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Carson

11
Posts
A member registered May 13, 2023

Creator of

Recent community posts

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Fun medieval FPS! I liked the countdown swapping between a single-target long range weapon and a shorter-range shotgun-like weapon. Made you change you combat style depending on which you had! The ice weapon (shotgun) was better against the knights, while the staff could help you take away archers from afar. The final boss being named ‘The Count’ was just icing on the cake for the theme – clever :)

My main feedback was that the knight enemies were fairly easy to kite. This wasn’t an issue in the early levels, since you have to defeat all of them. But against the Count, I found it was easiest to ignore them and focus him down.

Still, had a lot of fun! I can see some great potential here with more enemies and potentially smarter knights.

EDIT: Oh, and I had no performance issues – was running via browser on a Macbook

Our submission (not linked by Itch for some reason?)

Thanks for giving our game a try!! I definitely agree that an undo button would be awesome, though we had difficulty implementing it.

Also, the orange walls are definitely not supposed to eat your blocks, lol – we’ll have to fix that bug!

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Cool strategy game! Would be fun to play 1v1 with another human player. I like the balance of higher cards having effects, which makes them risky but powerful to play!

One piece of feedback is that the infinity/mirror card feels a little moot, since it always results in a tie? Maybe I didn’t play enough games to see value beyond forcing both players to lose 1 life.

I also think the order of card resolution is important and could be balanced. Since the player always resolves first, cards like the 5 (draw two) are much worse, since they can be cancelled out by the 7 (discard + redraw), while the bot instead gets a new hand and then two cards!

Regardless, I appreciate how tight the gameplay loop is. Played a few rounds to experiment with strategy and had a fun time. Great work!

Our submission is here (not linked by Itch for some reason?)

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Awesome game!! The chef carefully watching you and chiming in is super cute and charming. I also felt the controls were intuitive and satisfying. The feedback loop is quick with the start/stop, so it’s easy to make adjustments if your solution didn’t go quite the way you expect. I would love to play more levels if you make them!

Some minor nits: the cannon guidelines don’t fully line up with where the sprite moves. I also felt there was a huge jump in difficulty/complexity, but IMO that’s expected for a game jam.

My biggest gripe is the relation to the theme. Yes, you are “counting” ingredients and moving “down”, but that still feels like a stretch. Regardless, enjoyed the heck out of this one – great work!

Our submission is here (not linked by Itch for some reason?)

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Some great bones on this one! Would have loved to see more intricate level design. Most of them felt solvable just by jumping, then going back in time and jumping on your own head. It also seemed like some of the later levels had the start of a switch mechanic, but it didn’t seem to be required to solve the level? (For example, Level 10).

However, the time-travel UI was super intuitive and easy to create tons of clones, as some of the other comments mentioned. The potential here feels big, would recommend seeing where this takes you!

Great job :)

Our submission is here (not linked by Itch for some reason?)

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This one is tough because I can tell a lot of love and sweat was poured into it, but ultimately the controls are extremely esoteric and suck a lot of the fun out of the game. I was especially thrown by the camera moving around when trying to select components to build the fireworks with at the workbench. It’s hard to make precision movements when the camera is moving away from the very thing I’m trying to select.

Launching my first firework was cool! And clearly there’s lots of science-based experimentation of how to build a firework. But I think the controls hampered a lot of the player experience.

Our submission is here (not linked by Itch for some reason?)

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I really liked this one!! Super creative re-use of the singular “explode” concept to use as the player jump, push blocks, move keys, and so on. The art was simple but consistent and gave a lot of visual clarity. I also like the frequency of the flags which kept things relatively low-stakes whenever I needed to restart.

Only critical feedback is that I wish there was a way to save progress, as I came back later but had to start back from the beginning. But really that’s just proof of how much I liked it :)

Great job!!

Our submission is here (not linked by Itch for some reason?)

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Creative idea! Reminds me of old-timey flash games like “The Impossible Quiz” where the puzzle is more about deciphering the answers rather than understanding the question.

It was a little frustrating to have to restart the entire sequence after one missed guess, since later solutions are more guess-and-check than pure intuition. One way to address this could be to just go back to the previous puzzle instead of the very beginning.

Nice job!

Our submission is here (not linked by Itch for some reason?)

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The UI is super impressive. Being able to time your Zaps on the clock during foresight was handy. I also liked the superhero theme of everything, especially in the level select. And the lil’ doggie is cute too :) Not sure where he went in the later levels.

The gameplay loop itself is interesting, but I felt it lost it’s luster fairly quick, so I skipped ahead on some of the levels. It was cool to see the added challenges, like not seeing the clock, lizards disguised as humans, the cars (even if I feel like I should have foresight on the cars, too!)

Great work!!

Our submission is here (not linked by Itch for some reason?)

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Stellar VA work!! I was really roped into the lore of the world from the initial cutscene. Was reminded of the movie Time (2011) with people having time to live and all that. Fun idea :)

Unfortunately in Web it wasn’t possible to use ‘Esc’ to skip through the cutscenes, which made restarting tough. But I know the instructions recommended downloading!

Otherwise, I had a good time exploring the town and appreciated knowing the cheat commands so I could keep playing without worrying about it. It was quite fleshed out, I think there’s still places I didn’t get to.

My only rec would be some more visual clarity in the UI; it was hard to tell what was a door or when you could/couldn’t leave rooms. I think I got stuck in the bar at one point and couldn’t find a way out?

Great work!!

Our submission is here (not linked by Itch for some reason?)

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I really liked the audio on this one! The countdown from the crowd is fun, same with the cheering / ‘Happy New Year!’. I noticed that sometimes they would often make a sad noise when I had perfect timing though.

The platforming added some challenge, but I felt the countdown was a little too fast where even a single mistake could cost you. Maybe that’s by design, though! I just thought the skill curve was steep.

Great work! :)

Our submission is here (not linked by Itch for some reason?)