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osje44

136
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A member registered Aug 27, 2019 · View creator page →

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Ahh okay. Good to know I want going crazy, but if it was intended and you just didnt have enough time I fully understand. Would have been cool indeed if you got it working!

Great theme and gameplay was pretty fun at the start. But I quickly felt that the controls and collisions are a bit janky, and this combined with the awful checkpoints really made the game turn sour quickly sadly. And getting kicked back into the main menu each time was even worse. Shame because from the screenshots it seems like you had some interesting levels mapped out.

Interesting game mechanic. I gotta say that there was definitely a sudden difficulty spike. Would have been nice to get slightly more slowly used to the counting. And making the gems also blue is a weird choice in my opinion, unless it was your intention to have them be easily confused with the blue arrows.

Artwork is amazing but the gameplay didn't really click for me. I was mostly confused with the UI, not sure why the portraits were fading. Also spent a solid half a minute clicking the black dialogue box and other things wondering why it didn't disappear only to realise you have to click the red icon specifically.

Is it me or are some notes timed to hit on the '1' and others on the '0'? I mostly went on with the music which made it clear when to press, but it just seemed a bit odd. Otherwise cool game! always nice to see more rhythm games being made

Pretty challenging game, but doable once you plan it out a bit. Funny how the peaking mechanic has a risk of bumping into buildings next to you

That was so much fun! I loved/hated going through the callcenter menus which is perfect.

Story isn't all that unique but it sure has hell is gripping the way it is presented. The silence after every comment and question hits hard. I also really like that you can see the timer ticking down constantly, reminds me of "This game will end in 205 clicks"

Yeah, I tend to make Game Jam games which start off way too hard, and then last minute I realise people are only going to be playing a couple minutes max and I tone it down quite a bit

Gameplay starts of a bit uninteresting having to wait for a simple jump, but once you get the mid-jump timings it gets a lot more fun. I do gotta say that the background art was very distracting, especially when booting up the game it was very unclear what was part of the level or just some random stuff on the bg layer. Also kinda annoyed me a bit that the 3,2,1 sounds weren't consistent which threw me off a couple of times. Also, try to limit the amount of overlapping sounds because it just sounds weird to have 20 of the same explosion sounds going off simultaneously.

Got to lvl2 with the help of some hints here in the comments on lvl3. Really cool puzzle game!

I really feel like the first level could have been a LOT easier to ease the player into the game mechanics. I was quite confused as to what was going on, and after a couple of tries I still kept dying just 1 spot before the arrow where I assume I had to walk towards. Still, gotta say that the game does look really stylish

I feel like the brush leaving so many gaps really hinders how well I could get my drawings to work. I'm used to digital art programs working with lines when moving fast rather than dots. I get that you wanted something to check as a score, but the corner requirements are a bit silly. I think it would have been more fun with a prompt, but then of course you couldn't really give it a score I guess...

That was really fun, and surprisingly difficult! I thought going in that it would be pretty easy, but the fact that the visual is mirrored makes it so difficult somehow. Great game!

That was really meta, and also a lot of fun!

Thanks for the feedback! I hadnt considered how interruptive it is, especially at the start. Perhaps the first few choices could have been preset/skipped by the game

Managed to clear the first two hurdles by getting the astronaut to not die and clearing out the contamination. I realize this is not really the game for me, but I still thinks it's built really well, congratz.

Such a silly concept, I really liked it :)

Wow! that was amazing. Great puzzles, awesome spooky atmosphere with a narrative that is immediately clear. Absolutely loved it :D

I was fighting more against the camera than the other flies. Also, the attack was completely unclear to me that it was an attack, since I thought the fly was just dashing forward.

Really nice game! Starting it I was a bit confused, but that was mostly since the controls got cropped off. Restarting it full-screen made it fully visible. Pretty fun once I got a hang of it, but that bird is just way too annoying. Barely feels like there is any opening, and you're constantly losing the accuracy which also feels pretty, since it feels wasteful to bring it back up after the pacing if you can also just try and shoot.

Artwork is really good! the controls could be a bit better in my opinion. Immediately I noticed that the 'a' key wasn't working for me. This also meant switching right hand between the arrow keys and my mouse each restart, which pulls you quite a bit out of the flow of a game. 

And the player collider size is a awkwardly small, forcing you to bonk your head against the ceiling even in the small corridors.

Not sure how I won level 3. Seemed mostly confusing rather than interesting to figure out to be honest. If some of the doors are fake then I would be fine with them dissappearing after entering, or some other feedback, but now it seemed almost the same as going to the next level...

The shout eventually turned more into a save against the debuff rather than an 'attack'. But agreed, I really wanted more in the ending but just didn't have enough time and experience to make it more interesting

Very cool visuals, especially the CRT effect looks really nice. I did however feel like the enemies were a bit spungy, and I got stuck in a room with no way out without having gotten any upgrades. Also, I was a bit confused when some things were lying on the floor that looked like the gun upgrade, but actually weren't interactable. 

