I've played this all of an hour so far, and it's already in my top five shmups of all time. It's silky smooth, and already loaded with content for a work in progress.
Zotmeister
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Is it a bug that stacks lock down in Single-Card even if they have additional groups below the 7-to-1 at its top? It's basically a softlock when it happens (forcing Undo, that is) and feels like it adds nothing but frustration to finishing up a solve that by all rights should have been won. Or is this a skill issue?

I like how your deck of cards has both Aces and ones (under "Numbers are in this order"). That might have been an oversight on your part, but I actually have decks like that (although they'd then be more than 54 cards).
EDIT: Also, isn't it weird to gain two points when you use a pill for a reshuffle rather than lose them?
Confirmed! Also, THANK YOU for the tooltips on the shop's cards. Your game went from two stars to four on those alone. The only things I'd ask for now are score animations (or at least something to show the player the math), and a game-over screen showing how far you got (and how close to the last goal) rather than everything instantly vanishing and the game restarting on a loss. But excellent work so far with a quick turnaround on the bugfix! [My record so far is Round 15. I'd have screencapped it, but, yeah, see above.]
So I set up the controls to use the left half of a gamepad for the Tetris stuff and the mouse for the Minesweeper bits, and a really weird thing is happening: I have "rotate counterclockwise" on my left trigger, but it's registering on both press and release. That is, I press in the trigger and the block rotates once, then when I let go of the trigger the block rotates AGAIN. I mean, it's still playable like that, but surely this isn't intended behavior.
This was beautiful. I knew something was up early on - I saw numbers begging to be marked in puzzle 5 - but it wasn't until puzzle 8's little drawings (and of course puzzle 7 making it clear we're solving Angle Searches now) that the true nature of the puzzles was clear to me. I promptly went back to solve all of them properly before moving on; I did of course get the remaining-letter messages right away (in part because I subscribed to Games magazine in the 80s and always check for those, and in part because of the 'foe carton' XD). I promptly saw the mirroring of the right-side clues; I didn't realize the significance of the letter/number pairs at the bottom of each page until puzzle 11 (the 'foe carton' was an especially nice way of confirming that), and it was only after catching that did I realize all puzzles had exactly twelve entries (despite solving ten of them already) and that their ordering around the blue line matched the bottom (except where duplicates were involved - the way that was subtly clued with the two Zodiacs was sublime)... which is exactly what I needed to find 'leftovers' in there to finish it! I saw puzzle 0 was labelled "Rules" and utterly refused to look at it any further than that (checking it afterward confirmed it told me nothing I didn't already know, although the full 150 mentioned on the back page clearly counts the six terms there) - if I were to present this to my friends, I'd omit that page entirely, as it breaks the flow of the rest of the puzzle set and feels like a slap in the face ("All that clever stuff you figured out? Wasted effort, I was gonna tell you all along."). But maybe that's just me being a professional puzzlesmith. Anyway, puzzle 12's assembly handily redeemed any bad blood from the previous page, laying bare just how genius all this comes together, and the self-reflexive final answer reveal is one of the most satisfying things I've encountered in any puzzle ever.
Also, yay, dwarf planets! And I wonder how many people knew of 'lengua de gato' right off the bat (I certainly didn't) and caught a theme immediately. (Cookies being "little warm-ups" is a TOP-TIER fridge-logic hint and I'm guessing most solvers never realized it at all!)
The only criticism I could levy is that some of the puzzles technically had multiple solutions with how the letters in the grid are apportioned to the words (such as the 'ra' at the start of 'rat' and 'rabbit' in puzzle 2), but none of the remaining-letter messages are affected by that (and of course puzzle 6 is that way unavoidably and hilariously) except of course for needing to choose the right 'a' in puzzle 11 (which is obvious enough). I also really wish there was no puzzle 0, but I understand why it's there - I can't fault that.
For the record, I solved this entirely on paper, with the "for printing" edition of the file. I used a highlighter to start, inspired by how 'eclipse' is pre-marked in puzzle 1... which proved to be an unforseen boon, as it didn't interfere with when I used a pencil once I started actually solving the puzzles XD
So THAT patch is finally out, and I can now play without my ears wanting to bleed.
HOWEVER. Now all the text is misaligned. "1UP" and "HI-SCORE" are cut off at the top of the screen; "CAST" and "SCORING" in the intro are half buried under the game logo; the coin count doesn't line up with the coin; other messages stick half a character height above the black-background box provided for them. Even Achievement messages are cut off.
There's "clearly didn't playtest for even half a minute", and then there's "clearly didn't even LOOK at the patched game before shipping it". It's beyond reprehensible - it's pitiable at this point. This game deserves better than this. I look forward to three months from now when this is patched and something even more obviously and immediately apparent is needlessly broken at the same time.
Okay, this is really good. It feels just like the arcade, and you can even pass through the red cars at the very start of the level just like the arcade (a key strat) - I was stunned that it worked here! Honestly, I love that the play area is "zoomed out" compared to the very claustrophobic original, and I don't mind the flag/rock placement being, for lack of a better term, randomer (although I did get a flag in a one-tile dead end as a result...).
I do have to ping you on two big things, though. First, you're using the original Rally-X's maps instead of New's, aren't you? Your own second screenshot on this page gives you away - New Rally-X has a gap near to the right of where the player car is, making that infamous Room of Death no longer a dead end. Second, you have the Lucky flag blinking on the minimap rather than the Special flag. If that was an intentional decision, it's a bad one, as it removes the luck from the Lucky and the strategy from the Special; if it's an oversight, it's a huge one, especially given the attention to detail the rest of this version has. I strongly suggest you consider that a bug and fix it right away (I'm guessing finding the map alterations will take longer).
One of my videogame pet peeves is escorting total idiots. This jerkwad in the first real area I visited, upon being freed, saw fit to run right past the landing pad beside them and jump off the cliff beyond it. They seem unable to be rescued from there. (Trying to land on the flat rock near them doesn't work.)
Oh wow. This is conceptually genius. Admittedly, as noted by others here, the fact that there's a Sudoku element and yet guessing can be required leaves a lot to be desired, but the idea is sound and solid. I'm going to try crafting some of these in paper-and-pencil form, and if I have success, you just might see a Sudo Sweep in the next U.S. Puzzle Championship!
Holy crap, how did you... how does this even... okay, this is one of the most impressive things I've ever seen on a computer. Not just games, not just apps, THINGS. This is astounding. This makes me want to go back over the history of everything else I've ever rated 5 stars on Itch and scale it back, because this just raised the bar into outer space. I love being able to drag the drain window over the bosses; I love the twin-stick controls (I was setting up JoyToKey to fill in for the arrow keys only to discover I didn't need to); I love how you can adjust the game's difficulty by changing your desktop resolution! My personal best (I can't seem to get a screencap attached right now for some reason): 991 coins, 635 seconds, 2678 bullets, 256(!) enemies, 4 bosses. If I may suggest some quality-of-life updates: some sort of indicator noting you can afford a new shop item; not locking aiming to a controller once one is used for movement (I'd really like to be able to use the analog stick in one hand and the mouse in the other, so I can still have access to dragging windows without changing the device one of my hands is using back and forth); this might not be possible to fix, but a boss first spawning in causes the player to stop firing, needing me to release and press the button again before something kills me, and that's awkward and feels unfair and ideally would be remedied if possible. I hope this goes viral and prompts a full experience I'd gladly pay for and becomes, say, the new Vampire-Survivors-level hotness.




