I tried to like this, and it's clearly very high quality, but it's too difficult. I keep dying but I don't actually know WHY I keep dying which is really annoying. The tutorial gets like 2 buildings in and then is interrupted by a natural disaster so I just kind of don't know what to do. Very sorry.
FarawayDrip30
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I was on the edge of my seat the whole time and at the end I kind of let loose onto my chair. I'm very sorry.
It's a nice short game with pretty art. I think the game could've been more interesting without the arrow telling you where to go? Obviously would make it more opaque but I think there's a whole level here that I didn't explore 'cos I was just following where I needed to be. Would result in much more trial and error but would add a bit to it.
really fun walking simulator! the concept of trading a bunch of rubbish around is a good one to base a game off of. could be good if you had to keep track of things a bit more, maybe have certain people require the same resources so you have to choose one - then again I do like that you can just complete it all in one go so I DUNNO! IT'S GOOD THOUGH!
I always like time loop games like this. The art is lovely and the puzzles are nice, if not particularly unique unfortunately. Some parts are a big buddy/weird, like levers that activate one gate when on and another when off having to be turned on then off to activate the latter, but it's a cute short game.
It's a cool idea and seems to be executed well, the cards gel really well for the different enemies and you can use some strategy with it. My only complaints are that you can't trim your deck, so you just gotta go with whatever you got handed to you at the start, and that despite being able to do tons of damage with the combo system, the enemies' health don't exceed like 5 so there isn't much use for doing it most of the time. This would be awesome if polished a bit more!
At first I thought you had just made a sokoban game where you just have to unlock the goal in a certain order to meet the them, but then you added recursion and maths and puzzles that were really fun to solve with it. The level select being a recursive level in of itself is a genius idea, not seen stuff like that before! Very cool! My only real complaint is that I thought the big flower was a block with collision which stumped me until I figured it it wasn't, but other than that, I would play more of this.
It is a COOL idea to rush around the place and grab the bullets before they reach the other side. The main problem for me is that the bullets are way too fast to react to most of the time. There ARE patterns that you can get ahead of and predict although I am kind of bad at that so maybe skill issue, I feel the bullets are mainly faster or only slightly slower than the player though, so by the time you recognise the pattern they are likely already past you and you can't go back and get them... Even when you do get them you're kinda missing a bit because of the not-wholly-accurate-feeling movement and your hitbox isn't big enough to just barely grab them. I feel a lot of the time if you miss a bullet it's more because of back luck than a skill issue. When you can get in front of a chain and get them all in the pattern I DO feel pretty POWERFUL, however!!
The graphics are pretty COOL, the models are high quality and stuff. I wish there was more motion because the strange mechanical tentacle thing is neat as hell and I fuck with it heavy, while the rocket ships are just stagnant on the side which is a strange thing to do in a space war. Also seems to not be sure if the style is blocky and 3D-retro or smooth and high quality.
Audio would be pretty cool..
jumping from platform to platform is fun. Although it seems like the jump height is inconsistent, like when you are further down you jump higher and vice versa. I don't think I've seen the squid in the top 50% of the screen, it makes it kinda hard to gauge where you can jump to. There are also a lot of collisions, you have to avoid all platforms else you'll hit your head on them and lose - I suggest to make them one way, maybe by creating an empty that is positioned at the very bottom of the squid's hitbox and each platform has an empty at the top its hitbox, and when the squid's velocity is going downwards, all platforms with empties below the squid's empty's collisions are enabled and all the ones above are disabled.
Very cute art! I think the idea could be good but I think having just one objective doesn't really work, especially when you choose it over several times, it kinda makes it more than one level. It would be more interesting if the objectives stacked, so you would have to dodge meteors and catch snowflakes to beat the level, and then if you select dodge meteors again more meteors appear. As it stands it's kind of just a level selection screen.
This is a very slow start game, but it does pick up and get fun! I think the main issue is that watching the rollercoasters get to the end doesn't really have you do much, which is especially boring at the beginning, with you just clicking a button and, on top of that having to wait between each time you do it. I think watching the rollercoaster is the best part of the game (eventually), though, seeing the little guys fly out, I think it just needs more interaction. Maybe you could click on the little guys to catch them and save them or something and the rollercoaster starts automatically, I dunno. I stopped when I think I had too many carts and the start rollercoaster button stopped working, but I had fun!
The idea and especially the artwork are pretty good, but there wasn't really much thought at all going into my play session because all the combinations are shown to you when you hover your mouse. I think it would've been a lot better if the hints to make the different actions were the same as the ones on the bottom right, where it's a sentence and you have to figure out how to get there.
Best game about shoving junk into a hole I've played!
The aesthetic of the game is really cool and the story keeps you going.
While fun at first, after the face appears the gameplay of throwing stuff into a hole doesn't really change much. It could be better if there was a bit more to think about, like maybe the face moves up and down so you have to time your throw better to get it in, or you have to only throw in a certain type of trash for a time.
Nonetheless, very funky and fun!
This is actually a really clever battle system! I was really thinking about the best options I had, until I unlocked the wizard and was able to stunlock the boss from ever doing anything. It was a bit confusing when the enemy changed his pattern, some notification would've been good. It was also a bit awkward changing the spells on the fly (while paused obviously, I mean without a real 'time' to do it?) - it might be an idea, which would fix both the problems, to have the game run in sections where the game pauses and you select the spells and then it runs for a set length without you being able to stop it, then it pauses and the monster's pattern changes and you can change yours. But it's a really interesting and cool game! The graphics were also brilliant.
Cool idea, it just takes too long to speed up to really grab you. When I died I didn't want to restart cos it would take so long to get to where it got challenging again. Stopping while punching also ruined the flow a lot, it would be better to keep moving while punching. Art was pretty good though!
Good music, really nice graphics, Unfortunately I couldn't beat it because there was one jump that was just too high on level 18. It's fun but hard - at points I feel it's unfair because there are several time-based obstacles at once that often aren't in sync and don't reset their positions when they die so you have to wait around a bit, which when paired with the difficulty can be annoying. Getting propelled by the orb was very fun though, I just wish you had at least a bit of control once you've used it cos there are quite a few 'so close' moments that are annoying. Good stuf!"!!!!!!!!














































