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ajboning2

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A member registered 2 days ago

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thanks so much for playing our game!

so glad you enjoyed it! thanks so much for the kind words!

I thought this was a really cool game! I loved the overall atmosphere, visual style, and sound design. The gameplay was pretty easy to understand from the beginning, and I liked how the mechanics became more interesting as I continued playing. I also appreciated the little bit of narrative behind everything, especially the jumpscare when you lose! 

What I Liked:

  • Visuals & Atmosphere: I really liked the overall vibe! The changing table colors were a nice touch, and I thought the visual and sound design worked really well together.
  • Simple Gameplay: The core mechanics were easy to understand, which made it easy to jump right into the game without feeling overwhelmed.
  • Bumper Customization: I liked that you could move a bumper around to influence where the dice would land! It added a nice strategic element to the gameplay.
  • Progression Bar: I appreciated having the progression bar on the left side of the screen. It was nice being able to see how close I was to reaching the next goal.
  • Lucky Number Mechanic: I liked how rolling your lucky number could trigger additional rewards! It was a fun way to incorporate the game jam theme.
  • Coin Flicking: Once I figured out that I could flick a coin at the dice while they were rolling, I thought that was a really cool mechanic! It added another layer of interaction beyond just throwing the dice.
  • Demon Tickets: I liked the idea of scratching tickets to reveal different buffs and debuffs. It added some unpredictability and made each round feel a little different!

Suggestions for Improvement:

  • Undoing Bumper Movement: It would be nice to have an undo or reset option when repositioning a bumper. There were a few times when I moved one and immediately wished I could put it back where it was!
  • Coin Throwing Controls: I noticed that trying to throw the coin directly to the left or right didn't always work as expected. It felt like the game wouldn't let me aim completely horizontally.
  • Red & Green Indicators: When pulling the dice back, I noticed that the circle and line would sometimes turn red or green. I wasn't sure whether this was related to the table color, a combo mechanic, or something else. A small explanation of what the colors indicate (if they mean anything) would be helpful!
  • Demon Ticket Explanations: This was probably my biggest area of confusion. I liked the concept of the Demon Tickets, but some of the descriptions were difficult to understand. For example, I wasn't initially sure what being "cursed" meant, what the hunger gauge represented, or how certain effects would impact my dice and bumpers. Some of the wording also felt a little unnatural, almost like it had been translated, which made the effects harder to interpret. 
  • Buff & Debuff Overview: I think it would be really helpful to have a menu or section of the UI where players could see all their active buffs, debuffs, and status effects. As I scratched more Demon Tickets, I started losing track of what was affecting my gameplay. Being able to hover over an effect to see what it does would be especially useful!
  • Text Display Speed: Some of the Demon Ticket text disappeared a little too quickly for me to finish reading it. Having the option to click to continue or review the effects afterward would make it easier to keep track of everything.

I thought this was a really cute game, and I especially loved the art style! It actually reminded me of an elemental fighting game I've played on Roblox, which I really enjoyed. I think the concept has a lot of potential, and I'd love to see it expanded upon!

What I Liked:

  • Art Style: I really liked the visuals! Everything looked super cute, and I thought the overall presentation was charming.
  • Elemental Fighters: I liked that you could choose different elements for your fighters! 
  • Combat Mechanics: I liked that there were different actions you could perform, such as shooting, blocking, parrying, and dodging. It gives the combat some variety beyond just attacking!
  • Overall Concept: I think an elemental fighting game is a really fun idea, especially with the different characters and abilities. I could definitely see myself playing something like this if it were expanded further!

