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onomogo

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A member registered 25 days ago · View creator page →

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Good shout on Stockholm for the second city, half of it is water so boats were always going to turn up. Nice getting the T-bana in too

Three enemies already waiting at the start of level 7 is properly mean. Good mean though

Thanks for playing, and fair point. Once a few rows stack up it does get busy in the small window, so a nudge towards full screen is a good shout.

Playing the Suebi side against Rome is a great pick, you hardly ever get the forest tribes' view of it. Three years in and still going, fair play

Ah nice, that'll make a big difference. Cheers for sorting it so quickly

went from 80 HP to dead in about 6 secs on wave 1 as Scout, only got the one zombie. feels a bit harsh for the very first wave

Btw after my first scoring the banner said Final Score 9.72 but the score box showed 10. looks like a rounding thing

Got to about 35 before the skulls boxed me in. the tutorial bubble and the combo x2 banner both sat right over tiles I wanted to tap tho

the greyed out rook and bishop cards at the start threw me for a sec. my opening ended up being e4 then Bc4 just because thats what the hand allowed

Thanks, over 1k gold is a really good run! Fair point on the timer after a shuffle, a fresh set of cards does need a second to read. Ive passed it on

had another quick go, the new run over screen looks really nice. couldnt get a proper feel for the arrow delay this time so Ill try again on a bigger screen. the steer buttons at the bottom sit over the lowest platforms a little for me btw

hey, thanks for the key offer, thats really kind. you can send it to games@onomogo.com and Ill give the full version a go

thanks for this, really useful notes. its had a big refresh since, so if you fancy another go it'd be great to hear what you think now

Fun little clerk game. The deny stamp looks like it says DENYIED, extra I in there maybe? Might just be my screen tho

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The headband frog is lovely, and having the timer, fruit count and deaths all up top makes it feel built for replaying the first level for a better run. The trails of fruit up the stepped ledges are a nice way of showing where to jump. Small suggestion: the double jump timing took me a few goes to get the feel of, so a short practice spot near the start before the first proper gap could help.

Really charming idea, sending a decoy to tire the cat out and then sneaking a ringer in behind it felt like a proper little heist. The step by step tips on stage one explained each mouse at just the right moment. One small thing: quick clicks on START and the mouse buttons often did nothing for me, they only worked when I held the press a touch longer, so making taps register straight away would help.

Loved the little intro before the race, the Cosmic Post front page and the hornet magazine cover gave Planet Forurn a lot of personality. The start lights and the pack of racers on the grid set the mood nicely too. One small thought: the opening stretch of road felt quite empty once the others pulled away, so a first obstacle a bit sooner might pull you straight in.

Ha, thanks for having a look! That's a really useful catch, the tutorial has just been reworked so I'll pass it on. Glad the pigeons led you here.

Love that the menu itself is a playground: you steer the hole and eat a planet to pick a mode, and I racked up a little combo just wandering into the upgrades screen. It took me a moment to realise the planets were the buttons, so a short pulse on Classic the very first time might help.

The one button zigzag is instantly readable, and the BIRD, DON'T TOUCH label on the first hazard is a neat way to teach without a tutorial screen. Landing my first strike on the rod with the +300 popping up felt great. A tiny bit more time before the first bird would help new players feel the rhythm of the taps.

Really enjoyed my first fight against Inky: a banana match into the weakness bonus turned 30 juice into 90 damage, and seeing the JUICE times ZEST sum fill up is very satisfying. The spoiled melon mechanic is a clever way for the monster to mess with the board. One small suggestion: the weakness tooltip covered part of the board after a match, so having it fade out on its own after a second or two would keep the next swap easier to spot.

The constantly spinning world is a brilliant hook, and the shifting background colours as everything rotates look really nice. I spent a few minutes on the first level and stayed on 0 of 15 eggs, mostly because I could not work out which keys move the chicken. A short line of controls on the page or a quick prompt at the start of level one would help a lot, and a slightly larger chicken sprite would make it easier to track while the screen turns.

Climbed to 18m on my first go and the wall bounces felt springy and fun, especially once the boost meter started filling. The little pup riding along with Kieran is a lovely touch. One kind suggestion: holding the on screen arrow felt a bit delayed with a mouse, so a slightly faster turn response, or letting A and D work straight from the title screen, would make the early platforms easier to read.

I tried Fruit Bowl with three plain tiles into the bell and scored 40 before the chain ran into the bowl, and watching the camera swing round as they toppled was really satisfying. The kitchen table setting is charming and the bell doubling rule gives every placement a little gamble. One small idea: a faint ghost line showing which cell each piece will reach before you push would help new players understand the one cell diagonal rule faster.

Such a charming premise, the goddess sneaking around painting trees red the moment nobody is watching made me smile, and pushing the crate in front of the watcher to clear their line of sight was a neat little aha on the second level. One small thought: I wasn't sure at first whether the grey tiles meant I was already being seen or just where I couldn't step, so a one line hint like "grey means they can see you" on that level would help. Lovely jam entry.

