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Darius256

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A member registered 14 hours ago · View creator page →

Creator of

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Hey! Thanks so much for the detailed feedback and for sticking with the game even after the freeze.

The crash looks like an issue with the web build, and I’ll work on a fix. A special thanks for sharing your playtest recordings. Seeing where things got tough and what options you had after a loss is a huge help. Getting the difficulty right is my main focus right now.

Making it all the way to the cavalry was impressive, especially with the trouble you ran into along the way. I’ll be adjusting the difficulty curve and looking at how to make it easier to recover after a loss.

The garbled characters slipped in when I added the English translation right before publishing. I’ll clean those up too. :)

Thanks again! If you’re up for another round once the update is out, I’d love to hear how it feels.

З жуками мені контрінтуітивним видалось саме те що візуально вони відкриваються зверху, але зверху ти їх атакувати не можеш, а потрібно збоку. Тобто вони візуально дають помилковий сигнал (принаймі мені). 

Одна з моїх смертей - спавн двох жуків, який був дуже швидкий, і вони моментально впали на мене і вбили. Часу на реакцію не було, і останнє життя було втрачене. Якби тут був якись захист, умовно що кілька секунд вони не наносять шкоди, думаю це б згладило цей момент. Як і першу смерть проти равлика, який мене вбив ще до того як я зміг побачити як він атакує. Ці хвильки що він пускає, я теж не одразу помітив.  

Yes, of course - I’ll gladly try again.

Unfortunately, the game turned out to be more text-heavy than I'm ready to handle right now, so I didn't get to play it properly and can only share my first impressions.

Visually, it's pretty cool. It has that nice old-school point-and-click adventure vibe. As far as I understand, there's also a lot of humor based on Hungarian culture and references.

On the negative side, the intro felt way too long before I could actually do anything. Also, if you spend enough time in the bar, you start noticing just how short the looping background audio is.

I think this game could be a nice little gem for fans of the genre.

Anyway, best of luck with the development!

Маю на увазі що я ніколи не був у Кривому Розі, і якось так по вайбу він і уявляється. Але це був жарт, в разі чого :)

The visual style is pleasant and relaxing, which fits the cozy atmosphere nicely.

It's not immediately clear how big the cats are when they're sitting in the selection panel.

I also wish rotating a cat didn't send it back to the panel. It would feel much more natural if you could freely rotate cats while dragging them. Another small improvement would be allowing right-clicking on any cat to rotate it directly, without having to select it with the left mouse button first.

On the downside, the game felt quite easy, and I managed to finish it in just a few minutes. On the other hand, it's a cozy game, so I understand that challenging gameplay isn't necessarily the goal.

Overall, a nice little relaxing experience

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The first thing I noticed is how well the game gets you into a flow state. I ended up playing for quite a while, even though I hadn't planned to!

The visual style and sound design work really well together, and the overall pace of the gameplay feels great.

One thing I wasn't a big fan of was how dark some of the locations are. I feel like it takes away some of the visual enjoyment.

The cocktail mechanic wasn't immediately clear to me. At first, I thought the goal was to collect enough ingredients during a run to make all six cocktails (and I was so disappointed when water destroyed one of them!). But eventually, I figured out how it actually works.

I really liked the visual presentation of the bar counter, the bar itself, the tutorial, and the upgrade system. All of that feels well done.

On the downside, there's quite a lot of text on screen in many places, which makes the information a bit difficult to scan and process.

Another thing that confused me was how to get back to the main bar where you buy upgrades. I really wanted to spend my money on new stuff, but couldn't figure out how to return there. So, as an experiment, I deliberately got myself killed and discovered that apparently that's how you get back to the bar. :)

• What made you continue playing or stop.

For me personally, it's the permanent upgrade system between runs. Something like in Super Fantasy Kingdom — you enjoy the gameplay itself, but at the same time, there's that extra satisfaction of making long-term progress and gradually becoming stronger with each run.

Overall, I enjoyed the game quite a bit more than I expected and ended up spending much more time with it than I originally intended!

Thank you so much for taking the time to play and share your thoughts!

You're actually the first person besides me to properly play my game, so your feedback is especially valuable to me.

Since I've spent so much time developing it, it's really hard for me to judge how difficult it is for new players or how intuitive the mechanics are.

Your comments about the third battle and the aiming visuals are exactly the kind of feedback I was hoping for. I'll definitely take a closer look at both.

Thanks again!

Hi everyone! I'd appreciate any honest feedback, even if you only played for two minutes or didn't like the game. I'm mainly curious how intuitive and engaging it feels to new players. Thanks! :)

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I played through 20 levels to get a proper impression of the game.

