What can I say. I caught myself playing till the end :D I just love progression, it triggers my dopamin receptors. The games feel was quiet nice. Music, SFX and movement. I insanely liked the "streak mechanic" making you faster when collecting the right stuff. I did not play the early versions and have to say It made sense to understand what trash needs to be picked up when with the color coding. Good job!Overall I enjoyed it.
UnitedEvening
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I understood what to do quiet well, but for me there was still missing some explanation.Like do all my abilities deal damage? Like the Dash? Or is it pure movement? How much damage do I deal? Overall the feedack was missing a bit for me. When I'm hitting an enemy and when not. Also I fell off the map some times trying to dash over to the other side. But thats due to keyboard input. You can only dash 0, 45, 90 ... and so on ... degree. I think you need to consider this while building the map.
I think if you keep polishing the game, making player feedback better and give the players a clear reason to keep playing, like upgrades and progression. This game has potential for a longer version.
I really liked the visual style for only 2 weeks! Performance was quiet laggy in browser, but I managed to finish the levels. Controls and objectives were clear due to levelbuilding and the coins showing the path to go. Only Issue I had was with the Jump + RMB. I had to try like 10 times to pull it of, I still don't really know how to excactly pull the jump off? Do you need to RMB while landing, press both at the same time? Idk. Overall fun little game for only 2 weeks. Gratulations for the project.
Thank you very much for your feedback and your time to leave such an extended comment.
We are currently working on a better visual clarity for object which can be manipulated. This a often mentioned request.
Regarding your tilemap issues with the red line - no one else mentioned it yet. Could you give us some insights of your settings while playing? Most likely the scaling of the game on higher resolutions might have some impact here. Nevertheless we'll keep in mind people playing on different resolutions.
Thanks for your feedback. Unfortunately you've encountered one of our known bugs with the moving platforms. We will continue to work on those and also add a better checkpoint system to not get thrown back too far in the progress.
Visual clarity is also something we need to improve to better indicate the player on what we expect them to do. On the last level you mentioned, there was a second cube and you needed both of them to open the door before dropping down.
Thanks for your feedback.
You mentioned music would help the game - did you not like the existing track or did it not play while you ran through the lab? Regarding the reset, we already noticed it could have been better but was pushed back for other priority topics since we slowly ran out of time. This will definitely be fixed in the next release.
Affecting multiple objects with the gravity tool was executed as planned (f.e. in the last room, where you need both blocks) but we also noticed problems with the platforms. We are still looking for a good solution to have the option to manipulate multiple objects without running into said issues.
WOW! This game feels incredible. I had myself going multiple rounds, until I got my second trophy :D The AI feels super cool and overall the game's feel is very polished. SFX, Screenshake, Graphics - All very well for only 2 weeks. You guys can be really proud of what you made in this short amount of time.
Thanks for the feedback! We were pretty sad about not being able to implement sounds, as we put that last on our priorities. Then we took waaaay to long for the art and didnt manage to finish some things. Same reason why nothing happens after boss died. Just some bad priorities/time management. We've learned a lot in that jam and hope to make it better for our next ride :)
Hey, we think that idea is pretty cool, allthough it didn't fit the theme too well. I really enjoyed the rounds I could play, until I stumbled across a bug where I could not place any more cards on the field. They didnt snap anymore, and I could place them wherever I wanted without any effect.
Nevertheless, building an enemy AI to fight against + so many levels + deckbuilding in such a short amount of time is really impressive! Keep up the work.
Nice work, we really like wave mechanic and the art style while creating the zombies. The theme is matched nicely.
For the gameplay, it would be helpful to have some more explanations on how to play the game. It's also unclear, what's the benefit of choosing between different paths. Sending all zombies on one lane seems to work best.
Sometimes the zobies went through the fence and attacked from behind - seems like this is not intended.
Overall cool idea that can become a fun gameplay loop if polished further.
We really enjoyed this game from beginning to the end. The theme is very well implemented and a really cool idea. we really like the puzzle aspect and enjoyed figuring out how to solve each level.
Art style is really fitting and I think the best way to improve this even further would be with small animations.
SFX were on point. A Slider to change volume would be good.
Overall a REALLY solid game and we hope you continue developing this and add further puzzles + enemies/new body parts.
We really enjoyed this game from beginning to the end. The theme is very well implemented and a really cool idea. we really like the puzzle aspect and enjoyed figuring out how to solve each level.
Art style is really fitting and I think the best way to improve this even further would be with small animations.
SFX were on point. A Slider to change volume would be good.
Overall a REALLY solid game and we hope you continue developing this and add further puzzles + enemies/new body parts.
Nice work, we really like wave mechanic and the art style while creating the zombies. The theme is matched nicely.
For the gameplay, it would be helpful to have some more explanations on how to play the game. It's also unclear, what's the benefit of choosing between different paths. Sending all zombies on one lane seems to work best.
Sometimes the zobies went through the fence and attacked from behind - seems like this is not intended.
Overall cool idea that can become a fun gameplay loop if polished further.
Really cool Idea and concept. Maybe it's just me, but I found it kinda un-intuitive to have the eye on the inventory more than on the character. I think if there is an option to make the item handling easier without distracting the player too much from the movement, this game has crazy potential. I really like the art style as well!
I really enjoy this game alreay. From the smooth UI, to great visuals and fitting music. This game feels already pretty polished. This has so much potential, especially considering the scalability you can achieve with new cards or more maps etc. I'll definitely keep an eye on this game as it has great potential!
We'll kindly hand this over to Mr. DEREK. Player feedback is our top priority for the next update, and we'll definitely make the game even more exciting and enjoyable to play. We'll also work closely with Mr. DEREK to fine-tune the level of challenge and ensure a balanced experience.
Thank you very much for your feedback, sir!



