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Antho24

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A member registered Jun 08, 2025 · View creator page →

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Super addicting! The game's really easy to get into and has a good amount of strategy, and the sound effects are very satisfying. The traced out reaction images made me laugh a couple times too. My only complaints are that I wish there was some music, and the info when you hover over a button takes a while to update. 

I love the presentation - the art, music, SFX, and general feel are very clean and polished! The gameplay was pretty fun too. My only gripe is that the swap card feels way too punishing, since once you land on one, it's basically a death spiral of constant swapping. Maybe make it so penalty cards can only be activated once? Also I wish there was a way to swap out cards while in the shop.

I like the design and animations of the knight. I think this game has a solid foundation, but I did have a couple gripes while playing. Player movement was pretty slippery and the attack range felt too small. The enemy requirements to beat a level I also found annoying. I beat the final boss but wasn't able to beat the level because I didn't kill enough enemies :P

I couldn't get very far in the game. I found the menu too confusing to navigate, which made difficult for me to get into the game and understand its systems. I like the premise though.

Simple but fun! I like the artstyle and the design of the final boss is gnarly. My only complaints are I think the skeleton's hitbox is too big, and the camera/movement was kinda jittery

Thanks for playing! Yes I used GameMaker

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I like this game a lot! The visuals are interesting and experimental, and the gameplay is very simple but very fun. The option to play without a timer was greatly appreciated, since it gave me time to strategize about how to build around the disaster. My only criticism is that I wish there was a way to see what disaster a level has beforehand so you don't have to guess what to build.

Very creative interpretation of the theme! It was a little confusing at first, but once I started playing a bit I got into the swing of things. I liked how much strategy there was in figuring out the most optimal places to put your cards. My only complaint is that I wish going into the shop didn't cost gears. I would've preferred if it took away your gears only after you bought something.

I like the character designs and art style, they're very cute.  The only thing I'd fix is making the pixel sizes consistent between the characters and environment. Also broom attack was a bit bugged, since more often than not one of the brooms would spawn in the wrong position or direction. Still a pretty fun game though, I'd love to see more floors :D

Fun game! I played through the first couple missions and had a good time. The tutorial was quick and to the point, which I always appreciate, and gave me enough to figure the core gameplay out, while letting me discover the nitty-gritty on my own. I tried the orbital attack, but the blast radius seemed way too small for it to be useful. I just spammed towers everywhere and that worked well for me :P

I love the artstyle! The hand-drawn characters looked very nice, especially the character portraits. Lots of personality. The use of camera was very nice too! Gave it a nice cinematic quality. The flat, simple art style of the environment looks pretty as well, but it makes it hard to tell what you can interact with. The dialogue prompt that shows up when you get near something interactable was a bit finicky too. I had to walk around a few of the interactables to find the exact right place where the dialogue wanted to trigger.

I was playing on a computer :D

The polish was really good. The screen fades, titles cards, and cutscenes were all very clean. I also enjoyed the story. The conflict and interplay between the different factions was interesting, and I hope it gets expanded on more in the full game. The only thing I felt was lacking was the combat. Since you can just beeline to your destination to win all the levels, so there's not much reason to do combat. The hitboxes on the slimes also felt too big (on a side note, slimes feel kinda out of place in this universe but that's just me)

Cute game! I usually don't play incremental games, but the frantic gameplay and quick progression kept me hooked until the end. I liked the art and especially the music, very relaxing. My only complaints are that font was hard to read, and the room only taking up the top-left corner looked awkward - having it fill the entire screen would've looked nicer.

The turning on both of the starter cars feel way too slow, I feel the controls should be way more fluid for a game like this. It's impossible to make tight turns with the blue car to grab coins or bait cop cars into crashing with how much it slows down whenever you turn. 

The polish was nice. I particularly liked the explosions, though I think the cars could use more polish (like dust trails. tire tracks, or fire coming out of the exhaust pipes when going really fast)

love this! :D

I'm happy you enjoyed it! There actually is a reset ability if you press R, but it's tucked away in the description so I don't blame you for not seeing it. 

The controls took some time to get used to, but once I got my bearings this was a pretty fun high-score game! The art is especially nice! I just wish there was more variety to the gameplay, like different enemies and whatnot.

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This game was pretty fun! The artstyle is cute and consistently good, and the audio work is delightfully silly. The gameplay is also interesting and ties very well with the theme. I especially liked the early game, where you have to carefully maneuver your shields and rockets towards the enemies. However since there's no cooldown on building units, the game quickly turns into spamming an ungodly amount of rockets and unleashing hell's fury on those poor spaceships LOL (Not to say that isn't fun though!). But overall a very solid package! :D

The enemy pieces attacked too fast which made it tedious for me to land any hits in, especially with how small your attack range is. Still, I had fun learning the attack patterns of each of the pieces. I think you're onto a good idea with this game!

I liked this game! The art is charming and gave off MOTHER 1/Pokemon vibes. I'm especially in love with the jump animation. The light puzzle parts were fun too, like the forest riddle and finding the cave password. If anything I wish the game leaned more its puzzles! Really my only critiques of the game are a couple small things. Like the screen transitions felt too abrupt, which made it hard to tell what was a dead-end or a transition to another part of the island. Another is that the obstacle course to the cave was a bit tedious. The timing on the jumps felt too strict for its own good, and I suspect there's no coyote time which didn't help matters. But I finished the game having a pleasant time!

