" for the sauce, and add some feedback for each press of the space bar so you know you're actually doing anything) could be better explained and I had trouble assembling the burger on the floor, but overall its a short and sweet game with an easy to grasp gameplay loop and a funny premise.

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Thanks, looking back I did make the game way too difficult for a game jam, you don't suck lol. I ran out of time before I could make a proper tutorial so a solid chunk of semi-critical information is currently buried in item descriptions. I'll update it one more time after the rating period to fix some bugs and make a better tutorial, and maybe adjust the difficulty curve to be less precipitous.

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Yeah I'm afraid there is no way to tell you youre looping, because all it does is move you up or down slightly while moving left and right, which due to how trajectories work means that bullets are drastically less likely to hit you. I suspected this might happen, but didn't have time to think of a good solution before the jam ended, I will probably follow up with a better tutorial and some necessary bugfixes after the rating period. Notes on the learning curve taken, though this is supposed to be a roguelike, so you are not expected to get far on your first run, but I guess expecting players to put in the time to actually get better was not a smart move for a game jam.

Very interesting idea, the gameplay itself is surprisingly decent in a game that is evidently not trying to have amazing gameplay. The narrative starts out fairly generic, but i liked how it used the shop as part of it and the final stretch.

Very nice idea, and i like the concept of movable turrets on rails, I just wish it wasn't was janky as it is. If i could seamlessly move my turrets without them locking up further along the track, i can see this being tons of fun, micromanaging your turrets so that none of them are idle. I like the idea of the ballista, but i just feel like it isn't strong enough to warrant the effort it takes compared to just adding another cannon turret. The pixel art itself is great, but inconsistent, you can tell that it either wasn't made for this, or it wasn't coordinated properly so now it's all over the place.

I really enjoyed this, the sequencing aspect of it is really fun and the controls are so simple that there isn't even an explicit tutorial and it still works. I also love the aesthetics, I guess im a sucker for big things in space. I only wish there was more of it and it went deeper, most of the levels are figured out fairly quickly, but I suppose in the context of a game jam that means mission accomplished.

Moving around feels very nice, and i like the fact that you don't just aim and shoot, you actually have to account for distance to some degree. I also like the returning shuriken and the catching mechanic as an alternative to parrying, although the timing seems to be more tail-heavy, very often the shuriken would be right in front of me and i would miss the catch, and other times i would press after the shuriken was already gone and i'd get it. I also like how you get upgrades every time you die as a difficulty safety net. The intro cinematic is also really well made.

I really like how the driving feels, despite how janky it is (or because of it?). I especially like that the actual direction you're going isn't quite synced with the spritesheet, so you have to feel out where youre actually going and constantly balance your movement.

Yeah sorry about that, didn't have time to properly balance the sounds. At least you can turn it down in the settings.

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Fun puzzle game, it is always very clear what you can and can't do and the visuals are nice. Maybe adding an arrow on T-Intersections indicating where they will lead you would be nice, though the levels are designed in such a way that it never sends you in the wrong direction. I like the mix of timing and logic, but I would love to see a speedup button and maybe a pause as well, even if only before the level starts so you can't pause buffer your way through the tricky bits, mostly because having the cars constantly moving around the track is distracting and makes it harder to understand the level design.

I didn't expect that after four days of nonstop programming I would enjoy even more programming, and enjoy it this much. I also want to issue a formal apology to brainfuck, I always thought it was a gimmicky joke language, "I wasn't familiar with your game"

Does it not slow down at all if not moved by the tractor beam? Thats actually really smart, maybe with a more top down view it would be easier to figure out. Matching the speed of the asteroid to the speed of the belt has a very interstellar vibe to it.

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I enjoy the floaty movement and tank controls, but I find myself struggling to grasp the logic behind your keybinds beyond basic movement. I do wish there was a way to turn the camera to see behind you. This isnt really relevant in the first mission, but when trying to escort the big crusty™ it would be nice to have any way to locate it, because if it's outside the minimap range then you're just left to search. I'm sure you know of the bug when it runs out of HP as well, which is annoying because you have to refresh and start from the first level at that point. Also, I thought that shooting the asteroids before me would permanently kill them and the walls of the arena are just teleporting from left to right (you know, like a loop), but from what i can tell this isn't the case. Either because that's not how it works or because they have different speeds and any gap desyncs and fills up again. Or the loop in question is the entire asteroid belt and you have to wait for the whole thing to come back, but im not doing that. I can't think of another way to get the big crusty™ through without godlike precision while risking a hard lock if you mess up, and the constant movement means that you don't have time to line anything up either. Also, the wall of indestructible asteroids that you have to blink through is actually very permeable by conventional means, just needs a bit of precision

Ironically the fact that you have to start over when big crusty™ dies encourages you to try and speedrun the first level, which, if it were actually possible, would probably go hard. The drifty movement really lends itself well to going fast in general.

You have to click on the asteroid with the mouse for the tractor beam to work

Great style and very catchy music, glory to mother earth. I feel like crashing into ships shouldn't be the most effective way of dealing with enemies though, or at least have some sort of cost attached to it.

