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plasmadroplets

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A member registered Feb 14, 2023 · View creator page →

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as someone who has played Johnny Upgrade a lot, this is an idea i appreciate greatly! it's a really cool spin on the theme, and the gameplay feels good. i especially like the JU method of having alternate paths that only become accessible once you upgrade enough. (i went for the same strategy i undertook in JU so long ago; buffing the coin multiplier before anything else, which proved just as effective as it was.) 

the single biggest criticism i have is the shooting mechanic. the delay between the input and the shot is very long, which feels unresponsive and clunky, and was very frustrating in the endgame. i also think there was room for more polish in the area of sound effects. 

still, those concerns are minor, and overall this is a brilliant product. fantastic work!

a very well polished bullet heaven! the immediate highlight of this game to me is the game feel; the visual effects and art for firing and tearing through foes are reeeeaaaaaally good and extremely engaging! i especially enjoyed the spectral daggers attack. the diversity in attacks was very cool, and they all felt quite polished individually. using cards as bonus spells was a cool spin on the formula, although i noted that the use of MP felt quite pointless as the cards' long cooldown typically meant that you'd already regenerated all your MP by the time they were ready again.

my main criticism is that the balancing could use some work, as it feels like the early game can be too punishing, but then very quickly becomes too easy once you get the right cards. however, i appreciate that this is difficult to do well in a time-limited jam environment where you can't test as thoroughly.
it also seemed like there was no audio, despite there being audio settings? given how good the polish is already, i'm sure even just a little bit of sfx would really take it to the top. 

overall, i'm very impressed with this game, and it's extremely fun. incredible job!

a wonderful platformer collectathon! i found this game very engaging. it's clear you've made a real effort to work with the theme, which i like a lot. the concept is fun, the difficulty is well-paced, and i like the diversity in the hazards. the timer was also a gentle but welcome pressuriser; i made it with literally one in-game minute to spare.

i think some of the hazards could've used more balancing, especially around the mid-to-late portion of the game. i noticed that many hazards had hitboxes that were actually larger than their sprites, a reversion of the traditional method of making the hitboxes smaller for a fairer-feeling experience. the enlarged hitboxes led to many deaths that felt frustrating and undeserved. i also think there was room for a little more polish in the audio area; while the background music was good, there were no sound effects, which i think would not only have made the gameplay more engaging but also improved awareness for hazards like the aiming turret.

overall, a delightful platformer that i'm glad to have completed and whose end screen made me very happy. wonderful work! 

i love the screenshots, the artworks, and your use of language in general (the name is fantastic and "knocks 'n' clatters" had me rolling) but unfortunately the levels won't open for me at all on my downloaded build. is this a known issue? 

got a high score of 183, which at the time of writing is the highest.

an engaging game! i think the highlight to me was your use of visual assets and the animations. i noticed through playing that the platforms have predetermined arrangements rather than being wholly procedural, which is an effective anti-softlock method. overall your execution of your idea was good. 

however, i do think the game had room for improvement in a few areas. i think there is very little game juice/feel in particular; few sound effects were used (though the coin pickup sound is nice), and i didn't feel like the act of jumping and platforming was very engaging in and of itself, which prevented the game from being truly addictive to me. i think that, as the game's main focus, that could have used more emphasis. i note that this game was submitted nearly four days before the deadline - i think given the excess time you had, there was room for more polish in general. 

i also think the difficulty could have been dynamic, as the lava appears to travel at the same speed throughout the entire game; i quickly moved upwards so that the lava was offscreen, and never saw it again until i decided to stop - in which i backtracked, then fell as the previous platforms had despawned, and i plummeted for a full two minutes before meeting the lava x) which gave me the impression i could've kept that run going for much longer. 

regardless, as before the fundamentals of your idea are clear and quite well executed, and i'm sure this could become very engaging with a little more polish and freshness. well done! 

glad you enjoyed! appreciate you also repping the UE jammers! 

your feedback is also appreciated, we've heard from a few people at this point that some form of aiming aid would be useful, so this is something we'll bear in mind for the future :) 

thanks so much! the feedback is appreciated!

hey, thanks a bunch! appreciate the feedback, conveying the ideal rhythm to the player does get difficult at extreme speeds and we didn't quite find an answer to it before submission, but it's something we have in mind for the future! really glad you found it addictive and enjoyed it so much, this has made my day :) 

thank you for playing! this is very helpful, flow's definitely a state i'd like to get better at harnessing (i was looking to have more of a pre-round pause that didn't quite come to fruition before time caught up with me). i've got some more ideas planned for this, once i recharge a bit :) 

fantastic idea! love the psx visuals! very fun piloting a hapless ragdoll, it took me back to gmod

your ideas are really cool! your take on the theme is interesting, and it's awesome you've already got a well fleshed out plotline to go with it. the art's also very nice, and the music track rocks :) 

very enjoyable! i like this interpretation of the theme a lot and i especially love the sound effects lol