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Cool update! Heard about it on YouTube

(6 edits)

Woah this is some really good stuff! I love the art

-A restart button

-Having the character flash during invincibility frames would help me better understand how long the I-frames are

-I personally would recommend removing the Godot loading screen

-The second phase attacks are very easy to dodge so maybe they should be centered around the towers or something

-Explain what the highscore is, maybe have it be part of the in game UI. Personally I think replacing the Highscore with a "lowest time" feature would be nice

-Finally, I think bigger attack with more time to dodge could help shake things up. Maybe those attacks could do more damage too


Edit: 

After trying the other characters I have another thought. Something that you may not have realized is that having a slower fire rate makes a gun better. This is because firing slows you movement so firing less is ideal. If you want characters to feel more balanced (which you may not, you might want some to be more difficult) then I'd give the slower fire rate characters some other nerf like slower movement speed in general or low range.

Also it's pretty fun to hit both the shrines with Paradox's gun at once but MAN does it feel OP lol

Edit 2:

I hear a low buzzing in my left headphone when the music plays, feels weird

Edit 3:

I noticed when playing as Abrams that his hitbox goes to the top of his head, this feels unfair because if we imagine the battle in 3D space that wouldn't've hit him if you get what I mean. I'd make the hitboxes be a circle around the character's feet instead of covering their whole bodies because of this

I'd be proud of how cohesive and fun to look at your art is though. Compared to the other shuffled games I played this one had the best art direction

I'm afraid I can't take a picture of my screen, all I can tell you is that it felt like I had to click way earlier then I thought

Game is zoomed in and is unplayable for me

Overall a solid game but I really which the enemy turn counter was visible because writing it down on paper doesn't seem very interesting to me

Could use more generous timing windows, especially since it didn't seem to line up correctly with my screen

Has a decent art direction

Major issues:

  • Could not find volume control
  • The tutorial being voice-acted makes it too slow paced for me
  • Lots of power-ups that I don't believe added much to the game
  • The walls are practically invisible despite being the most important tile besides the train itself

I think the game could either do with a shift to "minutes to midnight" or a bigger shifts in seconds because it seems like the maximum an article can shift the time is by 3 seconds, which make it hard to believe that 1 in 100 seconds could affect the societal motivation so much.

Great presentation and interesting idea but there just isn't any strategy to it. I could see it feeling similar to a game like 2048 with enough changes but as is it's a game of chance that I didn't find enjoyable

Hard to judge because it has many bugs and is generally a prototype. I will say it would've been nice if "enter" instantly ended the timer

Perhaps a too hard for a game jam

I don't know if the gameplay fits the story, I don't feel like incremental games lend themselves to a story of futility

I don't know if the gameplay fits the story, I don't feel like incremental games lend themselves to a story of futility

(1 edit)

I don't know if the gameplay fits the story, I don't feel like incremental games lend themselves to a story of futility. Also, I'd focus more on the idea of raising your "chudness" in the tutorial because when I played all I could focus on was the "something happening" which prevented me from relating to the chud