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A member registered May 11, 2020 · View creator page →

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Interesting take on the theme, and very polished. It could use more feedback on exactly where the mirror is and of course more levels. 

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Pretty good game, very well made and polished, took me too long to figure out there are multiple monster types. 

Solid, very polished. My main problem with it is there's no way to speed up the prompts.

Hah, I was hoping someone would go into it without knowing what to expect! I'm glad you enjoyed it!

Looks good, not very fun. The difficulty is way too high, and there aren't enough of the letters that you need.

This happened to me once!

Damn good game, might actually play this one if it gets a full release! I have very few criticisms, great job!

Pretty solid overall, the game looks good, sounds good, and plays reasonably good. The difficulty curve feels like it ramps up a bit too quickly.

Very well designed game, it reminds me of the minigames from Super Mario 64 DS, as well as the original Bloons games. I like the variety in bomb types, making you have to think about what order you destroy them in. I also really like the upgrade that turns the music into a mechanic.

She got the house :(

Was a bit too hard and there weren't enough ways to spend your money. Having the level ends be where you lose most of your money made it feel like a normal platformer where the only goal is to reach the end. Aside from that, it's a fun concept and the game is quite polished. With the pools of gold I don't think Karen is getting much due to hyper inflation!

Heh yep, I forgot to mute the footsteps or make them quieter to let the player know about the mechanic. While crouched it can still see you, but from a much shorter range.

Pro tip, and we forgot to mention this in the rules because big brain: Crouching makes it so the creature can't hear you

I didn't know what I was doing but I enjoyed doing it!

This game heebied my jeebies, very unnerving vibes. I feel like it could use some creepy challenges or other features, though that might break the feeling as the uncertain becomes more certain. I really liked the idea of leaning so hard into the metroidvania genre that the whole map becomes a small space. 
I feel like the dark areas could have been an obstacle with a flashlight ability, but as you said you ran out of time.
A lot of the dialog felt like it was trying to tell the player how to feel. Show, don't tell, the environment did a decent enough job at it.
The interactions felt janky, particularly when interacting with a door and a light switch at the same time. I recommend establishing a priority order and picking one to interact with, reflected in the prompt of course.
What made it unplayable: I hit E 100 times at the end and didn't get more funny dialog

Overall, quite enjoyable, very impressive to make a game that elicits such a strong fight or flight response in just 4 days.

Creative game, would definitely be much better with audio. The lack of a deletion tool made tweaking my design difficult.

This game has a weird vibe, like a liminal space. Feels good to play, fits the theme, the platforming didn't piss me off too much lol

If you played on the browser version, the VFX are messed up so you can't see the projectiles. Try downloading it.

Oh maybe, I don't think I've looked at that since Germany's new rules came into effect. Thanks for pointing it out!

Very good feeling FPS controls, and I loved the ship design, very reminiscent of Halo. The sound design was satisfying, and the art looked good. The enemies were not very interesting to fight, but for a jam game their behavior and animations were impressive. This could be expanded into a full game, albeit with a more interesting main mechanic and less beeping lol.

Ohhh, are you in Germany by chance?
The game won't have an age rating until it is pretty much finished, as I have to submit it to be rated.

Jumping felt really weird, and was so high that the platforming was kind of pointless. The sensitivity was also way too low, making it hard to aim with the fast movement. The game was very easy to understand, which was good.

Thanks for the feedback! That's a common problem in game dev where the developer makes the game too hard as we play it more than anyone else. If only we had more time to balance it!

Ruptured isn't available in any country currently, as it is not yet released. Wishlists are greatly appreciated though!

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Interesting idea to loop around the planets. I was hoping for more of an emphasis on realistic gravity assists, but it was fun nonetheless. One thing that I would change would be to make the hitbox on the ship more forgiving.

Heh, yeah the balancing could use some work. I'm thinking of polishing this game up and shipping it with my main project Ruptured, as this boss is in that game.

Yeah the way I implemented the physics meant the position had to be updated in the physics loop rather than the render loop, so it appears jittery

Ah yeah you're meant to hold them

Were you tapping the keys or holding them down? 

Nice game, the jump mechanic was a bit annoying though.

It's a feature, ship it! 😂

Very solid gameplay, with some more polish this could be something really great. I like building up my zombie army!

Seems to be a common theme among players, I thought it would be a bit more obvious. I should have explained that in game!

Ah yeah I didn't explain that in game, the box needs to be big enough to have enough weight to hold it down.

Same main mechanic as my metroidvania, Ruptured. I'll be sure to check this one out later!

I ended up finding alternative UTF-16 characters

I tried using characters that are not in UTF-16, and I ran into some issues. I think it truncated the first 16 bits of the unicode, and left me with the wrong character. Is there UTF-32 support? And if not, can you add that?

The irony of you posting this 3 times

Definitely needs actual snake mechanics, it would be cool to have to place the apples so that the snake is forced to run into itself. Or, perhaps make it so that you try to keep the snake alive.

The movement didn't feel very good, and the boss didn't have enough health.

Very manic, I think it gets out of control a bit too fast. Way more micromanagement than crappy logistic simulators like cities skylines and satisfactory!

Delightfully stupid. This could be expanded into a Getting Over It style game. Lots of fun, the physics feel good (though maybe too floaty), art needs work.