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Yanking4610

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A member registered 65 days ago · View creator page →

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The wheel stops spinning very slowly. Maybe a exponential slowing rather than a linear slowing would help. The attack hitbox would be nice if it lasted longer. There were many times I tried to attack, and it felt like the attack should hit, but it missed. I also found the boss. I kept attacking a boss, I don't know if I was actually doing damage to it before I eventually died.

I see some potential. I couldn't figure out how to get the second player to move. It's also weird to have a top moving around without spinning.

I like what I think is the premis. It seems like you spin the pizza to give slices to specific kids. I had trouble getting certain slices to the kids I wanted. That made it really hard to plan and strategize. Additionally, it was difficult to determine exactly how each slice type was effecting each kid.

I like the idea of the game drastically changing with the spin of the wheel at the end. There was no counter telling me how many coins I had, I was hoping the bigger level would give me access to more at a time since 500 runs is a lot. Unfortunately I got better graphics, and coins stopped spawning. The movement feels good, and I would be a more developed version of this.

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It's hard. I got to the third wait, and fell down to nearly the beginning of the game. That felt really bad, and I quit. It doesn't feel like that section respects my time as a player. I don't want to play through the entire game again to get another chance at a tough spot. It is also really really hard to build momentum on a sloped surface, which is most of the game. It feels like the sprint should be the default speed, and sprint should be a speed above. I found myself holding sprint nearly the whole time.

A fun little platformer. I think the first level was the hardest. I almost gave up on it but decided to power through. It's possible the later levels were easier because of my practice on the first one. The cat physics were tough to work around. The cat fell very quickly, and bumping into a wall or ceiling very quickly, if not instantaneously, killed any momentum the cat had. It would be nice if when bumping a wall or ceiling, the cat kept its velocity, and had to decelerate rather than the abrupt switch change. It was also a little difficult managing the hit box of the cat. I might adjust the hit box to ignore tail.

I had a good time with the game. It's a tough game to play when you are blind reacting to everything that shows up on the screen. Once you have played through the levels a few times and begin to memorize the level, you can start to optimize your moves to get through the levels. The hit box for jumping off the enemies is very tight. It would be nice if it was a little more forgiving, or if there was somehow a better indicator as to when to jump.

It's chill. It's a fun theme. You explore the map until you have collected enough, and you can move on to the next area. The point requirements are probably about twice as long as they should be, unless some more mechanics are added. Maybe some enemies, a combo timer, or blue coins like Mario. The ant tunnels where difficult to navigate, but I think that's more a texture thing than anything, but more unique models in the tunnels could also help.

I ran the game and was met with a black screen. It tried to access my network. The game description didn't mention anything about the game. That combined with the download coming from an external site meant I didn't give it access to my network and stopped the game. I am sorry if this is a real project, but there were too many red flags for me to continue.

I enjoyed it. It's a fun story in a walking simulator. The music selection fit the vibe. A little circle telling me where I was looking would have been nice. There were a couple cards that I spent a few tries trying to pick up. Gameplay wise, I don't have much to comment on, but I smiled multiple time throughout. 

Quite an undertaking to get working pvp going. I wish I had someone to play with to try the game out a little more. It doesn't feel like it encompasses the theme very well. There is a "spin," but it doesn't seem central to the game, no is there a "spin to win."

It's a game that has a lot of charm. It's short, it's simple, but it's cute. There's no sound in space so it fits? 

A classic catching game. Nothing particularly innovative. I don't understand how the game fits the theme.

It's a fun little game. It took a minute to understand where the blood pool was. I wish there was a way to control the roll of the car. It would make the gliding more enjoyable with a bit more control. At the moment, it's hard to justify being in the air since all of the enemies are on the ground. When the reapers explode into the particles, it would be nice if the particles didn't have collision, maybe they could drop blood. The particles make it hard to steer the vehicle and keep it flat. I also would have enjoyed a way to track down the remaining reapers, or a count of how many are left. I did my best to kill all the reapers to earn my freedom. I looped a half dozen times trying to find the last of them and could not finish them off. I wish I could know how many where left and where they are.

It's a fun little game. It took a minute to understand where the blood pool was. I wish there was a way to control the roll of the car. It would make the gliding more enjoyable with a bit more control. At the moment, it's hard to justify being in the air since all of the enemies are on the ground. When the reapers explode into the particles, it would be nice if the particles didn't have collision, maybe they could drop blood. The particles make it hard to steer the vehicle and keep it flat. I also would have enjoyed a way to track down the remaining reapers, or a count of how many are left. I did my best to kill all the reapers to earn my freedom. I looped a half dozen times trying to find the last of them and could not finish them off.

It was a little tricky to understand the controls initially. Once I did, I was really vibing with it. It feels like 

Bomb Rush Cyberfunk.  You kind of get into a flow state moving around while trying to manage your speed.

It's a great start. I would love to see an real game come out of this. At the moment, it feels like a technical proof of concept. The art is charming, and I'm sure not using a powerful engine required a good bit of time and skill to implement features to create the game.

A fun little game. I enjoyed it for what it is. Around wave 4-5, I ran out of the ability to fire missiles fast enough to keep up with all the asteroids. Perhaps if i had picked a different upgrade path, it would have been okay.

I have enabled full screen. I did not realize that was an option. Thank you. 

Thank you. I would have loved to do animations, but didn't have time to learn how to draw them. It's definitely a skill I would like to learn for future games. 

Thank you. Unfortunately nothing hidden, but something about it feels very meditative to me. 

Wow. Thank you for the kind words. I am very happy with how it came out, but did not expect anyone to enjoy it so much. I am elated that my game brought you joy. 

I quick little puzzle game. Sound effects would be a nice addition. The 11 puzzles are very easy, and then the difficulty really ramps up. The number of moves required, plus the destruction of so much of the level makes it hard to keep track of and prepare for the entirety of the level. To me, that makes the more difficult levels more of a trial and error approach, until I find what works, rather than a puzzle to figure out.

I can't figure out how to pull the sword and start the game. I pressed every key on my keyboard, and left and right click.