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Verburner

339
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A member registered Dec 08, 2016 · View creator page →

Creator of

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This was a TON of fun! As someone who grew up playing the original Snake and Bomberman the gameplay loop really clicked with me and was very creatively implemented. This got some real potential

Ohh, guess I'm just dumb lol

Super impressive game to build in such a short amount of time. The art is very cute and skillfully made. The mechanics work really well! Managed to guess the murderer in the first day so I never got to see the countdown progress :D

Was a lot of fun to play! A bit unforgiving, but that just adds to the retro feel. What I WOULD have liked is a tracker how many feathers are still missing so I know when I got them all. Also the aiming with the torpedos is hell. Kinda got stuck at level 4 though. Not sure how to get through the 1 tiles vertical hole to the pressure plate.

Thanks! Means a lot :)

I could've easily made it a lot harder, but I wanted everbody to be able to easily finish it. I've made the experience that people get frustrated quickly during gamejams

Pretty fitting vibe! Not sure if anything was supposed to happen after the final customer and the zoom on the asteroid

A restart timer would have been a great addition. If I'm not mistaken you have to reload the page on a gameover. But the level design and placement of enemies is hit pretty well I think. Perhaps a bit difficult but doable

really creative concept! I could see this as a great minigame in another game to generate resources or something

Was fun to play. Very clear level design

One of my favorite games of the jam so far for sure! I didn't QUITE understand what makes the crystals explode though. It said something about Diamonds, but not sure how those look like as opposed to the beneficial gems.

Amazing artstyle with the restricted color palette! I found some aspects a bit confusing. A short description would've helped a lot

Wow that's pretty dark. Really well paced and framed. I like how the minigame blends right into the story progression with the knock on the door and phone ringing. 

Why does the speed scale so hard? After like 3 waves its already almost impossible to control the character. 

Crazy polished visuals. The firework theme came into play super nicely

The one thing this game was desperately missing were enemies displaying their intent so I can actually plan around them properly! Still, this is a really fun and well thought out game. 5* for Audio as well 

Very interesting concept. Simple but still pretty deep. 

I accidentally restarted twice because the quit button on the todo list does NOT quit the todo list. Fun game tho, reminds me of the golden age of RPG maker horror games

Really crisp visuals and patterns! I barely managed to see "3 circles remaining" after around 10 attempts. The cost for using the slowmo was a bit too harsh imo. It would've been a meaningful tradeoff if it drained health at half the current rate too. But I guess bullet hell games are just meant to be insanely difficult. 

Fun game and interesting mechanic! I feel like a failure-state for taking too long would've sold the frantic gameplay some more. Or maybe a time requirement for bronze/silver/gold tier

I'm pretty sure I solved almost every level in unintended ways. The actual ways would have been much harder, but just stacking bombs very close to the center of the ball launches it really far, which can usually just get it to where it needs to be

You have to sneak up on enemies, hover the mouse over them and leftclick when they turn green. Kills restore some hp. Enemies are invisible outside your own field of view, so you have to watch out for "invisible" enemies too

Woah. This is ridiculously difficult! Was really fun to play, but I barely cracked one minute with how much damage the enemies are doing and how they can sneak up on you. I think the cooldown of your own attack is a bit too long too. If I find an opportunity to get two quick kills in a row it felt really bad that I wasn't able to do but had to awkwardly wait around.

I quickly found out the best strategy is to just upgrade thrust and moving straight up and praying. If you pick up enough speed the game can' t really keep up spawning things somehow and there are barely any obstacles :D

I goal to reach would have been nice. Doesn't have to be much, just let me reach space!

Pretty ambitious system! The bosses were really cool.  I like how the amalgams are animated. Controls took a bit to figure out and the first two times I played I just crawled and died before I saw a single enemy on screen. 

No executable file sadly

I was wondering what engine this was using since it didn't look like a typical Unity/Godot/Gamemaker/Unreal game. You really made your own engine? That's really cool! Very uniqe and polished artstyle

Haha! I didn't even know you can post videos on Itch comments. Thank you for that :)
Yea I was thinking hard on how to make it more obvious that you have to walk into the background.

Gorgeous artstyle. Got some real strategic tension in some places! Managed to beat it on my first attempt but it got fairly close, so it seems well-balanced

Ah, makes sense. Yea some of the levels were a bit tight on the timer. I figured it wasn't too bad since you can restart and try again very quickly, but did see some frustration in playtesting. 

Thanks! Do you mean fast as in "short" or as in "the game moves to quickly"?

This is really impressive. Creating an online pvp game for a 96 hour jam is crazy

I really like how after the dramatic monologue at the end about how you wasted your time you can just.. keep digging. Did it in 36minutes. nice game

Really fun to play and juicy! The trainer with full voiceover really was the cherry on top

Really fun and creative game.  The forum minigame was really interesting. The final one made me think of Mettatons's puzzle from Undertale

Yea, I agree that a checkpoint would've been a good idea to implement. I didn't do it because the game felt very short to me already while testing and I thought that blasting through the weak enemies at the start with a stronger body could be a cool power trip. But it seems that it left people more frustrated than intended.

Really well tuned difficulty and polished visuals! I don't agree with the others that aiming with mouse should be possible (would make it too easy), but a subtle change I would've liked is making the aimer start slightly slower and accellerate a bit when the key is pressed so it's easier to make precice adjustments to aiming and quicker to swing over a longer distance

German power fantasy o_o
Amazing execution of the writing mechanic! Could definitely see this being used for an actual game (papers please like)

Wow, how was this made in 48 hours? I got pretty far I think, but sadly got stuck in a wall somewhere. Anyway, super impressive

Wär halt zu leicht, wenn man einfach weiterrennen kann wenn man stirbt :)
Wenn ich ein größeres Spiel aus dem hier machen würde, würde ich es wsl umdrehen, dass man nach dem Sterben einen Gegner aussuchen kann den man selber während dem Run umbebracht hat. Ist logischer und dann kann ich auch Fallen einbauen ohne mir Gedanken zu machen was man dann nacher wird wenn man stirbt