Suggestions for Improvement:

  • Tutorial & Controls: I noticed that the enemy team was performing a variety of moves, but I wasn't initially sure how to perform them myself. I eventually figured out that Shift was block, F was parry, and Space was dodge, but I think a short tutorial would be really helpful! 
  • Sound Settings: The voice audio was quite loud when I started the match! It would be nice to have a settings menu where players could adjust the volume of the voices, sound effects, and music.
  • Randomizer Option: I think it would be cool to have a randomizer when selecting your fighters or elements! That way, players could jump into a match with a randomized team if they didn't feel like choosing everything manually.
  • Progression & Unlockables: This is more of an idea for future development, but I think it would be really fun if you could level up your fighters, earn currency from matches, and unlock new abilities or moves for each element! It would give players something to work toward and encourage them to experiment with different fighters.
  • Lucky Number Theme: My biggest question was how the game connected to the game jam's lucky number theme. I wasn't really able to identify how luck or numbers influenced the gameplay. If there's already a mechanic related to the theme, making it more noticeable or explaining it would be helpful!

I thought this was an interesting concept, and I really liked the combination of 2D and 3D elements! The game was also pretty easy to understand right from the beginning, which I appreciated.

What I Liked:

  • Easy to Understand: I liked that the gameplay was straightforward and easy to pick up! I didn't feel like I needed a lengthy tutorial to understand the basic objective.
  • 2D & 3D Combination: I thought the mix of 2D and 3D was really interesting! It gave the game a unique visual style that stood out to me.
  • Lucky Number Mechanic: I liked the idea of using numbers to switch between pyramids. It was a creative way to incorporate the game jam theme!

Suggestions for Improvement:

  • Movement Controls: This was probably my biggest issue while playing. Moving between different sides of the pyramid felt a little jittery, and there were times when I couldn't drop down to lower levels even though I was trying to. I'm not sure whether this was related to the transition between 2D and 3D, but it made navigating the pyramid a little frustrating at times. Smoother movement and more consistent transitions would help a lot!
  • Coin Sound Effects: The sound effect when collecting coins was quite loud compared to everything else. 
  • Pyramid Switching: I saw the explanation about switching pyramids using lucky numbers, but I initially couldn't figure out how to do it. Eventually, I picked up a 3 on the ground and realized that was how the mechanic worked. Making this a little clearer at the beginning would help players understand it sooner!
  • Code Explanation: I noticed a code displayed in the top-right corner, but I wasn't entirely sure what it represented or how I was supposed to use it. 
  • Level Design & Variety: I think it would be cool if the pyramid were taller or had more levels to explore. Adding more numbers throughout the pyramid or expanding the layout could make the gameplay feel a little more challenging and give players more to work toward.

I think this game has a really interesting concept, especially with the combination of scratch cards and the radio mechanic! I liked the idea behind it, but unfortunately, I had a difficult time figuring out how everything worked.

What I Liked:

  • Radio Mechanic: I thought the radio was a really cool addition! I liked that you could change between different channels and that some of them produced different sounds. Once I started experimenting with it, I thought it was an interesting mechanic, especially if it's meant to help you figure out lucky numbers or clues!
  • Scratch Card Concept: I liked the idea of having scratch cards as the main gameplay mechanic. I think there's potential to make this into a fun little puzzle or luck-based game!

Suggestions for Improvement:

