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3libras

44
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6
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A member registered Jan 30, 2022 · View creator page →

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The embed window is weird, gotta scroll around for the blue expand window button. I ended falling down a pit and dropped below the map and was just stuck there. Sound is also repetitive and grating. Cool monster and animations though.

I like the jumpscare image and noise. I don't really get why the main character is blurry, and the pixel scale seems inconsistent. Gameplay felt super barebones.

Pretty cool scary concept, the game needs to be able to be played in fullscreen and some of the cutscene stuff seems glitchy. Grabbing stones you need to progress locks you in place and I frequently just died due to that. Also wandering the forest seems aimless. I like the main mechanic though, just I think the game seems a little buggy.

The ability to go fullscreen would be nice. I like the commands for the spells, but they could use more feedback, like what buttons you pressed appearing on screen. I would often drop the fireball and blood spear and not know why or what I messed up. I also wish it had checkpoints or just a place to practice doing the inputs like blood spear or the sword.

I really liked this game! The monster genuinely was pretty spooky, that croak is horrifying. I think the game needs a mouse sensitivity slider, felt really high. Additionally, I feel like defending yourself from the monster could have been a little more challenging. The atmosphere though was super creepy! Loved the catacombs and their weird maze-y layout. 

You can hit them but I think I made the hitbox too small. I should have made the collision shape and the hitbox different, but I'm glad you thought it was spooky.

Super cute game.  I thought it was going to eventually bait and switch me lol. Would like to have a little "you've won" indicator at the end, but I love all of the creatures.

Fantastic looking game, love the Resident Evil / Silent Hill style. Interacting with the gate seemed to get me stuck, and then going there with the key just ended my game, IDK if that's what is meant to happen.

IDK how you're meant to beat the final boss. Also I think the enemies that shoot you should play the sound before they fire so you can pre-emptively dodge. Sick graphics.

Super pretty! I love the paintings! I don't really get the gameplay, I just spam on the paintings to flip them over. Super cool though.

map seemed simple and a bit too big. super cool visuals though.

I think for a stealth game like this it'd be nice to have a way to lean around corners to see where the gaurds are before you run into their line of sight. Also you can walk through the demonic statue in the beginning. Cool visuals.

Did not get the concept at first, but once you get it its pretty cool. I think you can stand on a truck and be pretty much safe to just snipe the zombies, but the art is great!

I wish there were more flares to pickup, because I got to a point where I was just wandering around in the dark getting hit by stuff, and with how much of the controls were dedicated to the flares I thought they'd be more important. Other than that cool game though, I like the reload mechanics.

The screamer when you lose is sick. Wish there was a counter that showed up when you grab the keys so you know how many you need (I think its 3)? Is the maze randomly generated, if so that's sick, but I could also just be bad at mazes.

I liked the mechanics of using the compass and the radio to get to lights and eventually make it the exit. The heartbeat was a little repetitive. Also I did not see any monster or anything scary? Additionally, I wish I could hold shift to run instead of running being a toggle. Other than that it had a cool atmosphere. A lot could be done with this premise.

Great jumpscare! Platforming was actually pretty fun, just could maybe use some coyote time and a more zoomed out camera, felt like I had to do a lot of leaps of faith. Kinda reminded me of stuff like The Luna Game or Catto Boy.

Shooting the anomalies is fun. Wish the death jumpscare hit a little harder, but everything else is pretty spooky. Also nice to run into a game that has some depth and things to find out.

Visually impressive. I might be just impatient, but I would read the lines way faster than the characters would speak them and wish I could skip forward, but I get not having that.

Visually impressive. I might be just impatient, but I would read the lines way faster than the characters would speak them and wish I could skip forward, but I get not having that.

Haha yeah, a friend of mine had that same problem where it was too intense.

This was pretty fun, like a 2D Doom 3. I think in certain spots I ran into invisible walls, wish they were some sort of debris or wall instead, but other than its good. Also I think later in the game there could have been more setups with enemies coming from both sides.

Won the game with 0 health remaining using big bone and summoning synergy (bard + guitarist + summoner) by turn 12. Hard game, but really fun.

The art style is really cute! I had fun with it.

I loved it. Only issue is that level 6 is a big difficulty spike and IMO was the most difficult level. Not a deal breaker at all though.

I wish if you pressed the weapon key of the weapon you had selected it would just switch to the over weapon, switching weapons could get a little annoying and I didn't get the pros and cons of each. I think the assault rifle is better for humans and the rocket launcher is better for the other robot things? 

Ejection mechanic really cool, I wish ejecting felt a little more dangerous while also having it less janky to get back in the mech.

The screen shake while shooting the assault rifle was a bit excessive. I think switching to screen shake on hitting enemies would feel better. Also having enemies flash white when hit would be cool. Also this might be a personal thing, but taking out the little guys was a lot more fun than the robots. The robots were pretty spongey.

I think I got to around 45. I had a great time playing it, the only downside being I don't really have any helpful feedback due to how well polished and simple it is. Good job.

This game had a surprisingly cool atmosphere. I wish it wasn't all trial and error, the ending was not really worth picking random staircases over and over. I liked the block puzzles.

This game is really awesome, but has some big issues. Shifting between dimensions should probably not be a resource, and instead allow the player to freely do it. It sucks to have to restart for trying to scout the map, and enforces a trial and error playstyle in a game where you already have to make a lot of difficult leaps of faith. The platforms only available to the demon version and human version look to similar, and doing platforming over invisible tiles can be hair pulling. Also accidentally throwing tridents (which are a fantastic mechanic otherwise) to where they're too high for you to jump on them is really annoying. The final boss was amazing, but probably a little too hard. I think specifically the part where your trying not to bump your head and the trident climb where annoying. Also, the story and presentation are fantastic. Overall, this is one of the most hype games I've played in this jam, but also one of the most frustrating. 

I think the game needs some more feedback and game feel. Maybe try having enemies flash white when you hit them, and a sound effect for when they die.

I wish the game had better game feel and feedback. I didn't know how to place towers before I looked in the game's description. That's my fault, but I wish you could learn how to play inside the game. 

Interesting game. I don't really know if I truly got the mechanics because I mostly used just two satellites and spam clicked on them to win, but they seem really interesting. Cool concept. 

Fantastic little game! My only problems where that jumping up one tile gaps could feel a little finnicky and the jump is a little floaty, which helps in landing precise jumps but can make it hard to tell what jumps need good problem solving or good platforming skills. Also I worry that I may have cheesed some of the puzzles, I would have one bro escort the other by swapping dimensions quickly and nudging them along like a bridge. Other than those nitpicky problems, this was a really wonderful puzzler! Great level design!

Fantastic little game! My only problems where that jumping up one tile gaps could feel a little finnicky and the jump is a little floaty, which helps in landing precise jumps but can make it hard to tell what jumps need good problem solving or good platforming skills. Also I worry that I may have cheesed some of the puzzles, I would have one bro escort the other by swapping dimensions quickly and nudging them along like a bridge. Other than those nitpicky problems, this was a really wonderful puzzler! Great level design!

There's a weird balance thing where the hardiest part of the game is the beginning of each wave, versus it being the end of each wave. I beat the game in one try by focusing on fire rate and projectile count.

The game actually has sound and music, it seems like it just didn't work for you. Odd issue, I don't know what could be the cause. I guess I'll see if its a common problem.

I followed you so I can know when you update the game. I'd love to try it.

Fun game! I wish the lose state was fixed. I also feel like the game is more fun when you avoid shooting the enemies, because it forces you to use the timeswap mechanic more. Impressive level design.