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VoidEyeGaming

30
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A member registered Oct 16, 2023 · View creator page →

Creator of

Recent community posts

I like that the music has the same melody across the shops and the room view while no flies are alive. I'd suggest finding a way to stop the lizards and water gun from freezing the game. Regardless, pretty satisfying and pretty fun.

Excellent atmosphere, great gameplay loop, very tense. One minor suggestion I'd make is to update the sprite that appears when you guess incorrectly. It looks a bit out of place. Fantastic work regardless!

Thanks! 

I like the central mechanic of this game. It made me choose my attacks very carefully as I had to weigh between higher-numbered attacks and higher-priority enemies among other factors. I also like the twist at the end where you have to intentionally miss the enemy to spare them. Very fun.

Much appreciated!

We'll think about these suggestions. Thanks!

Interesting take on the theme. I like that the main source of power is also vulnerable to attacks. It makes them feel more valuable. One suggestion I'd make is to be able to remove tiles. The game is pretty good even without that, though.

Pretty creative take on the countdown theme. The little moments with the face in the counter and the general fourth-wall breaking give an air of mystery to this game as well.

The controls and minimalist sound design suit the space environment very well. I feel like watching your station get swallowed by a black hole would make this game much more terrifying. Still, it felt pretty tense having to swing myself behind cover to avoid a lethal dose of radiation. Nice work!

Making the player predict when they die is pretty interesting and also pretty gruesome. I like it.

Thanks for the feedback!

Very creative concept. The puzzles are mind-bending. The title spelling out "RUSE" is a nice touch.

I love that everything in this game is in sync with the beat - the shooting, the door animations, the enemy attacks, even the pickups! Obviously, the composers COOKED with the soundtrack.

If this were to be expanded into a full release, I'd be interested in a visual style that takes inspiration from a niche boomer shooter called Reaver (title is in all caps). That one also happens to have a UI and environment that moves to the beat.

Thanks for the feedback!

Thanks for the feedback!

Thanks for the feedback! We'll think about doing some visual cleanup if we come back to this game.

Thanks for the feedback! I had a lot of fun designing the sound for this game.

Thanks for the feedback!

Thanks for the feedback! We were thinking of having a preparation phase where the player collects methods of cheating (as well as more questions to pick from the pool) to provide an incentive for replaying, and that obviously didn't make it in. Having multiple levels could be another direction we could take the game if we were to come back to it.

Having to navigate inside of the countdown is a pretty unique concept, and I think you used it pretty well by requiring careful inputs.

Had an issue the first time around where the bottom of the screen was cut off. The second time around, though, I really enjoyed finding ways to make my score spike towards infinity. I look forward to seeing this be expanded into a full release.

Pretty solid game. I like that getting the bus serves as an extra challenge for the player.

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Neat game with a clever interpretation of the theme. I might have missed it in the tutorial, but I'd like to ask, what do the three chevrons and magnet mean (I embedded an image but it doesn't seem like it's showing)?

This was a pretty fun game. I appreciate that the timer doesn't start until you start counting, so you get time to mentally prepare.

The shadow casting effect looks pretty cool. I feel like the game could do a bit more with the ping mechanic; maybe have a time metric to serve as an extra challenge?

Very simple and very fun. Also a pretty creative interpretation of the theme.

I like the twist that happens later in the game. A few suggestions:

  • It might be worth adding a tutorial on how the game works since it seems a bit complex, along with a few visual cues to indicate how pieces interact with each other (such as whether or not honey can be transported to the queen).
  • The icon for the delete button could be changed to a trash can to more clearly communicate that it removes things
  • Adding numbers to the bars to the left (which I presume to be demand for each category) could be helpful since the player is given a numerical value for demand to keep track of.
  • Add something that lists the current regulations / opportunities since the player can get a lot of them in a week.
  • I suggest giving the player the ability to place a tile at a position again once the previous one has been deleted. I find that even when I delete a housing/transport/production tile, I cannot place another one in that same spot.

Pretty fun to play and feels complete.

Pretty solid game, although it gets pretty difficult very quickly.