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Sparkfly2000

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A member registered Feb 07, 2025 · View creator page →

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Having a rat-poisoned piece of cheese in the second level was just cruel.
The camera is pretty jerky following the rat, but gameplay was pretty fun! The jump served no real purpose, but the rat poison being introduced in the second level added a little bit of complexity to the game which was enjoyable.
It's difficult to find the trash when you're nearing the end of the level, so something like a radar would help greatly.

The concept seems fun, but I had too many issues with odd hitboxes when playing through the game. Whenever an enemy hit me, I would get sent into the air. Whenever I let go of the shopping cart, it would push me back and was near impossible to navigate around. When an enemy was coming at me, I let go of the shopping cart when they got close, and it launched them out of the map. In another similar situation, my shopping cart ended up above me, floating in the air.

It's a pretty neat concept, but it could do with some bug-fixing and more mechanics. A way to combat the other shoppers would add so much fun to the game.

The concept seems fun, but I had too many issues with odd hitboxes when playing through the game. Whenever an enemy hit me, I would get sent into the air. Whenever I let go of the shopping cart, it would push me back and was near impossible to navigate around. When an enemy was coming at me, I let go of the shopping cart when they got close, and it launched them out of the map. In another similar situation, my shopping cart ended up above me, floating in the air.

It's a pretty neat concept, but it could do with some bug-fixing and more mechanics. A way to combat the other shoppers would add so much fun to the game.

There is a problem when attempting to run your game, but it is an easy fix. The executable file is called "FieldsAndFeldspar_Corner", while the _Data does not share the same name, instead being titled "WardensOfDawn_Corner". Both of these files need to share the same name. I renamed the .exe and it ran properly.

It took me a second to figure out how the upgrades worked, so I lost on the first level in my first attempt. I thought that they would be on a tower-by-tower basis and did not expect them to be overall upgrades. Once I figured this out, it became so fun. Stacking gold mines to maximize gold output and then just upgrading everything proved to be a great strat, as I would get up to 1000 gold per second. 

I really like the main gameplay loop, but I wish there was a way to destroy towers that had been placed down, since I misclicked a few times in later levels. I also think there were a few instances in which costs didn't update. The gold mines stayed the same price to place throughout my playthrough, despite seeing they were supposed to go up in cost on the upgrade UI.

This game was really fun. The concept of only being able to block and parry is great, but I wish that there was more variety to the actions we could perform. Gameplay boils down to just hitting the spacebar at the right time, like a rhythm game with no beat. I think it would be really fun to incorporate something like Punch-Out's blocking heights, where you have to block low, high, or center depending on where the opponent is aiming. There being different key binds for different types of blocks would spice things up a lot.

I didn't know that I was supposed to double back to the first door to end level one. I thought it was bugged, since I had all 10 notes and nothing happened.  Each level just adds more features to the previous one, but I had a lot of fun with the enemy on levels 2 and 3. At first, I was convinced he was chasing me, but the more that I played I realized that he was actually patrolling. I couldn't use my cursor at the end, so I had to Alt+F4 out of the game, but it was a nice simple game.

A pretty fun game. I liked that the cars in the road had behavior for collisions. Sometimes when I clicked, the frog didn't move, but I may have been clicking either out of movement range or during a cooldown. Having other items that come across the road that provide additional points would be a fun additional feature.

I attempted to play the game in landscape mode, not knowing it was meant to be played in portrait. Once I figured it out, it worked perfectly. This is indeed Minesweeper.

End game functionality is missing and the UI's positioning is a little janky. All in all, the core functionality of the game is there, and it is an interesting concept. Have you ever heard of Hungry Knight?

Very fun and polished with animations and particle effects. My only comment is that I think it would be cool if the speed of the balls falling sped up the higher the player's score went.

A simple and fun game reminsicent of Fruit Ninja. The game consistently lags when the first slime is clicked and gives a warning in the console, but functions perfectly smoothly afterwards. It could help players to have functionality for dragging across the slime instead of only having functionality for tapping it. It could aslo be interesting if there were some special slimes that gave more than one point.