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Osama Hussein

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A member registered Feb 27, 2024 · View creator page →

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The art style is superb. I couldn't figure out what to do besides pull levers and read the text box.

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Overall fantastic aesthetic and art style. However, the gameplay is problematic mainly because of its difficulty, so many obstacles in the level and going in every direction. I had trouble getting past the first level as the closest I got to completing it was at the 34 second mark.

This game is superbly polished and the overall artwork of the entire game, especially the board was well done. The idea behind using the cats as like a countdown number to fill the entire board was really creative. Some puzzles are probably too hard for the average player as there are so many cats and numbers on them to really tell how to fill up the board.

Why are the buttons in the main menu called "Play"? This is April Fools Day? 😂

Anyways, the gameplay is there and there is a lot of awesome narrative going on in the game. However, I'm just picking answers randomly as I don't know what questions are being asked. No dialogue, no text popup so I had to pick whatever.

There is a bug with the countdown system as the timer reached 0 and nothing happened. Another bug occurred when I kept clicking the interactable items and the dialogue would repeat itself without me knowing it.

The overall artwork of this game is incredible.

The various minigames that popped up on the TV were really fun and had unique objectives. Although, I don't know if not failing one of the channels makes Pikpik happy. The art style looks really good.

I found that in the news channel, there are roads slightly above/below the TV's dimensions.

I struggled the most with the cooking channel as I thought I needed to place ingredients on the middle to make a carrot cake.

I'm loving this isometric view of the maze. The way that losing input after the question mark comes toward me is a creative application to the theme countdown. Although, I struggled at the puzzle where there are about 6 yellow cubes (if I'm correct) and a big, red cube on the right. 

The art looks solid though.

I ran out of power. Although, I love the concept of a 2D platformer that counts down over time unless if I find a sunlight to recharge my power. The aesthetics of this game are fantastic and so is the up-tempo beat of the game's music.

The storytelling in this game is just purely incredible. It's crazy that a countdown can occur backwards and you're going back in time to investigate the scene. This is like a detective case game in which you explore the points of interest and trying to match the words found by the evidence scanned on a phrase. The art is spectacular too.

I completed T1-T10 and the final report. Sure, I struggled to figure what words to put in the blanks; however, once I reviewed the scene and used hints, I started to understand the lore and watched the entire countdown scene from T10-T1.

I like how this game has a difficulty. I chose Nomal. This game starts as easy since I basically get thousands of cash until the tax amount starts increasing. I like how there is always a countdown to pay your loan, kind of trying to deliver a payment on time before you start having to pay interest.

The game then gets harder once I got the upgrades and I start copying loans, having to keep track of loans to collect. This game has various minigames, including Pong and a maze puzzle.

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Lovely intro scene there. This game has a really creative application of using a countdown. Not only do you have to reach the elevator, but also type to move/rotate while avoiding obstacles, such as oil and spinning cleaning robots within the time limit. However, I stopped playing at the area with 3 cleaning robots since I get hit by all of them even after getting up multiple times. The level design is solid, I must say.

I really like the noise effect on the computer. Having credits and help in the start menu of virtual Windows is crazy work, small detail I know 😄.

Unfortunately, I had trouble understanding the game as the numbers from column C are coming down and I didn't really know what I supposed to do so I tried moving the 5 around to see but I didn't know what that did.

This is a solid shooting-range type of game. The ricochet is neat, kind of like an extra layer of the puzzle to save cats from the tree. At first, I thought I had to shoot at the cats because I tried shooting at the trees and it didn't work.

Up until I realized that I had to shoot at something solid that's going to bounce to hit the tree. I managed to save all the cats at the end. There is a gameplay bug where I have to aim to shoot, and I should be shooting without needing to aim first.

Creative idea to tag cars to apply the theme of connections. I reached past tag 9 cars and noticed that I can climb on buildings but not solid walls. At least some cars that appeared to be out of reach are reachable upon climbing up the buildings.

Nice puzzle game. I did fail in the second level when a prisoner noticed my commanders. The UI for the next state and threat message is nicely implemented and helped me make the correct command.

Solid-looking dungeon crawler. Overall storyline was amazing. Although, it's the combat feels easy if the randomization goes your way and too hard when it doesn't. I was able to defeat about 5 enemies before dying on my second playthrough.

Simple primitives are there at least. I'm just shooting at whatever. Looks like connections is being applied with the black rectangles.

I often times can't repair all the connections in time because my character moves slowly and it takes ages to reach the wires. The intro cutscene was lovely to watch though. Also, as someone here as already commented on, why is jumping a mechanic if there is no platforming or signs of the player needing to reach an out-of-bounds location or something?

Combining 2 game genres in one game is a great way to apply the connections theme. This game has a lot of variety in the things that the player has to do in the game. Avoid obstacles, shoot obstacles, shoot spaceships and upgrade player abilities. I also like how there are randomized objectives as well. The music fits this game nicely.

Lovely idea having the map grid as connection to solving the puzzle so that you can reach the exit. It's also noticeable that I can avoid the pursing monsters after I had solved the puzzle. The music fits the atmosphere of the game.

Also, I did check the page and I realized that I can't exit the puzzle screen until I had solved it. Good thing I solved it and noticed that it exited on its own.

This game is humorous with the pop up buttons on-screen. 

Nice clone of PacMan game.