  • Tutorial & Instructions: This was probably my biggest issue while playing. I wasn't really sure what I was supposed to do or how the different mechanics worked together. I had to experiment quite a bit to figure out how to interact with the radio, and even then, I wasn't sure what I was supposed to accomplish. A short tutorial or some on-screen instructions would go a long way!
  • Opening Animation: When I first clicked Play, the character walked toward the desk pretty slowly, and I initially thought something might be wrong with the game. Maybe speeding up the animation or adding some dialogue or speech bubbles would help communicate that the game is progressing as intended.
  • Scratch Card Interaction: I had a lot of trouble getting the scratch cards to work. I tried clicking and dragging over them, but nothing seemed to happen. When I clicked to get a new scratch card, the previous one just disappeared without much feedback. It would be helpful to have a visual indication of how to scratch the cards and whether you're interacting with them correctly.
  • Earnings Explanation: At one point, I noticed my earnings had dropped to -1 after clicking one of the squares, but I wasn't sure why. Some explanation of how earnings are calculated or what causes you to lose money would be helpful!
  • Radio Instructions: I eventually figured out that I could change the radio channels and that some of them produced sounds, but I wasn't sure which channel I was supposed to use or what the sounds meant. I also wasn't sure whether I needed to hover over certain elements to reveal something. Some visual or audio feedback to indicate when you're on the right track would make this mechanic much easier to understand.
  • Number Explanations: I noticed numbers like 9, 1, and 3 displayed on some of the cards, but I couldn't figure out what they represented or how they related to the gameplay. A little more context would help players understand what they're looking for.
  • Visual Feedback: I think the game would benefit from clearer feedback when interacting with objects. There were several moments where I clicked something and wasn't sure whether it had worked, whether I was doing something incorrectly, or whether the mechanic wasn't functioning properly.

I think this game has an interesting concept, and I liked how the lucky number and spinning wheel mechanics were incorporated into the game jam theme! I did have some trouble figuring out what I was supposed to be doing, though.

What I Liked:

  • Lucky Number Mechanic: I liked how you incorporated the lucky number selection into the game! It was a fun way to tie the gameplay into the theme.
  • Weapon Selection: I liked that there were different weapons to choose from at the beginning! It would be nice to know whether each weapon has different advantages or disadvantages, though.
  • Controls: I thought the movement controls were pretty straightforward and easy to use!
  • Volume Settings: I appreciated having a volume slider right on the main menu! It's a nice quality-of-life feature.
  • Spinning Wheel: I liked the idea of having a wheel that gives you different effects throughout the game. It adds some randomness to the experience, which fits the theme nicely!

Suggestions for Improvement:

  • Tutorial & Instructions: This was probably my biggest issue while playing. I wasn't really sure what my objective was or where I was supposed to go. I actually restarted the game because I thought I might have missed some instructions! Having a short tutorial or even a basic explanation of the objective on the main menu would be really helpful.
  • Map Navigation: I understand that the game is supposed to take place in a dungeon, but I found myself walking endlessly through large open areas without knowing where to go. I initially didn't even realize I could leave the stone area! Adding walls, pathways, landmarks, or even a directional arrow would help guide players toward their objectives.
  • Environmental Objects: I noticed candelabras and pumpkins scattered around the map, and I initially thought they were items I could pick up or interact with. Making interactive objects more visually distinct from decorations could help avoid confusion.
  • Spinning Wheel Speed & Effects: I think the wheel could spin a little faster to keep the gameplay moving. It would also be helpful to have a brief explanation of what each effect does. 
  • Weapon & Projectile Speed: When I received a movement speed boost, I noticed that my bullets didn't seem to travel fast enough to keep up with my movement when running forward. It might be worth adjusting projectile speed or how bullets behave when the player is moving quickly.
  • UI Explanations: I noticed a bar in the bottom-left corner and a timer in the top-right, but I wasn't entirely sure what either represented. I assumed the bar was my health, but I didn't really encounter anything that seemed to damage me. I also wasn't sure whether the timer was counting toward a specific objective. Some labels or explanations would be helpful!
  • Enemy Spawning & Gameplay Pacing: During my second attempt, I spent around a minute and a half walking through the blue area without encountering any enemies or events. I wasn't sure whether I was going in the wrong direction or if something wasn't spawning correctly. Having more consistent encounters or some indication of where the action is would help keep players engaged.
  • Progression & Objectives: I think having clearer goals and some feedback when completing them would make the experience more rewarding. For example, knowing when you've defeated a boss, completed an area, or unlocked something new would give players more of a sense of accomplishment.

I thought this was a pretty cool concept! I liked the overall presentation, especially the UI, sound effects, and skeleton movement. I think there's a lot of potential here, but I have a few suggestions that could help make the gameplay feel more engaging and rewarding!

