I can't play the game because the download only includes the .exe file but is missing the .pck-file, so I can't even start it.
Xarxos
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Great idea to combine an idle game with a story-driven visual novel type game, however I really think the time should pause while you're talking to the god, or at least slow down, because the unfortunate consequence of the time continuing to progress is that you're heavily incentivized to just skip through all the dialogue as quickly as possible. I'm not the fastest reader and at first I tried to read everything, but after a while I was simply running too short on time and had to skip through most of it. Which is a shame in a story-driven game. If only that was adjusted, and maybe add some more visual elements such as icons for the different things you can buy, then this could be a really great game I think!
Well, there isn't much to this game it seems. It's a pretty big issue that you can only shoot in the direction you're moving, so it's almost impossible to dodge enemy fire while also shooting at the enemies. I only managed to kill some of them due to their dumb AI causing them to swarm so close to me that they missed all their shots. Also kind of unclear what the requirements were to win, as I just died over and over and eventually managed to kill a few enemies between deaths, then suddenly there was a message saying I killed all the enemies. So yay I guess?
Kinda cozy game, though it has a problem in that the limited ways each piece of the track can be arranged means that the solution is almost always very obvious. The straight pieces really has no puzzle to them at all, because there's really only one way to rotate each of them in order to connect them to the rest of the track. The bent pieces could potentially offer some challenge since there's at least two possible configurations they could feasibly have, but that's still not much to work with. Having more types of pieces and more possible configurations could go a long way into making it more challenging. The artstyle is cute though!
I think at its core this is a good game, but there are some issues. However, most issues have pretty easy solutions I think: There really needs to be some instructions in the game of what the goal is and how the mechanics work, because as it stands you just get thrown straight into the action and have to figure everything out on your own in a pretty hectic environment. I'd also like some visual indicator of when you hit enemies, as right now you can't even tell if you hit them or not until they die. It would also be nice with some kind of minimap or radar system to let you know where all the enemies ares, as the arena is quite big and you sometimes have to spend a lot of time at the end of each level just roaming around trying to find the last few enemies. Related to that, it would be great with a clearer indicator of when each level completes, because if you're not near the middle of the arena you can't really tell if the level is done or not.
On the plus side, the game has a good challenge level and pretty good enemy variety that requires you to approach them in different ways. With some more polish and even more enemy variety I think this could be really fun.
Cool concept, and there are some good ideas with the level design in some places. The controls are a bit janky though, and the timer should probably be a lot bigger, I missed it completey at first and was very confused about why I got sent back to the beginning seemingly at random. I can't say I'm a fan of the music, but that's more subjective.
Overall, the concept could be fun with more polish, but it's a bit rough in its current state unfortunately.
Well this was certainly all over the place, and a lot of the time I had no idea what was going on. Not sure if that's intentional or not, but either way I can't say it was all that fun unfortunately, other than just the sheer absurdity of it all being somewhat amusing. The art and animations in some parts were genuinely good though.
Cool concept, although it was quite confusing. It took me quite some time to figure out what I was supposed to do and what all the different controls actually did, and even after that it felt a bit too disorienting to have to constantly flick between the screens and try to figure out how to get the water in the right place, which was also made harder by the fact that it wasn't super clear which switches correlated to which doors. It would've been easier to be able to just click directly on the doors on the display, even if it might not be very realistic in the setting.
The atmosphere was top notch though, and I can see a pretty good game being made with this concept, but at least for me it was too disorienting in its current form.
Nice game, a good variety of tasks. It felt pretty easy at first, but then I screwed up the simon says minigame a few times and the game just kept piling on more and more tasks and I couldn't keep up, which makes for some hectic but fun challenge to try and salvage the situation! Would be nice with some more variations on some of the minigames, like the mouse dragging one and the one with the car, but it's not a huge problem since there's a lot of variety with the different minigames anyway.
Also I suspect the person with the high score of like 170000 probably cheated somehow :)
Very fun game, fairly simple but the controls are tight and it feels good moving around the level. Honestly the intro with the massive bomb crashing down out of nowhere was a brilliant touch, you could've just had a generic timer running in the corner but this explosive introduction does a lot to set the tone and make you feel the urgency. The coin finder upgrade was a smart addition too, it would've been really frustrating to hunt down the last few coins otherwise. I had a time of 2:51 on the clock by the end, but I can definitely see a lot of speedrunning potential in this. Great work!
If you're into negging, this is certainly the game for you! Great fit with the theme of the game jam, a well-designed gameplay loop, perhaps a bit too stressful for my taste but I can definitely see the appeal nonetheless. The voice acting was very solid, I feel like this type of constant sarcastic nagging can very easily become annoying, but I actually found it more amusing than annoying so good job on that!
This game badly needs some instructions on how to play. I tried several times to get the rocket to launch but never managed it. Even after I found the instructions on the game page I couldn't get anything to happen (it says to use the arrow keys to speed up and slow down but I couldn't see any effect when I tried it). Is the game really working as intended? If so, it's very unclear how to play. The concept seems interesting enough, I assume it's meant to be kind of like a simple version of Kerbal Space Program, but unfortunately I can't seem to experience any of it.
Very well-made game, the animations and sound effects made it reallysatisfying to collect the toxic stuff. It was difficult to make effective use of the spells, but I did get the hang of it a bit more over time, so I suppose it's a good test of skill. Not a lot to complain about, just an overall solid game!
