really atmospheric and cool puzzles, both enhanced by the interactivity in the controls! i really liked this!! nice job!
spidy
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i really like the gimmick here, its very fun for a platformer! the vibe was rly good too! only issue i had were that the green blocks sometimes wouldn't change when i placed a signal on them, and it only happened with those blocks. idk if i missed something about how they worked, but i still really liked it! great job!
i really liked the atmosphere and the controls were good! past the first puzzle, it became really hard to read the messages. the speakers were pretty quiet and it was hard to tell when a code was starting and stopping, the shadows being the hardest imo, but i did still manage to work my way through the puzzles sorta through luck and context clues. it's a really cool concept! and i probably partly struggled with it due to just not being very adept with morse code lol. regardless, very good job!
i really liked the vibe and art, but i wasn't able to really progress far. i found the tools after a while but spent about 10-15 minutes looking for the keys and was unable to (i do occasionally miss something right in front of me though so it could've just been me :sob:). i was also confused by the interact prompts on some objects (like the first car) not doing anything, i couldn't tell if it was bugged or if i had just missed something. it seems really neat though!
the hand drawn art and writing and overall style of this game was really cute and charming! the platforming and lil puzzles were clever and fun to navigate. though it could be a bit buggy, i still had a lot of fun with it! really good job!!
i did have the issue with the pippa dialogue not running and leaving you stuck, it seemed to be caused by hop having a charge jump queued while riding the dragonfly. on my third try, when i clicked again to get rid of the charge before triggering the dialogue, it worked just fine. felt like letting u know if you wanna look into it!
it's a really cool idea! having to manage your battery and tune to certain frequencies to progress can lead to some cool resource management and tension. i got stuck past the first two doors, couldn't figure out if you're just supposed to memorize and test the different frequencies on random doors by trial and error or if there was something i was missing. would really like to see this with some additional work!
it was really difficult, but i did manage to beat it! then found out they disarmed the objective so did it again lol.
really cool concept! it was fun plotting distractions and evading the patrols (leaving bodies around a corner and using the croak to lure patrols was a cool method for dealin with them), i also enjoyed the takedown not just being a one-button press when i finally figured out you had to keep pressing it. i would say that enemies being able to make instant rotations and having a very large turn radius when searching made navigating around them pretty hard to manage. the knife also felt a bit inconsistent with its hit detection in moments, but i really liked the ability to injure a guard so they couldn't keep up with you! overall, really cool mechanics!
oh, i've also pressed ctrl + w an unfortunate amount of times trying to crawl into a vent to escape patrols, including right when i was about to extract :sob: still had a lot of fun! great job!!
took a minute but finally managed to beat it! cute clever puzzle! it's a good concept, but the controls were a bit rough with the hard to control zooming and the frog would sometimes go on a streak of giving the cooldown signal instead of a clue and it's cost me quite a couple of times (i think i was really unlucky :sob:). still, good job!!


