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bionicnecromancer

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A member registered Jul 14, 2023 · View creator page →

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you can only blame yourself for this :b get some more plasma globes!

Most people think the zapper is unsatisfying, i disagree. im glad you liked it too hahaa

flywire screens.... hmmmmmm, good idea :>

This is a very clean game, all of it is very well-executed, even stuff like being able to quickly reset when the ending animation plays feels very nice. It almost reminds me of touhou in that way.

One thing i found weird is that theres no music for the shop, it was a little jarring considering the rest of the game has very nice music.

If this were further developed id love to see some more variety in cards, some of them, like the 6x3 and 5x4 cards, feel far too alike to be interesting to get.

Its a fun twist that you are the one with agency over whether monsters get spawned, i was very much expecting monsters just appearing every so often, so seeing that its part of the drawback cards was an interesting take.

This is a very very fun game, im a sucker for packing games and this one is also an incremental game. I like what youve done giving every type of object its own effects and synergies, i could definitely see a lot of variety in how those work.
I do have two main criticisms, which are that while the upgrade costs scale seem to double each time you buy it, their effects are more than exponential ,leading to the game giving you far more money than you could ever need. I also feel like the game needs a fail state of some kind, like a balatro-style "you need at least this much money to keep going" type thing, for example.

Also as an aside itd be nice if the speed of the calculations kept going faster and faster, you can currently get into loops that last minutes which gets a little annoying.

Im very impressed by the variety of upgrades in the game so far though, the sound effects are also very satisfying.

yeah thats caused by the GPUparticles having to load in for the first time, although theyre technically quicker and have more options than CPUparticles they also do that lag on the web version, ive already replaced them with CPUparticles in the new version.

Normally games where you have to spin a bunch of plates arent my cup of tea, but this one felt very fun to play.

If there's one thing id like its more visual clarity for the upgrades, stuff like the "freezers" and autoclickers being little things in the sky where you can see every time they act would make it a lot clearer what the upgrades do, same with say, drawing beams for the multi-click.
It also wasnt clear to me at the start that the clocks had a limited stockpile of minutes and that when they ran out they would dissapear, i thought the dissapearing was due to the upgrade.
Other than that i can very easily see a bunch of ways this game could be expanded with more upgrades etc, youve got a really strong central mechanic here, great job!.

you're the first person to notice that actually, haha! Thanks!!

Its very funny that both of our games have, ultimately, very similar wacky concepts of "incremental game where you try to remove X number of something".

This game is great, i love the art-style and the comedy, and i think the loosy-goosy physics-based nature of the factory elements works out really well, i do have a couple of nitpicks though:
- i wish there was some sort of menu to place down/remove buildings, them just spawning in in front can be very annoying if multiple spawn in the same place

- if theres a lot of boxes in one of the small islands the game begins lagging immensely from the collisions, maybe boxes should be allowed to fall/be pushed off of the islands?

- the box break sounds can become a little repetitive, especially if theres a lot of them going on.

Still a very impressive game though.

hmm, bet

Ah yes, the curse of the incremental game, im glad you enjoyed it though. Although now i have to wonder if we didnt accidentally use our game-creating powers for evil....

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one thing ive got on my list now is making it so people can swap back to the original flyswatter if they want to, im personally a bigger fan of the second but enough people have said they prefer the swatter that i really should. and ill probably make the zapper a bit more expensive, too.

This is like a horror game to me, very very stressful, extremely funny though.

ASSEMBLE YOUR SANDWICH

Love it

This is horrifying, i love it. Very much reminds me of octodad or i am bread in that theres deliberately difficult to use controls, very nice.

I absolutely love the presentation and art in this game, its very stylized, the only thing i wish was in it was some stereotypical french music emanating from the dining room.
Im very much not a fan of the overcooked/papas pizzeria style timer-based games, because they make me very nervous, but keeping that in mind this is a very funny take on the genre.
I originally didnt get that you had to click on the microwave to open it, since that wasnt mentioned in the tutorial. 
Also the game has a few big lag spikes on web, im fairly sure that happens whenever a GPU-based particle system is loaded for the first time, not sure though.

Very interesting concept, i like the idea of gathering resources so each "run" goes a little further, i do kinda wish there was some sort of risk to the enemies, maybe if they attack you you lose more time?
Also i kinda wish that leaving a body wasnt connected to the cooldown, especially since time is so important.

thanks!, what wave did you get to there actually?

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Thank you! It was very fun to make too

V interesting game, i did find a bug where if you have a long tail and you circle into yourself the segments hit and destroy each other, leaving you with a tailless head.

nee niet de glurbos! :fear:

Ik was eigenlijk een beetje verrast dat er een "good ending" was, ik weet niet of er een indicatie was van hoe/wanneer je wint, maar dat duidelijker maken zou erg fijn zijn.

One thing i especially liked is that, while in most games, you "research" just by clicking a button and then your character comes up with something, here you actually have a bit of the research process, in that you observe events and then create hypotheses/theories from those observations.

This is a really interesting concept, the mix of genres is one i dont think ive ever seen before, but it fits very well with the theming, super cool. The controls dont feel super intuitive to me, but then again i prefer turning with the mouse, so..

I havent even been able to get past the bubbles :=<

Im still a massive fan of the dynamic music here, makes the whole experience feel a lot more, alive? its great.

