This would be so cool with multiplayer! (with split screen or a smaller map?) It would also be cool if after defeating the first enemy, you had to face two enemies at once!
wibwam
Recent community posts
I really enjoyed the atmosphere and progression of mechanics! All of the characters were super endearing. My largest problem with the game is how it's tough as nails since the very beginning, with the platforming often feeling unfair. Even in the tutorial, my jumps needed to be absolutely perfect for me to progress. And when I fell, I often landed on top of spikes that I didn't know were there! It would also be nice if the gem magnet were base kit, as it's annoying to get every gem since you're constantly jumping.
I found the premise very intriguing and was impressed with the amount of content in the game. I wasn't in love with the idea of enemies spawning right on top of me - it didn't give me any incentive to go out and explore the world. Some visual clarity on enemy attacks would have also gone a long way, as I was never quite sure if I was successfully dodging them.
I loved the music and atmosphere of the game. And the player had a surprisingly robust moveset, which went a long way in keeping the game interesting! There were so many unique enemy types and new abilities I discovered, making the game never feel repetitive.
As someone who loves combat in metroidvanias, I was a little bit disappointed that some areas felt like I was required to run past all the enemies. I unfortunately wasn't able to complete it because I ran into a bug where two of me spawned in and I was trapped in an infinite death loop.
It all just feels a bit tedious - I really wish there were some way to tell the correct door! Because of how random it is, your puzzle mechanic of the bridges doesn't account into which arrow I press at all (I'll just press random arrows until I find the right one and memorize the arrows instead of the doors). If you remove some of the randomness, it could be a really cool puzzle game!
I found it to be very fun, but not as repayable once new things stopped being introduced, as the game could use another mechanic to keep it interesting (it got a bit tedious once I ran out of abilities). It was annoying how enemies could shoot through walls, often ruining my runs. I almost wish it were level based, so I had a clear objective and opportunity to reset my abilities.
Very visually impressive and the level generation mostly worked (sometimes the doorways would get blocked). The game felt overscoped - like it could benefit from some stuff being cut to make the game less confusing (I wasn't exactly sure what my objective was). I also wasn't in love with the turrets and spikes - they felt less threatening than a chasing enemy would be, so I often just ran past them without a second thought.
It was all very well made, although perhaps a bit lacking on the enemy design. The green slimes always posed a sufficient challenge with their projectiles, but none of the other enemies came close to being a threat. It would be cool if each enemy posed their own unique challenge in the same way that the green slime does with its projectiles.
The combat and upgrade choices felt meaningful, and I loved the rooms with enemy variety (preferring them over rooms with too many of one enemy type)! I often found it difficult to navigate - some markers on the map would be helpful, like showing undiscovered rooms and discovered rooms with chests. Each room also looked identical - I really needed something to set them visually apart, like some torches or props.
By jove, you madman! At first I really wanted a tutorial, but I quickly appreciated having to figure out combat like a puzzle. It would have been nice if there was some time pressure, as I began taking combat too slowly. The visuals could definitely get out of hand, sometimes making it hard to tell what's on screen - make it could be toned down a little.
I found it really enjoyable! I loved the enemy and upgrade variety, it was all very well made. What I really appreciate is how fast the game goes, which is a nice contrast to slower more time-consuming games like Vampire Survivors. I would have loved some sort of twist however - something to make it unique and stand out.
It's incredible how this was made in such a short time! I could totally see this being a full game! The weakest part for me might have been the items - the game was too short for me to find any favorite combo, as I would get a new item after basically every fight! Perhaps a full game would allow you to attach different items to each of your creatures and allow you to sell and buy your items!
I found it to be quite inventive and enjoyable! With some polish, all of the enemies could feel really cool, and the art style was refreshing. The main thing holding the game back is its length. There isn't enough variety in both enemies and upgrades to keep the game engaging for the length it takes to reach the boss. Each room also became a bit of a slog, as more enemies with more health would keep on piling up - I would rather have enemies that are more challenging than just being bullet sponges or overly hard to hit.
This is so much infinitely more enjoyable than the mobile slop it was inspired by! I would pay to have this on my phone. Honestly, all I would really want is more varied objects, a shorter timer, and the option to make the objects fall faster. You see, after I messed up my tower early on, I just found almost everything falling off and it being almost unsalvageable, making me just want the run to end or for me to get something good enough to keep on going.
Very visually impressive and I could tell there was a lot of strategy and synergy this game could potentially have. I just wish the enemies slowly ramped up as the game progressed instead of all just showing up at the end. What I ended up doing was just transforming every single building as soon as the enemies came and then waited until the game ended and I won because there wasn't really much balance. With a little more effort, this could be super fun!
It's like that snake game but if you controlled multiple snakes simultaneously! More levels would definitely be cool, along with improved enemy AI on each level (and maybe multiple spawn locations). It would also be cool if some pieces did different things, like some moved faster while others were larger or can teleport.