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ch3ddarp3pp3r

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A member registered Oct 20, 2023 · View creator page →

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I'm not entirely sure what I'm supposed to be doing, I didn't manage to get any kills with the light attack or get it to do anything and couldn't find any other way to deal damage. Solid theming and lighting design to go along with that tho, I liked the concept I just didn't understand how to progress

Super cool concept and cheeky dialogue, good experience overall! The level 5 bug unfortunately soft-locked me as well but great execution regardless

Took me a minute to get the hang of the gameplay and remember which button controlled which charge. Fun take on a momentum game and satisfying payouts after grinding some of the more challenging sections. The ending was pretty tough!

I made it through the whole game - very thoughtful level design and nice variety of challenges. Well done pulling that together by yourself!

I had fun playing, I ended up getting to 250 points before stopping. Things I liked: 

>aoe damage destroying crates - i liked breaking multiple at a time, as well as the charge attack destroying crates from afar and resetting the timers

> aoe damage hitting enemies with knockback

>ghosty pathfinding and local avoidance, thought they had good behavior

things I wanted to see:

>larger area for kick attack. the tradeoff of getting close to multiple enemies to kick instead of just running around to get more charges didn't seem worth it with how little damage the kick did area wise. It seemed like the best strat was to just keep charging the attack since you could just destroy everything that spawned anyway, maybe if the kick would cause crates around me to cooldown quicker or given more points or something then i would have kicked more

>lines on the floor - since the charge attack could break crates far away, it would help to have markings on the floor to stay oriented in the arena so you could play your charge attack to break as many crates as possible

>enemy scaling - the big ones should have had less hp or given more points.

good job overall!

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Awesome game! The gradual introduction of different movement techniques was great, as well as leaving a challenge to the player to master some of the flips and different propulsions. Very well done and cool take on a platformer! My time was something like 17 minutes 

I won! I liked the twist at the end. I wanted the presses to be a bit more satisfying when you got super close to the right time, well executed nonetheless.

Cool concept! I think the presentation could have used a little more clarity as far as what the different budgets meant and how the deal's inventory related to your stock. I also felt like when i haggled down a little lower that the customer should have gone up to meet me in the middle instead of also reducing their offer. I like the idea a lot!

Agree with the texture on the ground or any color variation. I like the opposition in the theme (charge or be charged), i also thought an arrow pointing you towards the next battery would be a good addition.

Nice core loop, i think the tutorial would have really helped me as well but i didn't read the comments first. I agree with the auto fire option, and also it could be cool to give you more of a reason to stop firing your weapon

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I was able to interact with stuff using v, and found a and d to work for movement but not w and s. the keybinds menu was a little unintuitive to navigate to because of the lack of mouse control and the space bar to accept. I thought it was a cool concept, if a little unforgiving in the gameplay! I thought the charge stations could have given a little more juice, especially in the tutorial. There was clearly some depth with the modularity system you worked on and i wanted to explore that more (also sorry for triple posting my browser glitched out)

Great execution! very satisfying design all around

It could definitely use some hints, I was jamming at the end and overlooked such things :') and code? wdym it's just a duck quacking :D

cool game! I liked the gradual introduction of elements that felt baked into the gameplay to learn how to use them rather than keeping the teaching process separate, and also the use of checkpoints :) nice sound design as well 

I agree strafing would have been good, at a certain point I just burned out on making different animations XD thanks for the kind words! I also put charge in the regions where you sold and you were able to charge more grapes per quack based on how full the bar got but I didn’t really communicate that.

Yeah yours was pretty smooth, it was only disorienting at the center of the lorentz fields for me but I liked the mechanic nonetheless! There will definitely be a more polished demo later on as a 2.5D game, although we did already release a 2D version. It's called Sword of Damocles if you want to check it out, it's the one by P3pp3rSw4rm (download only unfortunately but there is a video as well)

Great work! the map design is very cool and i like the tension between distance and food

Fun game! I'm partial to the space ship movements as well, the game i'm working on with my friend outside of these jams has a heavy frictionless component to it. Good work on the theme too!

Thanks for playing! I didn't have time to put explanations in lmao the gameplay loop kinda came together in the last 24 hours so i had my hands full finishing that, i'm glad you think it's got some charge :D

One of the instruments is called duck power lmao, we can totally count that

I love it, well done on the cuteness and the theme!

Thanks :D I am kicking myself realizing I forgot to add quacking sounds.. i planned to and just never did!