The boxes are meant to emulate IRL bead boxes, theyre for sorting and storage, although currently you dont really need them haha

This is a really fun way to do the looping spells gimmick, im a big fan of the hands on the screen, feels very void collector-y. The spells swapping is a little buggy, but other than that its a very well executed concept, im especially a fan of how the spells are both used to solve puzzles in the enviroment and as combat tools.
I would have loved to get another attack of some kind, although i might have just missed it.

i friended em, yeah, haha

I like the premise here a lot, im a fan of how the ghost pattern essentially "forces" you to use the next music loop to survive the volume of ghosts. i do think some polish could do this game good though, specifically some indicator of when exactly the beats are visually would be very nice (and it would also make the game accessible for people who are hard of hearing ;b)
Art-wise aside from the assets being a little basic i do think the art direction itself could be a little better, right now its all a bit disconnected, id like to see a specific style of music played, with a connected visual style, such as having a minimalistic tron-esque art style with electronic music for example, although the enviroment switching IS very charming.

This is a very strong game conceptually, the clay pot turning from new clay to fired clay after "death" is a REALLY good visual signal, it makes the "dead" pots blend in with the enviroment, and also makes perfect sense for the theme.
The only gripes i really have with the game is that the jump you have is barely able to get on top of the old pots, and that theres no way to destroy pots that are in the way. Maybe your pot could do a ground slam? that way you could maybe also fill up gaps with pottery shards? idk.

The art style is adorable and i love the physicality of actually moving the ladle around, but theres a few things in the execution that i would tweak to make the gameplay flow smoother, the ladle and ingredients dont have very forgiving hitboxes, so they can be hard to grab with the mouse, but more importantly the ladle dissapearing the moment people show up incentivizes you to ignore the text and just press one of the buttons to get your ladle back, id suggest only removing the ladle when the text is finished.

Aside from that, the actual physical hecticness of grabbing stuff and having to keep the ladle going is very fun, maybe theres a better way to handle the ingredients though, so its a little less stilted, maybe theyre falling from the top instead?

Im a big fan of the references youve added, even though theyre memey they fit the enviroment so they dont feel out of place if someone doesnt get them.

This game has a really strong style to it, with the spiralling daggers, masks, etc is all very unique in how it presents itself, very cool.

The jumping dagger mechanic is a little unintuitive, since theres no feedback, considering the daggers stay in the ground, maybe the grounded daggers  should work as boosts when you walk over them instead? Or make it a much more noticeable thing, like the dash-jump in ultrakill.

I love the premise of deliberately trying to make loopholes here, but i feel like the execution doesnt make full use of the premise. I would have liked to have been able to see the various synergies in some sort of enviroment and discover loopholes that way, rather than just intuiting it from text, since that distances the actual puzzles from the premise of "discovering loopholes".
Some of the loopholes didnt really feel like loopholes as well, but rather more like just powerful combos, and the combination of "poison on crit + status effects can crit + enemies get closer on crit" really should have been a valid loophole imho.
The art is really good though, i love the designs for the rings, the story itself is also a fun take on the loophole idea.

The whole bead system is kinda the core of the game, so im very glad people enjoy it tbh.

sorry if this seems really critique-y, this game really sparked my inspiration, i feel like it could def go far.

This is a really compelling puzzle game, very nice spatially, especially the first half of the levels really get into that niche of "i know what i need to do but i cant get there exactly" which is ideal for me.

The freeze and reverse buttons felt a little out of place for me though, considering theyre level-by-level maybe they should be shaped more like as a part of the level? or alternatively they could be special types of wheels, like the deactivated wheels. That would mean that you could make levels easier by streamlining which options players could take, or make levels harder by deliberately making some wheels not freezable or reversible, just a thought.

Id love to see a further take on this concept, maybe something more like the witness would be appropriate for having the flat puzzles and also having room for the story? (literally)

This is a very interesting game, i like the concept here a lot, and the art is amazing, but i think the part i like most is how physical a lot of this game feels. Your bullets become physical balls in the sky, the buttons need to be shot, and the sky moving in time with the revolver makes the entire thing feel like a massive machine of some sort, its very cool.
One issue i had is that the buttons were a little hard to press, which didnt help with the timer.

Thank you! i worked a long time to make placing the beads down feel both tactile and fun.

This is very cool game, i love it a ton.

Its really fun to see someone else doing the "looping arsenal" kinda deal, especially with the same premise of customizing it.
The mana bar is something i might want to adapt for our own game, just because it allows for more variety in spells, definitely something to think about, so thanks for the inspiration!

The actual customizing feels a little wonky, it would be nice if the backpack auto-opened after making a choice, also making it so its easier to place spells in a specific place  would be nice, currently its a lot of swapping spells around imho.

The movement and shooting feel very clean, all the enemies are striking and have interesting behaviours, no notes lol
Other than that the art style for this is great, i love the very fluffy look everything has, fancy fairy is my fav spell.


we were originally planning a dash and uppercut bead, but they were cut for time unfortunately. were planning to update the game after the jam, though!

This is a very enjoyable game, but id love some sort of control over the movement, maybe different paths or (collecting) different dice? if thats against the vision then having the rolling be automatic might be interesting, putting the emphasis far more on the cards and card variety.

The art and music is very clean, although i would have liked to see different backgrounds rather than the white nothing for the different "levels", other than that its very solid, i love the little hopping animation of the character.