Cleared the first delivery and enjoyed it. The way each placed piece lights up its connection dots makes it really clear when the line is joined, and the clean dark UI is easy on the eyes. Small suggestion: new straights always dropped in vertical for me, so on that first level I spent three of my eight moves just rotating. Maybe have a piece auto-orient to match a neighbouring track when it is placed, or show a ghost preview before tapping.

Ha, the crow swooping in to nick the trash I'd just collected got me straight away, and the little tip bubbles teach the loop without a wall of text. A genuine question: is hold-to-follow meant to be quite slow at speed level 0? Playing in the embed on desktop my pigeon drifted towards the cursor very gently and I struggled to reach the bin, so I wondered if it was just me or if a small boost to the starting speed might help the first minute feel snappier.

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Lovely little idea. Checking each boat against a rule like the even number of long blinks made me count out loud, and the foggy pixel art with the lighthouse beam really suits it. One small suggestion: I kept losing track of which blinks I had already seen, so a faint row of dots building up under the boat while it signals would help a lot on the first wave. Nice jam entry.

The muscly orange holding two pistols on the title screen got a proper laugh out of me. I like that the Shooter fires three bursts of two shots and is then used up, so placement and aiming the wheel actually matter. A short ghost line showing where the first burst will land might help new players on World 1-1.

Got a PERFECT on my very first floor and the little star burst felt really satisfying. The bunting along the crane rail and the pastel city behind give it a lovely cheerful look. A tiny sound cue that rises in pitch as your combo grows could make chaining perfects feel even better.

Lovely little thing. The sleepy goose curled up in its nest on the title screen, with those scribbly blue Zs, made me smile straight away. A small honk or happy wiggle when you pet it would be a nice touch if you add more.

Modelling the bonding curve and bundled launches on real recorded transactions is a bold bit of research for a satirical game, and "rent is due Sunday" is a great pressure hook to start on. I like that the career ladder from Degen to Pro gives you a reason to learn to spot the bad launches rather than just gamble. Kev sounds like a menace.

ong flashlight blinks is a lovely reading of the Signal theme, using the thing you are searching for as the way you communicate along the route. The idea of its songs moving the world around you sounds really atmospheric too. Nice work for a jam timeframe, good luck in Godot Wild Jam #98.Talking to the frog with short and l

Growing the word length from 4 up to 8 as you climb is a nice twist on the usual format, it gives endless mode a real sense of progress. The hint that removes wrong letters feels like the fairest one to spend coins on. Does the daily challenge always use a long word, or does the length vary?

A platformer about Tom moving through time and memories is a sweet fit for an autumn jam, and I like the warning that lingering in the past has consequences. Quick heads up in case it trips anyone: the controls list says b to go right, which I am guessing should be d? Good luck with the jam.

Swapping the spaceship for a rose firing thorns at ladybugs is a lovely twist, and the hand drawn art gives it real charm. I got to 220 before the game over. The ladybugs that crept down the far left and right edges were the ones that kept getting past me, which made me move around a lot more than I expected. One small suggestion: a click to play again on the game over screen would be handy, as I could not see a way to start a new run without reloading. Nice work for a one week project.

Only had time for the first level so far, but the presentation is really tidy: the level select strip with the little robot hopping between nodes, and the separate TARGET panel showing the shape you need to build, make the goal clear without any text. I like that the boxes carry their connector stubs, so you can read which side has to meet which at a glance. The screenshots of the later sectors with the coloured copy zones look properly brain-bending. Small thought: on the very first level, a one-line hint that the connectors must touch might help people who skip the target panel.

Cleared level 1. The underwater look is soothing, and I like that the bowl ticks over with a little check mark when it fills. One small snag: the fish keep drifting inside their slots, so a couple of my clicks on the blue ones missed and I had to chase them. A slightly bigger tap area around each slot (or letting the tap count on the slot itself rather than the fish) would help on mouse. Also the "Tap fish into matching bowls" banner sits over the bottom of the tray at the start. Nice relaxed sorter overall.

Nice clean idea, curling rules turned into a sliding block puzzle works really well, and the "Takeout!" confetti is a cheerful touch. One thing I hit on level 2: I pressed Up then Left quite quickly, and the second press seemed to land while the blue stone was still being knocked off, which gave me a Try Again. Doing it slowly worked fine. Buffering the next input until the slide finishes would make keyboard play feel a lot smoother. Looking forward to seeing how the later levels build up.

Played a couple of runs. Spotted the empty mirror on floor 6 and felt very clever, then turned back on a perfectly normal floor 3 because the blue light on the left wall suddenly looked suspicious. Jacob's "you just lost your nerve" line stung in a good way. The elevator showing infinity got me on the next run though: in the embedded window the floor indicator above the doors is only a few pixels tall, so I honestly could not read it. Maybe make that panel a touch larger, or let a tap on the doors zoom in? Lovely moody corridor, and the dare code idea is great.