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Verusins
Creator of
Recent community posts
It's so funny you can build big ass rockets of funny shapes but I like the general concept and it feels unique and worthy! Double countdown really adds up the pressure, especially when I am trying hard to snip my things to the grid HAHAHAHA.
Also I expand my rockets normally way too wide, it's like a chubby boi going in the space and I'm all here for it.
Wiggly and squishy characters heehee... Love the small details. Music pick choices are well.
Not a problem or issue in game just a food for thought: Have you considered about input buffer, which is saving user inputs for a while to trigger game actions, so that when the player is trying to go in one direction and spam clicking, it would be more smooth / less waiting time in between inputs?
I seldom give 5 stars rating but here I am!
The game is SO FREAKING SICK, no I am no joke, it's like a mini mini metroidvania where the upgrade is time! Very coherent artstyle, and the sound ticking in is awesome! And it's not a very typical sound of clock to remind you, so I think so much details and love have been given to this piece. If you are watching my comment please try it!
Very interesting game design where you travel and defend! A little bit hard at the defend stage as we need to stay at the spot, so I have to shoot double in counter directions fast for an enemy hit! And it encourages fast movement. I like it! I love the animation when the player tower is turning, super satisfying to watch!
Interesting entry for a 2D platformer to have chasing as the main incentive, count down is spot on for the topic!
I personally do not find it hard, it could be because I play some platformer in the past..? The second last level is slightly harder that took me 2 tries, but it's great game overall! Simplicity sometimes is the key of success.
Keep up the awesome work!
Amazing composition with wobble bass and melody choice. What normally seems to be like a EDM sound design component is applied very well in a song that delivers so well for what is trying to get across to the audience.
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From what I am seeing:
Red means melody, the jumping fairys are the nodes of the melody that makes a beautiful song. Sometimes, starting out with random nodes actually make you a good song with some elaboration!
Yellow means percussion, imagine how many drums you would use if you are a drummer, evey cymbal and tom is a different standalone component. It's represented in dots too.
Green means chords and bass. These backup "vocalists" express the emotion of the song. They are like tetris in a way that you can make them form a line and boom! The line clear is like an awesome progression. The feeling of getting a sick ass progression always gets me.
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Abstraction of these is awesome, more than a game but like a music intro class. Let me know if I interpretation is a bit off as well!
I LIKE SOUND QUES AND FEEDBACKS.
Yes I very like. And yes mind if I have bad grammer.
It reminds me of the simplicity of the games when I am younger... Like when we grow older we gradually feel how much joy one game can brought us even tho if it has simple mechanics. This brought me back to that feeling. Even if the enemies are a bit unfair for when and where they are popping up, it's part of the fun. And I am here all for it.
Sounds and feedbacks are just freaking good man I don't have anything to say. I always try to compose harder tracks now but people always amaze me how simple a track can be yet still be effective.
Countdown timer is very close to the topic! And the small panic when you are low got me every time and encourage us to be a little more risky.
I DONT KNOW WHY THIS IS RATED SO LITTLE TIMES ITS GREAT GAME.
I love the sounds and intensity as game continues :3, All artstyle, game loop, and sound designs are great. We never had the chance to use actual vocals in our games, but I think it really fits here!
And I like the third enemy, the randomness is very fun when it comes to difficulty and I felt the curve there. If the enemy has more parry windows maybe we could have a higher number count? After that enemy I felt ease and just so confident about my skills.
Again, awesome work, very very coherent style!
Cool game! I like the soundtracks as a sound guy, countdown matches theme and you guys were able to pull off so much more UI than we did hahaha.
If you really ask me hard for any improvements, I think instructions for gameplay can be specified a bit more, even on the webpage! A bullet point somewhere can do the trick. Also, I love the soundtrack style but some notes are slightly out of the scale; maybe that's intended.
I can really see the potential and the lofi background music is really really chillling. But the time doesn't seem to permit D:
Some things I would love to point out is that we can tap multiple notes and that at the start of the game, I have to go back to last page to go next page since the next button is not showing... Hope that can help someone who is trying to pass the tutorial.
Pretty solid game and fitting the loop! Sometimes my shadow just completes the quests even without me thinking this one would success xD.
Some things I would suggest is that, their could be more sound effects that balances the audio, and maybe a more stylish main track? Also the first couple of levels are generally easier to beat so I would prefer some harder levels (Just a personal take tho). Last thing might be we might need better instructions on how we can play the game well~
Thanks for delivering the game tho it is really good and I really like it!