To be honest, apart from level 17, most of the puzzles felt quite easy. I found that I could usually solve them by simply clicking on each pipe until everything fell into place, without really having to think about the solution.

I'm not sure what difficulty level you're aiming for, and perhaps the later levels become more challenging, but personally, I would have liked the puzzles to require a bit more thought. Level 17 stood out to me in that regard.

One small visual issue I noticed right away: the "START" and "GOAL" labels are aligned on the same line, but while "START" looks fine, "GOAL" overlaps with the toilet image. It looks like a small UI issue.

Overall, it's a nice little game! The difficulty wasn't quite what I was looking for, but I can see how the simple, relaxing gameplay could appeal to other players. :)

The hat selection part in game start was cute. The level selection area, however, felt a bit strange. It wasn't immediately obvious what it was or how it worked. Also, the hats floating in the background seemed to move in slow motion, which made it look like the game was lagging.

Once I figured out how the game actually works, though, I had a lot of fun with it. It reminded me of those games from the 2000s that looked visually simple but had surprisingly deep and interesting mechanics. (This sounded better in my head, but hopefully you get what I mean!)

I liked the mechanics — magnets, fans, and all the other little things you can interact with.

However, the meta-levels were an absolute nightmare for me. You're in one level, then you enter another level inside it, which leads somewhere else, where you need to get a hat, but then you move something and suddenly the level itself changes... It became pretty overwhelming and uncomfortable to keep track of everything.

I understand that this is probably one of the game's main features, but personally, I found it more confusing than enjoyable.

Anyway, good luck with the game! It's a cool concept, and I enjoyed it once I got the hang of the mechanics.

My first impression was that the game reminded me a lot of the legendary old Flash game N (The Way of the Ninja) — in a good way.

I liked the trailing lines in the background. It's a nice visual effect. The music is also pretty good.

The Z/X controls felt terrible at first, but once I realized I could use the arrow keys for movement, things started to make more sense.

One thing that felt a bit illogical was that doors I'd already opened in a level would close again after I died. I expected them to stay open.

Overall, I enjoyed the game, but I don't think this genre is really for me. The gameplay requires fairly precise timing and coordination, which I struggled with. For example, I couldn't always use dashes or double jumps while sliding down walls (or maybe I'd already used them before reaching that point — I'm not entirely sure).

I understand that these limitations might be intentional and make sense from a game design perspective, but they made the game quite challenging for someone like me who isn't particularly experienced with this type of platformer.

Anyway, good luck with the game!

The moment I first realized that drawing a "V" lets you teleport, I literally said "THAT'S SO COOL!" out loud.

I think there was some additional explanation about the mechanics or story at the bottom of the screen after that, but I didn't even read it. I was too busy teleporting between different rooms and just enjoying the experience! I also absolutely loved the way the word "no" appears on the screen. It's such a small detail, but it's incredibly satisfying aesthetically.

One thing that confused me was the pistol mechanic. When I had to create a gun, the gun that appeared looked very similar to the symbol I was supposed to draw. So I kept trying to draw it again and again, thinking I was doing something wrong. Eventually, I accidentally discovered that I needed to step on it instead.

Another confusing moment was when the fish symbol killed an enemy in one room but didn't work against the enemy with a gun. Later, I noticed that different enemies require different symbols, but apparently not all enemies follow this rule? That felt a bit inconsistent and confusing.

Also, some symbols were quite difficult to reproduce without stopping and really concentrating on drawing them correctly. This sometimes broke the flow of the game.

I eventually stopped playing after dying three times in the parking lot level. I couldn't quite figure out who was friendly and who was an enemy there. At some point, I got the impression that the characters who were supposed to be my allies were actually killing me.

Overall, I really enjoyed the game. The drawing and teleportation mechanics are fantastic. There were some confusing moments and a few things that interrupted the flow, but the core concept is so cool that I genuinely had a great time experimenting with it.

I think if you ever decide to make another game with this mechanic, it could work really well as an adventure game where you explore different locations and use this "magic" to solve puzzles, move objects around, activate mechanisms, and interact with the environment.

I vaguely remember something similar in the Harry Potter games from the early 2000s.

I feel like this mechanic also has so much potential beyond combat.

I only explored the game a little, without making any real progress.

Unfortunately, there's quite a lot of reading in English, which takes me some time since it's not my native language. Combined with the fonts and the darkening and blur effects, it made my eyes tired pretty quickly.

That said, I can definitely see a lot of potential in this game, even if it might appeal to a rather niche audience.

I absolutely loved the game's aesthetics, as well as the sheer number of features, possibilities, and little details. There's clearly a lot of thought and effort behind it, and I really appreciate that.

If I ever see this game on Steam with Ukrainian localization, I'll definitely buy it, I could easily lose myself in it for hours.There's just something about it that genuinely captured my heart, even though I barely scratched the surface.