Cool aesthetic and music, the gameplay is alright. The spawn positions in the second half of the lap seem to be offset to the side, or maybe the spawn behavior in general is just odd.

probes go O

The look and music are good and I like the movement in principle, but with the way enemies move it can be very hard to even get the prompt to hook onto them to show up at all. I also don't understand when you build up speed and when not, it seems to be somewhat related to radius but other than that no idea.

The game mechanics are simple and easy to grasp, and the levels are quite well made. The solutions aren't immediately obvious and I'm surprised they can be as intricate as they are in a game based on such simple rules. The look and feel is, like the rest, simple but well made. One thing that would be nice is restarting if your ball has crashed, or when the ball has reached escape velocity.

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Amazing atmosphere, visuals, audio, narrative etc. and the fact that your death leaves a persistent platform for you to use is very cool, but it is executed in a way that makes playing through it mindnumbingly boring and borderline annoying. Even within the same level, once you figured out that you need to go as far as you can, die and then use that as a platform, every time, without fail, there is nothing to figure out, you just have to go through the same level over and over and over again, which certainly fits the theme, but isn't enjoyable whatsoever. The fact that the two worst offending levels where you literally know the entire layout and just have to die x times to get through get repeated infinitely (?) just adds to that. The game actively disrespects the player's time and I think that is unfortunate, because there would have been ways to make me understand the "ending" without making me hate the developer and the game. The buggy hitboxes are just the cherry on top to make moving through the levels quickly so you can progress even more annoying.

Not much there, but what is there works well enough. The look and feel is nice, the gameplay is easy to grasp, but I don't see this concept going anywhere without introducing something else. Currently, its just a time limit and doesn't really do anything other than making you go faster to progress. It also has the effect that after you finish one thing, you dont have time for the next and just have to wait out the timer.

Silly, great style and fun, if a little shallow. Very satisfying if you do manage to close a massive loop.

The style is impeccable, both audio and visuals, i can't even tell if the loud clicking noise that sometimes plays is a bug or a feature because it is very unsettling. The gameplay itself is nothing to write home about, but the car feels good to control. I do feel like the ending sequence could have done without the text, just let it speak for itself, your car speeding down the lane and you can't control it and know exactly what is going to, or already has happened, the text felt very on the nose, but maybe i'm alone with this.

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I think the idea is good and the controls, while finnicky, work well enough, the gameplay itself at some point becomes boring. Before the fuel converter, you have to play well to get back to your home planet in time, but once you have it you have to be literally AFK for fuel to ever matter again, especially because you can stack it up past the refill limit. At this point, returning to your home planet to upgrade also just becomes tedious instead of the second half of the journey that you have to plan for and allocate fuel accordingly. I also ran into a bug with the navigation assistant, In general, I don't understand what it does or how it works. It appears to be some sort of auto aim, but it was entirely unclear to me how to direct it. It had the opposite effect of making the game harder for me, until my ship eventually got stuck in an endless state of vibrating in place. Also, I would love to see zoom or camera panning or something similar, because launching at offscreen asteroids is very annoying and you just have to try until you happen to land the right angle. The camera should at the very least show everything in reach of your current location on screen.

Controlling the ship feels great, the enemies are interesting and force you to change your playstyle to deal with each one. IMO you could have ramped up the damage you take and energy cost across the board, as it is the game is very easy, but enjoyable nonetheless.

Fun concept, can be a little finnicky sometimes. One feature that would make it easier is to show the launch path of your last attempt so you can plan around it, right now it just feels a bit like you try random angles until you find the one that works. I especially enjoyed the pylon ability, it isnt as easy to use or useful as the boost, but it is extremely versatile and you can micromanage your path even after launch by toggling it.

The feel is excellent, the gameplay itself not so much, i suspect mostly beause it isn't very clear how anything works. The lever constantly seizes up and i don't even know why. Is it because the lever is crusty and old? What do i do in that situation? Is it a bug? Is it an intended limitation? Either way i really enjoyed when [REDACTED].

Not going to rate yet because i don't understand anything, a tutorial or any sort of goal would have helped tremendously. I assume it is a FNAF survival situation, but other than the discrepancy in sound there is no feedback to anything you do. Not sure if the camera surveillance is important, because i can't see a thing. I assume the audio feedback is somehow related to some kind of monster, and when you get weird audio the monster is in that room. I don't know where my room is, i assume its the one without camera connection, but either way i have no clue what im even supposed to do. Is it good if i "find" the monster a lot? Is it bad and makes it more aggressive? I have no idea.

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The idea is super cool, i just feel like it could have been executed better. By far the most annoying part is when the screen scrolls and you die because your mouse position gets changed without your control, so often the screen just scrolls an obstacle into your mouse and you die instantly. The premise is funny and interesting.

The loop is an interesting concept and works well, the balancing of the spells is just way off. Maybe its just me but the fact that nothing has an AoE, even a small one, except the ground slam, means that anything that isnt either the arcane bolt nuking a single target or the ground slam stacking damage on every enemy on screen is practically useless and just makes your loop longer. Also, from what i can tell there are only two enemy types and the best way to deal with all of them is to walk around them in a loop (get it) until they coalesce in the middle. Once they're there you're safe so long as you keep moving, the only way for you to realistically die is at the start where its still chaotic.