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ainkrrs

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A member registered May 21, 2025 · View creator page →

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I can understand that logically, but the difference between set expectations and then reality of having to wait so long was a quit moment for me. So I think you should ask more people about this.

Absolutely dig the art style and music. My question is - why did you ruin the experience by having limited ammo that slowly recharges? You were so close :(

I think making it an auto-scroller was not a good idea, because you can easily outrun the camera.

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Like others mentioned, you can stay small the entire time. So, to emphasize the importance of size, you should not only give better reward, but also add benefits for going big. I think creating obstacles that can only be broken while big is a good start.  

It's completely broken. Unfortunate, because I think the concept is great. 

Needs a stronger fail condition. Right now it's very easy to mine just a little bit and go back and repeat that forever.

First time playing I was thinking about how cool it would be to correct yourself in the air. And when I learned that you can this became an amazing little experience. Well done!

197 meters! Couldn't beat bosses. Definitely needs repeating background to show movement, because right now it makes you think you should stay in place and kill enemies.

check out DOPEAMINOYD (https://ainkrrs.itch.io/dopeaminoyd). It's quite difficult, but hopefully worth it

Can see myself spending hours in this one. Well done! I'd love range increase for melee at the very start and some quality of life.

Brave

These kinda paragraphs is what it's all about! Thank you for taking the time. I definitely took the route of adding as much as I can instead of polishing things. The difficulty is quite overtuned for sure, even after I buffed the values. I think you are right about RNG and high score not working very well together and I think the score system will take a backseat over other mechanics I'm thinking about, because I feel like the current design is very limiting. I often hear complaints about not being able to aim melee strikes, so I might finally add 8-directional aiming for this one (I do have reasons for that :) ). This won't solve your case in particular (there's aim time for attacks that I can only reduce, not remove), but will definitely allow for more control. What do you think about that?

Glad you liked it! Enemies do need work, that's for sure. I'll be looking into ways to make them more fun.

Amazing graphics and music, probably one of the best! The gameplay is baffling to me though. Trying to be a precision platformer/puzzle, while moving too fast and flying even faster and randomly bouncing off walls. The "fly forward" move is especially unpredictable. giving the player limited moves for this feels like a troll :D

Thanks for trying it out! I do think the difficulty is a bit overtuned as well and plan to fix that after the voting is over.

is there a way to change the camera angle? 

For some reason I didn't realize you can hold the button, I'm sorry! That didn't affect my score, tho, no worries.

Thank you! I do have some ideas on how to get this to full release. If you don't mind, can you share what story you imagine for this? 

I liked it! However, I do wanna say, that if the pistol is the only weapon in the game I think you should make it auto attack or allow player to click as fast as they can (maybe with penalty if you want it to be balanced).

"Play" button doesn't work for me

Great take on the theme! Did overstay its welcome a bit in my opinion and became annoying. Nonetheless, I liked this one. 

Nice one! I wish there was music during gameplay though

You can get lost in this game for quite some time. To me it begs to have at least some autoclicker elements and crazy bonuses/upgrades with added objects to manipulate gravity. That I feel can make it super fun and addictive.

Thank you for such detailed feedback! And I'm glad you liked my little references :) This project is indeed intended to be a roguelite where you lose everything upon dying and have to try again in the procedurally generated levels. Currently, your active item will transform coins in the level into health or power. And no worries about the difficulty! I originally intended to add passive items to upgrade player character/traversal, but couldn't implement them in time.

Couldn't run this one

Yeah, this ain't it. Since you keep changing the roles each stage and there's no fail state, there's no reason to learn anything and you can just keep replacing cats until both meters are filled.

Pretty neat, I liked the main loop. I'd work on properly highlighting interactable objects and simplifying controls to just walk/sprint and "interact". Or maybe adding use for "drop" action.

This is valuable. Thank you. I'm working on fixing the web version where I'll implement on feedback I got to hopefully eliminate the confusion.

I'm glad you found it enjoyable and engaging. Thank you!

Thank you! I'm glad you had fun!

Oh, thank you for finishing it! I'm still learning good practices so your feedback is super valuable. Would you mind sharing whether you felt frustrated that you couldn't figure out where the exit was or you were ok to explore for a bit?

Oh. I would never have guessed that without looking at the project files. Thanks for sharing.

An amazing package, but controls are stiff and unintuitive

I like this one. I'd love to see a more developed version with more areas to explore, more quality of life/mechanics and controls being less touchy.

Incredible presentation! Love the visuals and audio. I wish I could be playing a different game with those :( After I reached 4 coins + shadow coin with all the rules starting to pile up I just checked out.

Would you mind sharing what was the problem? It's really curious how mashing space bar helps with clicking.

This gives me some food for thought. Thank you.

Thanks a lot! Would you mind sharing what you would change in the controls to make them better? This will help me a ton.

There's definitely something wrong with controls. Clicking barely works. But I found that if I spam Space Bar, clicking starts to work and everything becomes super easy.