What I Liked:

  • Skeleton Movement: I really liked how the skeletons moved around! It made them feel more dynamic, especially when there were a lot of them coming toward me.
  • Gun Mechanics: I thought the way the gun moved with the targeting system was a cool idea! I think the concept works well, but the sensitivity could use some fine-tuning.
  • Sound Effects & UI: I liked the sounds and the overall UI! I thought they fit the game well and helped create a nice atmosphere.
  • Enemy Variety: I liked seeing the giant skeleton appear after progressing through a few stages! It was a nice surprise and made me curious about what other enemies might appear.

Suggestions for Improvement:

  • Gun Sensitivity & Movement: This was probably my biggest issue while playing. The gun seemed to move around even when I wasn't moving my mouse, including during the opening text, which made it difficult to read. The movement also felt a little too sensitive during gameplay, to the point where I started feeling a bit motion sick. I like the idea behind the aiming system, but I think reducing the sensitivity would help a lot!
  • Enemy Spawning & Difficulty: There were several moments where so many skeletons spawned that I ended up getting pushed into a corner and couldn't really move out of the way. Since they kept spawning so quickly, it was difficult to clear them out fast enough. Maybe a temporary power-up that pushes enemies back or a way to escape when surrounded would help!
  • Consequences & Risk: I wasn't entirely sure whether I could actually die. Even when I was completely surrounded by skeletons, they didn't seem to damage me, so there wasn't much of a sense of danger. Adding a health system or some consequence for getting overwhelmed could make the gameplay more exciting!
  • Enemy Death Animations: It would be cool if the skeletons had some kind of animation when defeated! Even something simple like falling apart or collapsing would make shooting them feel more satisfying.
  • Lucky Number Explanation: At the beginning, I was asked to pick a lucky number, but I wasn't really sure what it affected. Later, I noticed things like a 2% chance for giant skeletons and a 2x jump height modifier, but I couldn't tell whether those were related to my number or just coincidences. A little explanation of what the lucky number does would be helpful!
  • Progression & Rewards: While I progressed through multiple stages, I didn't really feel a sense of accomplishment from completing them. It mostly felt like I was endlessly shooting skeletons without a clear goal. Having some kind of reward, upgrade, or noticeable change after completing a stage would make progressing feel more meaningful!
  • Map & Enemy Variety: It would be cool to have more variety in the environment, such as multiple floors, stairs, or different areas to explore. I'd also love to see different types of skeletons with unique behaviors or abilities to keep the combat interesting!

I had fun with this game! I liked how there were several different mechanics that worked together, and it felt like there was always something to work toward. I do have a few suggestions that I think could make the experience even better!

What I liked:

  • Crop Combos: I really liked the combo system when planting and harvesting crops! It made farming more rewarding and encouraged me to keep going.
  • Slot Machine: Being able to spend harvested crops on slot rolls to earn coins was a fun addition! I liked having another use for the crops beyond just selling them.
  • Upgrades & Progression: I liked that you could visit the silo to purchase upgrades. It gave the game a sense of progression and made me feel like I was working toward something rather than just farming endlessly.

Suggestions for Improvement:

  • Sound Effects: Some of the sound effects felt a little too loud compared to everything else. Having a way to adjust the volume would be nice!
  • Nighttime Mechanics: I was a little confused about why I could plant crops at night but couldn't harvest them. Since there wasn't a bed or another way to skip the night (at least that I could find), I ended up standing around waiting for daytime. Having a way to pass the night or giving players something to do during that time would help!
  • Crop Variety: I noticed there were stands for other crops, like rice, but I couldn't figure out how to unlock or obtain them. It would be helpful to have some indication of how to access those crops, especially since I wanted to try growing them!
  • Closing Menus: I'd suggest adding a visible button to close the shop and other menus. I instinctively pressed Escape to leave the shop, but since I was playing the browser version, it ended up exiting the game view instead.