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ttinn

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A member registered 73 days ago · View creator page →

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As others have said, this game's scope and artwork is very impressive. It's unusual to have to read what is essentially a manual before playing, rather than an in-game tutorial, so that may be a turnoff to some people. It was not for me.

I was not expecting the game to be so immediately challenging - the very first level I dropped into resulted in being ganked by three mermaids at once. The mermaid's attack reverses your controls, so that situation wound up being very difficult to escape.

The concept of upgrading your weapons with a grid to create flowers is a really neat way to do weapon upgrades. If you decide to create another game like this/expand on this game, I'd love to see that concept again.

The art is also very impressive. Eight different visual options for six different slots on your character, plus the multiple tilemaps, plus the enemies, icons, gui...And that's not even getting into the fact that there are bosses and unique boss fights, that each enemy has their own movement/attacking patterns...

Everything about this project impresses. Very nice work!

This was a really fun experience! The music was excellent, and the palette used for the artwork was nice as well. I admit I didn't think it would be that interesting after the first battle, so it was a pleasant surprise to see it switch up on the second one. 

Your snow-clearing ability only charging up when you move felt really nice. It was a great way to reward you for staying mobile without feeling too harsh of a punishment when you couldn't move, and it encouraged you to take risks/get better at dodging so you could still build up charge while bigger/more frequent snowballs gave you very little space to work with.

Great job!

This was an incredibly cute incremental game. The flowers and upgrades felt well spaced, and getting to see the bee flying around was an excellent touch.

Adding a customisation option was a huge flex, and it fits the game. Grow a cute little garden, sell flowers to get nicer ones, continue to decorate. The flower combinations were all very pretty, and helped to encourage experimentation. Excellent little experience.

I really like the concept for this game. Like NotTodayDio, I also haven't come across a pottery game before. It does feel like it would be an excellent and unique cozy game if expanded upon and given a clearer tutorial/better controls. Unfortunately, I also found the controls a bit difficult to manage, and the exact specifications for the vases were a little unclear.

Through experimentation, you can figure out what the widest/thinnest/tallest/shortest possible vases are, and which flower of the purple-shaded flowers counted as "purple" (all of my first requests asked for a "purple flower"), but it could have benefited from some visual examples. Perhaps a stack of completed (but broken?) pottery by the pottery wheel? A wooden sign next to flower-bee labeling the flowers?

The colour palette was very well implemented (save for the flower-colour confusion), and it did run very well for a 3D browser game.

This game reminds me of something I'd play on ArmorGames or Kongregate back in the day. Simple concept, catchy little looping beat, and a quick gameplay loop that encourages you to go "what about one more round?" Very nice game.

I didn't run into any bugs, but I also found the boosts would push me all the way to the top of the screen. Obviously, this is meant to make it harder to dodge the rocks, but it also meant I spend most rounds holding the "down" key just to stay in the middle of the screen.

This was a wonderful take on Minesweeper. I really enjoyed the enemies - especially the roach - and the SFX choices for them were nice. The rogue-like element fit the jam theme perfectly.

I ran into a bug where, on the first level, depending on where you fall, you will automatically win the level (because you land on the only empty space.) Otherwise, the only other issue I ran into was pixel jitter, which is a pretty common issue Godot devs run into. I think the levels are mostly small enough to simply not have the camera move. The Player Character could also be a bit faster.