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bigdwhitefan22

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A member registered Mar 29, 2025 · View creator page →

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Nice work! The story and the minigames fit the theme well. 

The UI felt crowded sometimes, but overall the art is well made! I liked the character designs (especially the player character).  

Keep up the good work, and good luck on your guys' future stuff!

I'm a little biased because I really like typing games, but I really liked the concept behind this game! The idea is super cool and I enjoyed playing it. The game has pretty minimal visuals and audio, but they're still cohesive and fits the general vibe of the game.  

I still have some criticisms though. The game ramps up in difficulty really quickly though with 2 pairs of swapped letters, and I think that difficulty felt unfair because it's hard to tell which 2 letters were swapped at a glance. I think that if the different pairs of letters were diferent colors, it would feel a little less frustrating. 

Good work, and good luck on your guys' future projects!

Good work! I really liked the spritework and writing of the game. The fairy was my favorite part of the game, her art is super well made and I'm ngl she deadass pissed me off a couple times </3. 

The levels were designed pretty well, and none of the tricks really felt unfair, which I think is a pitfall that a lot of platformers with traps fall into. The spritework was really well made, and I like that there were subtle differences that gave you hints on how to get past certain obstacles (e.g. the small spikes in the tunnel and the key for the green door looking like it was painted over). 

I still have a few criticisms, although they're kinda nitpicky. I wish the checkpoints were a little more frequent. The middle part inside the cave was kinda frustrating when I died and had to redo platforming sections that felt tedious when I had to do it multiple times. The controls also felt a little awkward, although it might be because I'm not used to platformers where the jump height varies by the amount of time you hold the jump button. It also felt weird that the attack button still moves you on the ground, but to nowhere near the same extent as in the air. I think it'd feel better if it was the same distance. 

Apart from that, I really enjoyed this game! Good work, and good luck on yalls future projects!

I think this game felt more like a tech demo than a fully fleshed out game. The puzzles were really straight forward and the audio/visuals were pretty barebones (although I like the . 

In terms of the theme, I didn't really feel like anything was trying to trick you or that you couldn't trust what you were being told. I don't think that the secret rooms telling you how to complete the puzzles were necessary either, and I think it detracts from the theme and the game overall. 

Overall, I think the game could be fleshed out a lot more and have a lot clearer direction, but I enjoyed the voice acting and the physics that were implemented into the game. I think that the physics  (with the box and the other objects you can pick up) would allow for some really interesting puzzles if it were more fleshed out. If you guys continue to work on this, I think games like Portal and Half Life would be good inspiration for making physics based first-person puzzles. 

Apart from that, good work, and good luck with your guys' future projects! Shoutout Bert

This was an interesting puzzle game, I just wish there were more levels so you could come up with more puzzles to solve using this concept. I also like the art style, it reminds me of some classic flash games like Fancy Pants Adventure. 

Something that I found frustrating was how much of the game was waiting. Having to wait through the Unity screen, the title screen (even after getting the axe), and the "Press Any Button" screen was pretty irritating after every failed attempt. 

Overall though, good work for a solo project!

note - i looked at ur other projects and saw hella AI generated stuff and that makes me sad :(

The art and visuals in this game were super polished and well made! It was all super impressive and the parallax effect with the camera made it feel a lot more dynamic. I also really liked the the developers talking to the player through the chat windows. I'm not sure if the in-game developers reflect the actual developers, but regardless its a pretty cool way to communicate to the player. 

Gameplay wise, the lag mechanic was also pretty cool, and it was implemented well.  However, some of the traps felt pretty unfair or overly punishing, even if they're supposed to be ragebaiting lol. I thought the cursor picking you up and flinging you to your death felt really cheap (and if there's any way to deal with it it's not super obvious, but maybe i just suck).  The platforming felt a bit janky sometimes, which makes the game feel unnescessarily frustrating since it makes it feel like you're fighting the controls than the actual level design. Although it would make the game a little more forgiving, I think adding coyote time or acceleration before reaching full running speed (so the player can have more control over their movement) would make the game feel a little better. 

Overall though, I had a lot of fun with the game, and I'm super impressed that this is yalls first project. Keep up the good work! 

fire game

This was super fun, I really enjoyed most of the gimmicks for each of the stages. The typing one was my favorite. The dialogue was really good and had me super invested. Keep up the good work! 

Also I watched the gameplay demo and i fw ur cursor heavy

I thought the game was pretty fun, even though it was a little unpolished. The main menu, stage select, and UI was very inconsistent in style and the presentation was pretty rough in general (although the in-game sprites were significantly higher in quality). Gameplay-wise though, the game was quite fun. Some of the traps definitely made me smile (I really liked the trap at the end of stage 3 and the door that softlocks you at the beginning of stage 4).  I see the link between the "Rage Quit" theme since it seems to take inspiration from rage platformer games (like Trap Adventure 2). 

There are a couple things that seem like oversights but don't really affect the game if it's being played normally:

- You don't actually need to collect the gem in order to complete each level, although it locks you out of the final level

- You can collect the gem in each level then die, and it still counts as you collecting the gem, meaning you can access the final level without actually beating a single level before it

These are nitpicks tho, I was just trying to see what would happen if I messed around with the game a little bit lol.  I really enjoyed this game, keep up the good work!

I liked the art, especially for the frog. The idle animation with the eyes blinking out of sync was really cute lol. Although the gameplay was pretty simple, the levels did a good job of progressively introducing new mechanics and more difficult level design without being confusing or feeling unfair. The game overall was pretty polished, and it didn't really feel like anything was unfinished (apart from the level select not really being functional). I also found it really funny that the main menu music is just the theme song from Duck Tales lol

The game was pretty well made, although I didn't really get a sense of the "Rage Quit" theme outside of the game maybe being inspired by Jump King.  The game wasn't super difficult, and story/setting wise there wasn't anything to suggest much relating to the theme. 

Apart from that, great game! Keep up the good work :D

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I thought the art and setting were really cute! The sprites were pretty well made and the dialogue scenes with the boss were a fun way to transition from stage to stage. I really liked that her sprite changes so that she's mad before the final level. Though I am confused on whether or not the player character is a different person each stage, or if you accidentally changed their name from Bob to Mark between the first and second level. 

The foundation for the gameplay was pretty solid since everything functioned perfectly, but I thought the game could've been more enjoyable with a few changes. Like Foxglow Games said, it was weird that there wasn't a distinction between the decorative desks and the actual towers, which were a bit confusing for a first playthrough. The gameplay was a little one-dimensional just because there wasn't really any variety or strategy, you just pay attention to how much money you have and place + upgrade the turrets whenever you can. The final stage got a little boring since you max out the tower slots by wave 3, then have to sit through extra waves that aren't a challenge and take a pretty long time to finish. I also didn't really get any sense of the "Rage Quit" theme apart from the story, but that's ok. 

Apart from that though, this is very good for a first game, especially a solo one. Keep up the good work! :DDD

ts changed my life <3