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Rare Dialect

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A member registered May 20, 2024 · View creator page →

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Thank you for the feedback! I'll make it a priority to add alternate keyboard controls when set to French language!

Edit: alternate keyboard is now supported on french language!

Hello! Thanks for playing and for the feedback :) I like the idea of a reroll but yes, it'd have to be pretty limited or cost sand. We actually do have lore for every single item in the dream journal that unlocks once you collect it enough times!

We'll take the rest of the feedback into account as we update!

Wait, hot sauce interacting with oil can is a really good idea! I'll see if I can get that in at some point.

Shot speed actually correlates to bubble grow speed, but fire rate might be more intuitive, I'll think on this.

Will definitely work on fixing that flock issue too!

Thanks for playing :)

This makes total sense to me! We've wrestled with the "minigame" terminology for exactly this reason, we don't want to be misleading - the games are really somewhere between a minigame and a full arcade game with, as you mentioned, lots of depth in each. Our hope is that including the "10 games, 1 roguelike" tagline helps align expectations with the final product. Thank you so much for playing and for the feedback!

THIS IS YOUR LIFE NOW (thanks for the kind words!)

Thanks so much for playing! You can get unlimited memories, they are passive (their effects are automatically in use at all times), and you cannot drop them in the current version :)

THANK YOU

This is such well thought out feedback, we really appreciate it! I totally get your thoughts on memories not offering enough unique builds yet - that's something I definitely want to lean into as we add more memories. Defined builds that are best suited to tackle a specific set of omens is something very inherent to the vision of the game, so we'll work toward making that more apparent in future versions.

I also particularly like the idea of offering a small amount of sand as a reward for skipping events.

I'm sorry to hear you weren't a fan, but we'd love to know more specifically what you felt wasn't working for you!

Thank you for playing!

Hello! Sorry about the softlocks, I can confirm we've fixed that issue in the newest version!

Also, all items do currently stack! You can take unlimited items.

So great! The perfect length to communicate the concept properly, and the dialog is super charming. Well done guys!

Thank you for the feedback! Our full demo will be out in a few weeks and we've been working on a ton of optimizations that hopefully allow it to run super smooth on as many systems as possible!

Thank you for the feedback! This is inspiring me to plan out some new items 🤞

Ah yep, I'm sorry about that. We've thankfully fixed that bug for our full demo, which will be up on itch in just a few weeks!

Hey thanks for playing and for the feedback! In the full release of the game we're planning to have "Nightmare Level," which is inspired by the Hades heat system (a group of difficulty modifiers tied to more unlocks). We'll make it extra difficult for you!!

We don't have arrow key support on any of the game modes (but I will consider adding it!)

It works like a charm! And yes, there are some in-game post-processing effects that don't work on HTML builds but have no issues with gx.games - strange, but I'm glad it works as an upload

Ah - I'm not sure if we have support for tablets, i'm unable to test that out.

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We use the gx.games export target as a zip and upload that!

Haha, we'll take it!! Thanks for playing

I'm sorry to hear that, just confirming, are you using mouse and keyboard?

That's the tradeoff with sticky hand, every memory comes with a price 😈

Thanks so much for the kind words!

This is really valuable feedback, thank you so much for taking the time to write this up!

I definitely hear you on Depths and Forest - I think for Forest we could incorporate bumpers with a lot more HP in the later difficulties to balance out the item upgrades that you've gotten so it isn't just "spam anywhere and you'll win"

For Mirage, we've tried a couple mechanics to distinguish it further and nothing's felt quite right so far. We have plans to try one more spin on it, and we'll be adding a lot more maps as well to increase variety. In my mind I see Mirage as a survival horde game, and Flock as a chase sequence!

Thanks again so much for your thoughtful feedback, it's really appreciated and helpful!

That's great feedback - do you feel that has more to do with the items being more overpowered/beneficial for those games vs ones like flock and voyager, or do you feel that even if you had no items the scaling would be uneven?

Thank you!

Thanks for the kind words, and sorry about this bug! I'll take a look and see if I can fix it for our full demo.

Really appreciate your kind words and for shouting out the performance! We're working on some bug fixes and optimizations for our full demo, which is coming soon!

Unfortunately I'm not aware of too many other games like it, but it was inspired by this old flash game! https://simianlogic.com/games/filler

There's a fullscreen toggle in the game's settings menu :)

Hey thank you! In the full version we'll have full isolated arcade modes for each game so you can play that one as much as you want!

Hi thank you for the kind words! So you're meant to collect the moons just the same as the other Aura but they have an effect that makes everything invisible for a couple seconds, to make things harder. We could definitely try to make that more clear in the full version!

Ah I'm sorry about that! We're aware of a bit of slowdown on browser for some devices - we recommend downloading the game to desktop for the most optimized performance!

Thanks so much!!

Appreciate u <3

Thanks for playing! Our goal is 10 full minigames in the full release :)

Thank you for playing!

Thanks for playing! Ah yeah the lag can become noticable on some devices as your build gets a hit crazier :) I definitely recommend downloading the desktop version (Mac and PC) for the most optimized experience!

Hey thanks so much for playing! I appreciate your critiques on the flock - there are definitely areas for improvement and we'll use this feedback when working on our full demo!

Thanks so much for playing and for the wishlist! We're aware about the rising pillar issue and will push a fix asap!