I can see the concept here, having the game cycle through the four seasons and giving the character different traits and abilities for each season which can be used to traverse the level. Unfortunately the game isn't very clear on what the properties of each season actually are, so I ended up spending most of my time confused and randomly moving around and jumping. I think there might also be a bug where if you fall off the map into a pit, the game just gets stuck with nothing you can do. The concept seems very promising though, I can imagine you could do a lot of interesting things with it if it got some more polish. The art and music is very charming as well.
Cool concept, once I understood how it worked it became a pretty interesting puzzle game. However a lot of things weren't very clear. I think there really needs to be a visual indicator of what objects can be clicked on and assigned a timer, as right now there's no indication at all if you've even selected an object. I also think the game could benefit a lot from one or more simpler tutorial levels that are smaller in scope and clearly demonstrates the main mechanics of the game. Right now it felt as if I went in blind and just had to trial and error my way through the first few attempts before I really caught on. Once I did understand however it was pretty fun, I can definitely imagine a very solid puzzle game based on this gimmick, if it just get some more polish.
Incredible game! Very fun and unqiue concept, quite difficult at first but you get into it after a while and begin to recognize the boss' movement and attack patterns. Was very satisfying to watch the damage done gradually ramp up as more and more copies joined the fray. I think this concept could be expanded further into a full game, I see a lot of potential of utilizing it to create different types of challenges. In particular it would be nice to give more clear ways to synergize with your past selves, I understand some of the spells can benefit other versions of you, but overall the ability to effectively coordinate felt a bit limited. Nonetheless, excellent work!
Pretty fun for a while, interesting concept of constantly swapping between different characters. I felt like the game got a bit repetitive after a while, as it didn't seem to get anymore difficult as time went on even though I could keep upgrading my characters. Also the layout of the hotkeys was a bit awkward, it was difficult to use the dash or special abilities while moving since all the keys were so close together. I think it would feel a lot better if the non-movement keys were placed in such a way that you could easily reach them with your thumb while using your other fingers to move, maybe C, V, B, and the spacebar.
The core gameplay was fun though and it was interesting to consider all the different upgrades. Some audio would have been great though, some nice sound effects and cool music would really heighten the experience I think!
Thank you very much! A restart button without going through the shop is a good idea, could definitely add that if I keep working on this game! I had considered whether you should just have all the abilities available in the shop at all times, since you're limited by your money anyway, but I didn't have much time to think about it. The way the game is right now I agree that it would probably be better that way though. Thanks for your feedback and I'm glad you enjoyed the game! :)
Pretty fun concept for a platformer, although it's a bit confusing. I think it would serve the game well to make it a bit more clear exactly how these sodas work, and what the differences between the different types of sodas are.
I'm ambivalent about the graphics. On the one hand it's a really unique style that gives the game an interesting feel. On the other hand it hurts my eyes and my brain. So I guess I'll come down somewhere in the middle on that one.
Very interesting concept, but unfortunately the controls and the collision detection is way too janky, especially with such a short timer which doesn't give you much room for error. I never made it past the first level because I got too frustrated. The sound effects weren't the most pleasant either. But the concept was cool, a more polished version of the game could probably be very fun.
The writing in this is hilarious! Seriously, it's not easy to make genuinely witty dialogue in a game like this but you really nailed it! The gameplay itself is a bit simple, it felt almost impossible to fail even when just choosing dialogue options at random. I suppose the point is less to be a challenging puzzle game and more just about exploring a dialgoue tree, which is honestly fine since the writing is so good, but if you could combine that with more engaging gameplay and puzzles I think you'd have a real gem on your hands. Either way, I really enjoyed this!
Definitely too simple. Each successive level only added one additional obstacle and all obstacles were exactly the same, so it didn't really get any more difficult. I am fascinated by the insane artwork on the intro screen/main menu though! Also neat that you included color blind options, not sure how necessary they are for a game like this but hey it's a nice thought!
Simple but pretty fun. It lacks variety though, would be nice if the different levels had more difference between them than just less time for each. Maybe even just adding more possible keys for each level could change things up a bit. And maybe a counter to see how many keys you need to press to win the level? The sound design was very good though, felt very satisfying to click the keys.
The concept of shrinking and growing has potential to be interesting. However the collision detection and overall movement felt very janky, and in particular I had great difficulty actually picking up the stars sometimes, especially the one in the basket. Some music and/or sound effects could be nice too.
It's a fun game at its core, but I couldn't for the life of me figure out how to get past like, the 4th level I think it was. Felt like there was literally no way to hit two of the targets. Other than that, I think the timer isn't really necessary; you could just restrict the player by the number of bullets they have on each level. Also objects that you can't ricochet off of probably shouldn't indicate that you can through the trajectory preview, as that's a bit misleading. But yeah, the core gameplay is fun, so it could be very nice game if a few issues were improved.
Fun game, but man is it difficult! I don't know if maybe the player could have a healthbar so you don't instantly die from getting hit by a single projectile, at least on lower difficulties, and also the enemy projectiles could be clearer visually I think. The mechanics are fun to play, but I unfortunately got a bit frustrated by constantly dying.
Okay, that's some very creative use of scripts to open the webcam and access the computer's user name and whatnot. I'll admit I got a bit freaked out there. And also felt slightly violated by the game making use of things outside the game itself. Not sure if it fits the theme terribly well, maybe if the questions had counted down instead of up, but as a horror game it was very creative.
