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BLKS0F4

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A member registered 67 days ago · View creator page →

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Super polished and very fun to play!

Surprising amount of enemy variations, and they all act quite differently! Short life of mos fits the theme quite well. Cute and fun game, just play through

Thanks for playing and the feedback! 

Loving the retro style. FPS things are solidly done. Losing time instead of HP when getting hit is a good idea! And surprisingly, three different enemy variations introduced one by one.  Seems to run out of time for the skeleton actions? Or maybe it's a matter of lacking a bit of SFX for the enemy movement, I think it's still needed especially when in an FPS I can't look at every dir the same time. And also if the watch were making ticking nosie especially when getting hit and decrementing, that would be sick. But hey, incredible work for a four-day solo. 

Thanks for playing it! And yours is fantastic! Commented and rated.

Oh, this is a lovely no-pressure idler. Love the description on each card, almost a love letter to the internet. Might want some synergy between different items? Or it could be the best as it is.

This is really well designed and well made. Visual and sound are incredibly juicy. Effects and synergies work quite well! 

Have noticed some might-be issues:

The hook charm's active seems not to be usable if it's drawn out from the gacha bag in a run, but meanwhile the mousetrap works right after being drawn out. And I did kind of suspect that, selling a charm during a run seemed to crash the game. Be hey, those are small issues. I think the core loop and the items are already very solid.

Thanks for playing and the feedback! Good to hear about system depth. Already hands-on bug fixing and the in-game tutorial ;)

Scared my heart out T.T SUPER amazing way of using countdown as a spooky game mechanic, and making me lose count of floor because there is the countdown disruption is genius, good on you

The idea of irreversible ageing is amazing! and the art and music certainly are cohesive with the sort of mood. But the same time I think the ageing stuff is a bit harsh for me... would expect a bit of lose-and-gain kind of stuff maybe? Like ageing in SIFU?

Instant 5 out of 5. Was expecting sokoban when I saw it but it's not, in a way, when playing it. Very fun mechanic, really easy to get on with, and it's incredible that the concept comes from real life? not I mean mother nature. Levels are clever. Very impressive!

Wow thanks for liking!

Thanks for playing it!

Thanks for playing and feedback!

Mechanics are simple to understand yet very fun to play around with! Levels are cleverly designed and it's super satisfying to watch it complete the level in the end through a sequence I set down

As usual I am pretty bad at platformers, but still had loads of fun on this! very clever and fun mechanics

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All mechanics serve the submarine theme very well and are very immersive. Love the fact that I draw the map myself and the sub control is fun to play around with. Submarine + Collection has loads of potential and it could be a very good start point. Just one small thing: I think it could be unnecessary to photograph something that has been done before ( or if the first time recording makes a mark, and in later game ask me to track down the marked creature sound also interesting and realistically immersive but that would be a whole new system ), just lead me to a new area with unseen species feels attractive enough to me, like playing Dave the Diver

Thanks for liking!

Today we've learned 'count down' could mean 'count down'🤣 I've played through it and taken down all the evil counts! Love the fact that different number naturally shapes differently to make the aiming feel different

This game is so complete! Synergies work very well and are really really satisfying! ( oh no am I actually saying two taskmasters making the union rep work third as hard so those taskmasters earn more feels satisfying?🤣

I've returned! This game is done so well. Very simple but engaging puzzles with intensive countdowns and a reasonable difficulty steps-up. Visual very stylish and space theme to me is always a no-brainer. 5 out of 5

I like the fact that I can manoeuvre things around, feels exactly how I dig things from my own table. The mechanic is here, and I think it has loads of potential to become more essential gameplay. Just like now I can discover that vault or other more 'high-grade' stuff, I think it could sound more exciting to me if I could take more advantage by quickly stir-frying the stuff or re-ordering them somehow. (Or maybe it just makes things more complicated than it needs to be 🤣

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THIS IS FUN!  Super cool idea of the core mechanic with limited air supply goes down and time scale changes to overcome obstacles. fun to play and fits the theme very well

NOT FOR ONCE I die because of enemy attack... I just constantly keep killing myself because lose count🤣 ( maybe it could be even more evil if the reloading is one bullet after another.. just had a brain wave.. 

Thanks for playing and the feedback. Could definitely have done better on the visual of different bullets taking effects. That's a whole UI system I gave up in the end due to time limits, but turns out to be still quite essential T_T I did expect that the game rules might rely heavily on visual communication but it still exceeds way too much. Anyway thanks again!

Very very good idea of counting beats fits the theme very well! Loads of levels, and it introduces new mechanics on the go! 

very cute but cult and very serious. never thought to have some sort of ability gate type of game but this has it in some level which is pretty surprising

Yes definitely noticed the spin and move problem in one gun situation. Maybe I really should've really nailed the max spin angle for each gun, which didn't realise was a main corner initially. or maybe it's just the matter of two unnecessary reefs in the beginning level 🤣 Thank you so much for playing and for the feedback!

thanks for playing and feedback!

thanks for liking it!

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show up immediately when I see this is a warioware style stuff, love every microgame collection but this is the most polished one of them so far in this jam I've played ;)

check out mine!
https://blks0f4.itch.io/shoot-and-spin

check out mine!
https://blks0f4.itch.io/shoot-and-spin

I definitely felt the thrill of Russian roulette from this game! simple but thrilling, and very serious! but I think it would be reasonable to have some visuals to show who's been point at by who and also who's already dead? or maybe could add a rule to play blindfold that might also be interesting I guess, just a mindwave ;)

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Uh, I'm not sure if this is intentional or some kind of checkpoint bug, but when the engine master stuff asks for the second item, the 'screw box', as I ready to give it to it, it immediately asks for a battery again. I go get the battery and give it to the master, and then when I am on the way back to get screw box, it asks for a battery the third time. Since the battery seems to have higher priority than the screw box, I can't finish the less-time-left screw box task before going for the battery. So basically, it feels like I can't continue the game... Maybe I missed something? The visual style of the game feels attractive to me though!

I did fine, I guess? when too many trees and enemies spawned I can only click on ramdon stuff cus things were stacked together. but the strange miserable "no" and the bgm and the a bit greyish art make the vibe quite... cult and serious!

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hahahaha always happy to play through all microgame collection type of jam games!

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seriously beated it. at first i found out only spin when needed and then that i might even take out the enemy from a dist without even being noticed which turns it into some sort of stealth game. very cool game, especially those words on both sides of the alley almost feel like runes

must spin! thanks for playing!