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I got as far as I could, but sadly there's a recurring bug where the none of the buttons work after some time, softlocking you and forcing you to Alt-F4. I managed to play a bit of the tutorial though, which was actually really solid. It was intuitive, simple, and effective. I also like that it's hands-on and makes you figure out how to craft things yourself. Making a good tutorial is no easy feat, so you should be proud of it! If you decide to do a post-jam patch that fixes the buttons I'd love to play it more thoroughly! :D

This was such a cute game! The visuals and music were top-notch from beginning to end, especially in the opening cutscene! Speaking of, I love all the detailed lore you include in the opening cutscene and flavor text, it really exudes passion and I love it for that. The gameplay was simple to get into and pleasant throughout once I got my bearings. I loved the satisfaction of slowly terraforming the whole planet area by area. My only complaint in this regard is that the recharge minigame got a little tedious towards the end, since it just boils down to waiting for the stars to align. I also had a few pretty bad stutters my first few minutes in the game, and the lens distortion along the edges of screen made me a little nauseous when I was first playing. But I won't let that distract from the fact I had a great time. This is one of my favorite games in the jam so far, and y'all should be proud! :D

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There's a lot I like about this game! For one, the audio work is fantastic. It elevates the atmosphere and tension to a whole other level, I actually got pretty startled when I first encountered the mantis LOL. The combat is surprisingly fun too. I'm usually bored by combat in these types of dungeon crawlers, but combat being timing-based adds some fresh real-time action to the experience that kept my interest. 

My complaints only begin after getting the chalice. A tiny bug I encountered was that the flavor text didn't tell me what item I received from a loot chest. There was another pretty egregious bug where you can return the chalice to the elder an infinite number of times, which let me get 150K gold on my first run (I reset my run after discovering the glitch to not ruin the experience).

And after returning to the dungeon for a second night, I was expecting the dungeon to reset with harder monsters or something, but when I realized everything was still the same, that's when I decided to stop, figuring I played everything there was. So while there were a few hiccups with the bugs, don't let that distract from the fact you've made a game with a really fun core. The tension as you creep through the branches of the dungeon are impeccable, and I'd love to see it further expanded on! :D 

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Your game has good potential, but there were a few things that didn't let me enjoy the game as much as I wanted to. Starting off with the positives, the art is pretty good. While I'm not a fan of the stretched-out pixel art in some places, the charming custom sprite work and good use of color makes your game look pretty decent overall. The music choices are also good, although there were a few parts where music is suspiciously absent. Some preplaced music spots would be a good fix. However the biggest gripe for me was the gameplay. The sword and magic attack only worked some of the time. And I found killing enemies to be pointless since there's no reward for it, so I just fled from them all. The QTE at the end of the Anako fight is way too harsh as well - I wasn't able to get past it after multiple attempts.

Need some ratings? Just link your game here and I'll give you an honest rating and comment! All I ask is that you do the same for me after I rate your game :D

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The asset choices are solid, and for a first game you've made a lot of progress. The only thing I wished for was more engaging gameplay. I didn't quite understand what each of the resources were used for, and it didn't end up mattering since just spamming them was enough to let me win. There was also some leftover debug text like "day_started," but that's nothing a small patch can't fix. Don't let anything I'm saying dissuade you though. The fact you made anything at all is impressive, and with every small game you make, you learn a little more. Be proud of your game! :D

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I was impressed by the use of RPGMaker, and your music was pleasant and added to the experience, but the gameplay left much to be desired. The movement felt unresponsive, and having to fall off branches to reach unobtainable items means a lot of trial and error. As for suggestions, perhaps a way to preview the branches below so there's less guesswork, and also a tally for the current number of berries/acorns you have.

Let me know what you think! I'm happy to try out your game as well :D

https://antho2.itch.io/stijl

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The core gameplay is pretty fun! Gave me Dorfromantik vibes, and there's a simple satisfaction in watching your points go up and getting a pretty landscape out of it. Although beyond that I couldn't find much else reason to keep playing. The game for me was pretty shallow. I was hoping to see the house cards like in the screenshots, but I got to around 640 points without anything new. The presentation was really nice though - I can tell you put a lot of time into polishing and it made for a very clean experience.

Thanks for playing! Teaching the mechanics was by far the hardest thing about making levels, and it's clear from the responses that I could've done a lot better. It's just one of those things that come with practice I suppose, so thanks for giving me some pointers! :D

And would you mind telling at what point you got stuck in the game? Just so I can figure where I went wrong

Funny you mention that because I'm actually left-handed, funny how that biases the controls for my game. In the future rebindable controls will be something you can expect!

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Thanks for playing! If I expand on this game or make a new one, I'll definitely be adding controller support :D

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Thanks for trying out my game! I've read the comments as well and I would agree. If it's one thing I've learned for my future games, it's that I gotta make the difficulty curve more gentle

Yep game works! Thanks :D

Sounds good! I'm excited to try out your game :D

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The UI and visuals are solid, but sadly I couldn't really get into the combat. Since you can just walk through the enemies, I didn't feel encouraged to use the combat at all. The game for me turned into running around finding the key ignoring all enemies and running straight through the dungeon to win. It's a shame too because the combat is actually pretty fun and it's got some neat ideas. It was fun to hack away at enemies just for the fun of it, although I think the attack radius for the slimes is too small because I never once got hit by them, and I didn't quite understand the parry and never found a reason to use it.

I'm on Windows and I use Chrome. Sadly the Windows build doesn't work either, this was the error message I got when trying to run it:

"Error: Couldn't load project data at path "C:/Users/[my computer name]/OneDrive/Desktop". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)."

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Every time I tried starting the game it froze my entire browser when the loading screen got to baking the particles.