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tacecapS

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A member registered Jun 12, 2020 · View creator page →

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Screw it, I've got plenty of keyboard space, I'll add F as grapple :P

Nicely done! I loved the weapon and enemy variety, but some enemies felt nigh impossible to kill with the initial weapons, making it more sensible to just run past them. The game picked up when I got the sniper rifle, that felt like a well-balanced damage output.

Thanks for playing! You can also use right shift for two-handed playing, but after the jam I'll add an alternate control scheme using arrow keys and Z/X, since multiple people have pointed this out, thanks.

Nicely crafted progression! It kept me engaged the whole time, nice job!

Nice idea, but it's possible to spam all the rhythm buttons to get all the timings.

Actually a super awesome puzzle concept! The care I had to take while moving reminded of puzzle greats like Stephen's Sausage Roll and Snakebird. You could move on with this idea, the puzzles are super tightly designed! (Level 8 and 9 gave me a real run for my money!)

I like the enemy variety, but the attack felt a little unresponsive and sluggish. Also, you have this upgrade system, but the chances to buy them are so few and far between. I want to buy more upgrades!

Super satisfying progression, I was hooked throughout the entire game! I would've loved some sort of final boss as the ultimate challenge to beat the game, but I just called it after getting 10000 money in one run. Nice work!

Ah crap, I actually do have controller support in my code but I forgot to enable it (literally one line of code 😭). I'll do a tiny update when the jam ends, thank you for pointing it out! And thank you for playing!

Super interesting! This is definitely a one-of-one concept in this jam. I'd maybe like some more game-y tools for the player to help them dial in on the correct location (maybe marking on the slider where the previous run was sent from). Otherwise enjoyed it and got to the end (the debug mode was fun!)

Nice enemy variety for such a short development timeframe! Perhaps the melee attack could be buffed a slight bit, the axe throw quickly became the only real viable way to deal consistent damage without being hit. This was fine for me since I liked the axe throw, but all builds should be viable :P

Thank you for playing! In a late pre-release version of Piston Vault, the first corridor was 2 whole tiles narrower, it was a real thread-the-needle (my playtesters were not happy with the jump between the two first pistons lol). And colouring some parts of the tutorial text is a great idea, thanks!

The dive-bounce mechanic was sooo satisfying! You could make a whole game about that mechanic, chaining bounces was so fun!

Super clean platforming movement, I instantly felt at home with the controls (probably from playing Hollow Knight)! Beat the game on my first try, but the difficulty was appropriate in my opinion. Music is banging, too, seriously good job on that (is that the Megalovania soundfont I hear?)

The dash should definitely become available if you hit an enemy with it for quick chaining. My gut feeling is that a standard cooldown might be a little annoying to keep track of, so maybe the dash could become available if you touch the ground? So if you miss an enemy with the dash, you have to land for a second, ending your combo, or steer into another enemy without a dash.

Super pleasant. The chewing sounds were so cute and the art is endearing as all get-out! Really liked the skill-based part of getting the neighbour to their final state of awareness to return them to zero quickly.

Nice gameplay loop! Time was a really compelling resource to manage, nice work on the balancing. Really enjoyed your leniency about pausing the timer in certain areas/menus, as well.

Loved the art style! I wish there was a bit of indication in which direction the souls spawned, it was pretty easy to get lost. The souls reminded me of the aliens from Majora's Mask :P

The most fun part of the dive for me was the horizontal burst of speed when hitting an enemy, so perhaps a third button besides left/right steering to perform a horizontal dash like that could be fun? It would make it easier to hit enemies, and with that, maybe an enemy hit combo system could be feasible.

Had to dig deep into 1337 speak knowledge I thought I'd lost, fun concept! I think it's a bit cheesy to not allow players to rethink choices by counting up again, though. I know it's because of the theme, but in a puzzle game, refining your choice while you're making it is an expected option.

Fun gameplay, this could be a phone game! Going back up at the end was so rad, too.

Nice concept! It feels tightly designed because the three currencies in the game work very well together and are all very unique. To be a bit more lenient to first-time players, maybe the timer should start a little higher, but otherwise no notes.

Well-designed gameplay loop overall, I'd say! I loved the extra layer of picking out targets that would tip more, that's a genius addition. My only gripe is that the elevator having to be cranked to the absolute top every time removes a bit of strategy from the game. Nice, complete package!

I loved the scripted cutscenes, impressive feature to have on such a short timeframe! I think I suck at the card game, but getting absolutely cooked by an insane combo by the bot was sending me, so I still had a great time haha

Great fun! I can totally see the potential to expand the concept even more. I'm thinking of buying new types of flippers, buying extensions to the board, buying effects when a ball is dropped... so much potential stuff! Nice work.

Took me a second to get the hang of things, but then it was a pretty engaging little time management game! I did run into a bug, though: the day ended while I was sitting in the chair, and when I reentered the level, the character was gone.

Holy cinema. I need more! You've got serious writing chops, friend. I'm a huge NisiOisiN fan and this scratched that itch for me. I'll be checking out your other projects!

Cute story, but I was a bit distracted by the art direction. Sprites are clearly procured from many different sources and don't share an artstyle (or even consistent pixel scaling). I appreciate your design document, though! Many jammers are way too busy to properly think their game through like that.

So polished, well done!! The variance in weapons is so killer and the game feel is just chef's kiss! This game is brimming with style AND substance, love to see it.

Super solid puzzler concept here, really polished, too. I will say it's one of the easier puzzle games I've come across so far, even if you go for every collectible - enjoyable nonetheless!

Nice premise! I really loved expedaniel's unhinged little portraits. A great package, all in all.

Enjoyed this a lot, I think most programmers will! There's plenty of room to expand this idea, too. I'm immediately thinking of other assembly instructions like ADD and SUB. So much potential if you consider instructions with more than two arguments!

No cost too great.

Sooo pleasant, what a great vibe! The rolling sheep were by far my favorite (honorable mention to the immovable sheep towers tho). Also, in the final level, I don't know if the floating sheep heart congregation is endearing or foreboding lol

Just fun! It's a bit hard to follow the story when there's a constant timer going on, though. The visuals aren't the most polished but you make up for it in gameplay, it's really tight!

Pretty fun! A bit of rebalancing is needed, though. Starting off the game is pretty brutal and then after the first rewind it becomes a cakewalk - and there's nothing to spend excess money on when all the turret slots are filled. The last stretch is satisfying though!

Great experience all around. A complete story, engaging gameplay, optional bonuses, twintails... no notes! The last room really gave me a run for my money. So yes, I *did* have a blast!

So satisfying! I really enjoyed the feeling of expanding my territory throughout the levels. Charming art, good gameplay, and impressive performance (thousands of animated characters in a web build!)

Such a perfect little package, your art is so pretty! What do you mean the yuri is doomed tho ;-;

Great job! The escape sequence was epic and the clock-hand mechanic was unique. The difficulty might be a tad high with the sensitive controls, but it made completion all the more satisfying.