The game has so much style and character, it's great! I like how the 'super move' is so over the top, and sometimes not even that good XD

Cool twist on a classic! Couple of suggestion though, I think because its easier because of the powerups I think it would help the pacing if your snake grew in size faster than normal (+2 or +3 per red). Also, having the colored power up blink either your dead parts or the snake body could help in highlighting which part your allowed to interact with, rather than having to read the description of the game and remember by heart.

Fair point, I only put up a bit of text and made the red square a bit brighter when people are too close. But anytime I hear some comment regarding it makes me realise I should be even more obvious in the communicating the core game mechanics. Thanks for the feedback :)

I wanted to do more with the 3d but got disappointed with a lot of things i tried, so i cut it down to just end it like that

ahh check, toch wel dus. Is in ieder geval een goeie les geweest. Ik bedenk me altijd hoe frustrerend het is om bij het stoplicht een knopje te hebben die niks lijkt te doen. Dan blijf je hem maar indrukken met de hoop dat er iets verandert

Tijdens playtesten zonder de trucjes voelde het wat traag vond ik, maar ik houd wel van een uitdaging zelf. Meerdere game modes/ snelheden was wel een goeie geweest als ik meer tijd had :)

Het idee van groeien als je stilstaat is leuk, maar in de praktijk betekende het hier gewoon een beetje button-mashen terwijl je eerst met je ogen de maze oplost voordat je met de character erdoor gaat. Ik vraag me af of je dit op een manier toch wel rewarding/interessant had kunnen krijgen

Nog nooit iemand een boom zien omhakken met een vlammenwerper, maar voor alles is een eerste keer. Leuk hoe je moet jugglen tussen resources krijgen, enemies killen en het ijs weghalen.

Classic endless runnertje, met een goeie indicatie van gevaar want die mist nog wel eens ooit in endless runners! Ik vind de artstyle wel erg afleidend moet ik zeggen. De objecten in de voorgrond hebben precies evenveel contrast als de achtergrond en dat maakt het ontzettend moeilijk om goed te zien wat iets is om overheen te springen en wat niet. Als de achtergrond wat minder saturatie had, of de voorgrond wat meer en duidelijkere outlines was het misschien een stuk leesbaarder.

Ook vond ik het wel jammer om erachter te komen dat je vrijwel niet wordt afgestraft als je de jump spamt...

De controls voelen een beetje finicky maar het concept is wel leuk. En voor een game-jam met thema "don't stop moving" vind ik het wel grappig dat je de spatiebalk hebt gemapped om juist te stoppen met bewegen XD

Ik denk dat wat meer momentum management met wat soepelere controls en misschien minder stricte fuel counter wel een leuke manier zouden zijn om er wat meer actie aan te geven

Jammer dat de game niet echt feedback geeft. Ik dacht eerst op de tweede knop te hebben gestaan maar de poort was dicht, toen deed ik het nog een keer en was hij ineens open. Of komt dit doordat je op de blauwe poppetjes moest klikken? Ik drukte erop maar er gebeurde niks dus dat was ook beetje verwarrend.

Thanks! Ja de tricks zijn een beetje finicky eerlijk gezegd. Ik wilde niet dat het te makkelijk was om ze per ongeluk te krijgen zegmaar, dus je moet hem vanuit 'geen input' de richting meegeven, of dus van bijvoorbeeld A -> A+W -> W voor de draai. Ik heb vooral geplaytest op de controller omdat dat een stuk beter voelde.

Wauw, dit is echt een geweldige mechanic voor het thema! Ik snap dat je hier een vol spel van wil maken. Ik vind het echt tof hoe gevarieerd je de levels hebt kunnen maken met zulke vrij simpele mechanics, echt heel tof! En de aankleding is ook erg strak gedaan.

Ik kreeg wel een flinke lag-spike bij een van de transitie stukjes waarbij volgens mij een hoop in werd ingeladen, maar daar was gelukkig geen gameplay dus dat maakte niet veel uit.

Ik zat net te denken inderdaad dat dit een gevalletje van developer skill is die je krijgt na een week lang iets maken. Ik was zelf in ieder geval erg conflicted tussen het een gave minimalist player controller te vinden en een irritante coinflip of m'n gans bewoog zoals gepland

De controls zijn leuk om onder de knie te krijgen en de aankleding van de game is erg gelikt. Ik heb 6 rondes doorgespeeld maar had niet echt het idee dat er iets significant anders was. Denk dat er nog veel potentie in zat voor interessante uitdagingen, zoals misschien een hond die je kudde uit elkaar jaagt of een sinkhole die de schapen aantrekt en opslokt. Vooral iets dat inspeelt op het hele besturen van de schapen want dat is echt de core van dit spel.