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JD Reese

13
Posts
1
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A member registered Dec 06, 2020 · View creator page →

Creator of

Recent community posts

Really novel take on the theme, makes the think of the way you always lose all the cool powers after the start of a metroidvania game. I actually liked the walkback to the boss door, it's cool to be forced past the starter enemies and have to struggle with them one last time.

I like the mechanic of having this be incremental within a short time limit. It hits the same rush as an incremental game but with this added puzzle level element that I haven't seen before.

I really like the stickman fighting game aesthetic to the art, it reminds me of classic newgrounds games. Definitely missing the core gameplay loop here, but this is a nice start.

Unfortunate you couldn't finish this, there's definitely something here. Narratively starting in the dark floating in space is a pretty cool way to open. The reactor temperature minigame is nice.

Interesting concept, there's something satisfying like a mining game about collecting piles of numbers that are in a group.

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Its a little tough to figure out which upgrades to buy with the inevitable passage of time constantly running, but maybe that's the point.

Doesn't make clicking things any less fun. Nice job!

Really nice, there's some really fun enemy designs.

Cool concept, great artwork. Being forced to keep making more money to be able to afford the lamps is a good take on the theme.

I really like the art style

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Really cool mechanic with the limited actions per screen. Definitely a headscratcher to figure out how to toss the baguettes the right way.

This is a great example of a puzzle that looks simple at the surface (Hanoi), but a single tiny constraint (the side box lockout) makes it a surprisingly scratchy puzzle. Fun to play!

Goofy and Chaotic. The art is great. Plays like an arcade game, but I wish the controls were a little more responsive so I could really get some speed up.

Really interesting premise, I would love to see it expand on the strategic elements more. I think the game balance thing missing here is something with the action economy. Each side gets 10 or so "moves" before the timer goes off, which means in basically every room the enemies just walk up to you and land a guaranteed hit.