Nope but it sure would have looked cool if I witnessed it during my playthrough. Either way, the gameplay concept was pretty solid for the most part

I like the idea of connecting the wire on the plugs. Also, the flip-flop being used as a weapon is neat as well. The drones that were attacking me just kept spawning every time I destroyed it so I couldn't focus on the puzzles as much as I would like to.

However, I got stuck at that puzzle where I was supposed to put the antenna on the wall and I couldn't rotate it to match its glowing position.

The background level looks amazing. The game is just about avoiding enemies and letting your blob shoot at the nearest enemy it can find. I like how the coin magnet is applied as a connection to the player picking up coins to use for new upgrades.

It's good to see that having connections on social media with this game builds up your network. Although, the gameplay loop is pretty much explore one evidence to post on LinkedOut and then go to the area to post it in 2 minutes. I kept missing the trend and got +12 connection on every post.

These are all good pieces of feedback. My only question is what does it mean when a piece of code isn't optimized?

Soothing music is fantastic for a maze game like this one. I reached the boss level and went to the wrong door to start over the entire game as it reset to level 1. This game does apply a solid evidence relating to the theme of connection with the lit flames and the 4 points that need to be held.

The objects that spawn in the maze after going to the right door was spooky but maybe there is some lore there.

Very neat idea that connecting towers form an electric FX. Although, that 2nd wave was very hard as I only had to place 10 towers and a bunch of robots just spawned too close to each other that they all destroyed the conductor very quickly. This game was inspired from the battle royale games where you can build and place objects in the world.

The way that the small rabbits, big rabbits and the main character are integrated as unison to solve puzzles is amazing. Unfortunately, I got stuck in one of the puzzles with the big rabbit and 2 small rabbits where my small rabbit is stuck on a box and I couldn't regain control of it after switching back to the main character.

The game is aesthetically amazing. But the concept is solid, using water's state of matter to relate to the connection theme.

I had trouble understanding the gameplay as I didn't know how I can move/attack and select units. It looks like I see how connections is being applied with the troops and the player guiding them during the attack. The music goes hard.

Solid storyline overall. Although, I wish the in-game were more legible, it's way too small for me to read. I had to re-read the text to make sure I didn't miss anything important. This game has a lot of variety of modes which is amazing.

I like how connecting the dots can transmit something for the next level as long as I connected them correctly.

The levels look largely the same with the exception of levels having different destination points the player needs to reach. I assume the connections theme is being applied with platform numbers to reach the destination. I mean it's a solid concept but maybe have more unique storylines to tell the player why they are going to "Old Ashton" or something.

I also like how the star system is implemented and its used to measure the player's time in the level. I managed to only get 1 star in the first 4 levels but 2 stars on the final level.

The camera sensitivity was way too low for me as well and I feel like I should be able to change it if it's going to take me precious seconds to reach a platform. The music is solid though.

Amazing that the way the chameleon's tongue can reach another platform to apply the connections theme. However, when I reached the area with the snakes the level just gets tricky as the placement of the chameleon and its tongue won't reach where I want it to go.

That 4th level was just difficult for me as I don't know how to reach that little platform with 2 snakes trying to eat the chameleon at that other small platform.

I failed on my first try delivering 8 packages but that was mainly because I was trying to understand the gameplay and the mechanics. It's nice that I can deliver packages from certain houses to another house. However, the movement just feels clunky for me like I'm playing a Tomb Raider game from a PS1 emulator with the way the movement works.

Why do I need to spin around to move left and right? And why do I move forward when the character is looking at something?

I replayed the game again and I was successful, delivering 13 packages. That congratulations screen looks beautiful.

Anyway, having a battery system I feel is another challenge the player has to face because of the fact that this game is timed and I have to deliver 10 packages in 3 minutes, I believe? I think that should be for a separate mode not a part of one mission.

Also, I can see the delivery points on my 2nd playthrough well before I even collect the packages from one of the houses.

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At least I'm seeing how connections is being applied with this one. Turn on switches, press buttons to open the cell, leading to the next area. Music is chill and fun to listen to in loop.

The tutorial text disappears too fast at times; although that could have been me pressing a key to skip the tutorial text. The switches puzzles are difficult to get right as I'm randomly turning on/off switches and not knowing which switches will actually open the cell.

There should have been clues lying around the area so that I can solve the puzzles. Think of the older Tomb Raider games with their use of hint popups, book notes or Uncharted with their journal entries.

Luckily for me, I completed the game after writing the feedback too as I finally solved that last puzzle.

So basically this game is just monsters moving up and down to reveal connection? 😁

The way the game works is you need to move towards the big rock ahead, look at it, get close to it until you see a red square at the top of the rock. Then, press the Grapple key to grapple on the rock. Then, you need to look at the branch above the rock and look for a red circle that will tell you to swing on it. Press the Swing key and you can jump to the next area. The next area was meant to make a connection from the power cable to the generator to connect it to the door so that it can be opened.

This game is really fun. That monochromatic palette was well implemented into the game and fit the dark atmosphere of the game. The way that the lighting stones are connected to each other to make sure the area is fully lit and the player can progress.

My only pet-peeve with the game is that when your torch dies out, I always have to restart usually because I got lost and confused as to where I should go next. Objective markers would have helped here and prevented the issue of being lost in an area where I'm very likely going to get stuck on. The gameplay is solid and so is the depressing, yet relaxing music.