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dogobgyn

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A member registered 14 days ago · View creator page →

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I got to dimension nexus, I couldn't really tell what's going on, it seems to be a turn-based strategy game.  I was able to mash buttons again and click on enemies and it seemed to win eventually until level 28, then I think I would maybe have to apply some strategy as it looked like the enemy was maybe healing itself.  Potential, but I don't think I have the patience to explore it, so if the secret level is at the end, no, I did not get to it.

Honestly with 2 days I would have maybe just tried to focus on a more short, coherent experience instead of a large number of unpolished games.  If you want my opinion, it would be just take the part of this experience you really like, maybe start over a new game with just that, and then if you want to put a story on that, it would feel more consistent.  But really you are the creator, so you should do what you think is most interesting!

And yes I did have fun, thanks for making it.  As for me continuing my particular project- I'm not sure as there hasn't been a lot of interest, but I might at least try to address the game balance a little bit more if others come to enjoy it later.

I have played bomberman in its various incarnations off and on for years; the first section was maybe a little tedious because the enemy AI was maybe 'too good' - i could maybe inch forward one tile and lay a bomb and then have to retreat.  Would have maybe liked to have seen the polish of being able to move through a tile, or at least seeing moving interpolations between tiles.

Second section, energy laser, since it went through tiles it seemed completely trivial?  Especially how hard the first two stages were it felt odd after that.

Cherry levels, seems to be just kiting the enemies since they just predictably move.  Because the cherry power persists between stages, that seems a bit broken powerful.

Hammer levels, seemed to be trivial again since you just mash the hammer button by an enemy and there's no challenge.

Rift race - didn't feel much challenge here either except liked the guy that chased you in the last race, that actually felt like something.

Fracture world - initially like the hammer one, felt like just a 'spam the hammer button' issue.  When it started getting into puzzles then I liked it, actual challenge getting around.  This was probably the most interesting thing to me so far, the mechanic of eating different enemies to use their powers (like kirby?)

Great effort, it was fun having different mechanics, though the game felt very uneven challenge-wise and mechanical-interest wise.

Thanks! This was with the turrets aimed towards the enemies you expected them to hit?

https://dogobgyn.github.io/QwenGame/   

New version up with all 4 bosses if anyone would care to try.  Needs another balance pass for sure but would be good to know if it seems functional.

Thank you!  What is the problem you are seeing with the game over screen?  For me when I play, when I hit game over there is a 'TITLE' button that shows up that works to click for me.

Thanks, I will just polish it for m+k at the moment.

Thank you!

https://dogobgyn.github.io/QwenGame/

I've been prompting away at my game for the last week when I had time.  It is a tower-defense variant (does seem popular for a vibe-coding) though hopefully with some differences and surprises to keep players interested.  I did make this one completely in the Qwen web interface so I haven't come across any limits yet.  It is awkward copying the html in and out but it is nice not having to worry about limits.

Feedback is appreciated! 

My next step is to add bosses and more polish passes.  I will consider phone support though it probably would be difficult to play on a small screen (tablet probably would be fine though I don't know how many people actually care about that for this jam.)

I'm new to Qwen (have used claude for a long time and was curious about Qwen and this jam piqued my interest.)

I tried to use Qwen coder tied to a github repo and it did a really, really bad job.  I couldn't get anywhere with trying to vibe code a html game.

I switched to Qwen 3.8 Max and it seems a lot closer to at least Sonnet but slower.  Does anyone have any tips for game specific stuff with Qwen?  I am just making a HTML game with vector graphics to not have to worry about bitmaps.