I completed 13 levels and got stuck on the next one.

Overall, I really enjoyed the game! The ability to draw while moving is a really nice mechanic and makes the gameplay feel more creative and fun.

I got stuck on level 7 for a while, but later noticed that there's a hint available, which helped a lot.

In general, everything feels fun and interesting, although some parts might be a bit too difficult — or at least they feel that way until you get a better understanding of the physics and learn how to use them properly.

One small thing that bothered me was the "jumping" mechanic. Sometimes I had to move my mouse cursor outside the game window to pull back far enough for a full-power jump. But once the cursor was outside the window, it felt like I wasn't getting the maximum power (or maybe I was, but it just didn't feel that way). That was a little frustrating.

Maybe allowing players to start the jumping gesture from anywhere on the screen, regardless of the character's position, could help with this. Although it's also possible that this was just something I personally found uncomfortable.

Overall, I had a great time with the game! The drawing mechanic is really enjoyable, and despite a few frustrating moments, I found myself wanting to keep playing.

I see that I’m not the only one who ran into difficulties with the fight against the beetles.

Якось так по вайбу і уявляється Кривий Ріг тим хто там ніколи не був :D

I played the game for a while, and here are some thoughts:

Backgrounds and platforms: The backgrounds sometimes blend in with the platforms a bit too much, making it harder to distinguish what is part of the environment and what you can actually stand on.

Fun little details: The death animation genuinely made me laugh! I also loved discovering that you can jump onto the wheel with the squirrel inside and ride along with it. That was a fun little surprise.

Boss fights(

I’m talking about those guardian beetles in the boiler room that appear after you light a candle) and unclear mechanics: During the first boss fight, I instinctively tried to attack the boss from above, since that's where the opening appeared. Unfortunately, that only ended up hurting me.

After defeating the boss, two more beetles dropped from above so quickly that they took away my remaining 1 HP before I had any real chance to react.

On my next attempt, I managed to defeat all three beetles, but when the next enemy appeared, I died almost instantly, even though I was standing some distance away. I couldn't figure out what had killed me.

On a later attempt, I finally noticed the black shockwaves coming from the slug(?) and realized they were probably responsible, but I still lost.

After four attempts, I still couldn't defeat the slug. I thought I had figured out how to attack it by building up speed and dashing into it when he opened, but for some reason, my attacks didn't seem to deal any damage. I'm still not sure what I was doing wrong.

Overall, I think the boss fights could benefit from clearer visual feedback about attack patterns, hitboxes, and when enemies are vulnerable. Some deaths felt a bit unfair simply because I couldn't understand what had happened.

Visual style and presentation: I really liked the overall art style! The branching, stylized menu is also a nice touch and gives the game some personality.

Music: I definitely felt that the game was missing some light background music, or perhaps something more energetic in the style of Jazz Jackrabbit. I think it would complement the visuals and gameplay really well.

If the game were available on Steam, I might actually buy it to try playing it together with my wife when I'm on vacation.

Overall, I enjoyed the game's style, humor, and little interactive surprises. The biggest issue for me was understanding the boss mechanics and why certain attacks or deaths happened. With clearer feedback and some background music, I think the experience could be much more enjoyable!

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I played one game, which took around 20–30 minutes (Turns: White 50 · Robot 58). (robot win)

The first thing that confused me was figuring out how to actually interact with the game. Even after reading the rules, I only discovered where to click to roll the dice by accident.

Overall, I liked the game. It definitely feels like it has a lot of potential, but unfortunately, it also has a pretty steep learning curve. There are a lot of rules (or at least the instructions are very long), and many of the mechanics aren't particularly intuitive. That said, I kept playing and gradually figured things out as I went, which actually turned out to be quite interesting and enjoyable.

My game ended with me getting stuck between two doors that required specific keys, but none of my keys worked. I spent about 6 turns just rolling and pressing "Pass", even though there was no real point in doing so, since I couldn't build or access any new rooms regardless of what I rolled. It felt like I had reached a dead end with no way to recover.

Another small confusing detail: sometimes the game said that a room had no door I could enter through, even though I could clearly see the white line representing a door.

One more thing that felt a bit frustrating was losing all my progress to a bomb from the Robot. I had already collected 3 out of 4 code pieces, and suddenly I lost everything and had to start from scratch. I didn't check the rules to see if there's a way to protect your progress, but if there isn't, it feels pretty punishing to lose so much progress simply because the opponent got lucky.

Overall, I enjoyed the experience and think the game has great potential. However, it definitely takes some time to understand how everything works, and I think improving the onboarding and making the mechanics more intuitive would make a huge difference.