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testzero

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A member registered Apr 02, 2019 · View creator page →

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Really really cool, but also really hard to see. I love the atmosphere and the use of puzzles to solve clues, although the physics in the rotating ball puzzle is really sensitive. The way the clues are presented in tiny text at the bottom of the screen makes them hard to follow and read, but you should definitely work on refining this idea.

This is really cool! The movement is kinda goofy, but the atmosphere is excellent. The sound design and art are both wonderful. Jumping could be a bit less stiff and offer some more height, and I'm not sure if you're able to actually shoot at an angle? But there's some fun stuff here. I liked it.

Really cool start of an idea. With a bit of polish this could be a pretty cool action platformer with a bit of puzzle solving involved.

I like the aesthetic, kind of like flatland. I appreciate that the password is randomized each time so the player can't just brute force it. But beyond that, Yeah, I can't really figure out how to complete any of the other tasks. 

There's not a whole lot here. Seems to be kind of a management sim where the workers accomplish one thing and the dancers accomplish something else, but it's not very well explained.

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If there's another button needed to use the rocket, you haven't explained that to the player.

Yeah, not sure exactly what's going on here. There's no real tutorial or onboarding and the controls don't seem to respond.

Really cool concept. The graphics are a lot of fun, very Psychonauts/Invader Zim. 

But doesn't really explain well how to interact with each of the objects in the map, so it's hard to really get invested or understand the game.

Reminds me a bit of 2048. As a prototype, there's something here. Maybe try polishing it up a bit.

Well, at least you tried.

Hearing that you had 0 playtesting makes a lot of sense. You have a really cool concept here, but the timing is super tight and unforgiving, even with the necessary upgrades. A bit more refinement will go a long way toward making something special. 

Really solid foundation for a game. I like the concept a lot. Just desperately needs more levels, yeah.

Really clever idea, but I think making a much clearer distinction between the two characters would help a lot, like changing the color of the background as well. That way the player won't have to be staring directly at the character to remember whether they're in Move or Shoot mode.

good concept, but yikes is it buggy. The controls will just randomly lock as if you clicked out of the window, you completely fall out of the map if you walk too far, and as others said, the enemies are really annoyingly fast for how unresponsive the movement is, so it doesn't make for an especially fun experience.

The art design is phenomenal, but the gameplay is really inaccessible. There seems to be a lot here, trying to rescue the right bodies, but there's a lot dumped on the player at once and makes it really hard to play. This is a shame, because you have a really unique concept and fun graphics.

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That was really cute and creative! I love the idea of traveling backward through the book. I feel like you can do some really clever things with the narrative that way. 5's across the board!

I feel like I've played many games like this, but there's a solid enough idea here. Making another 19 or 31 levels would give you a really solid puzzle game.

Really cool idea, but brutally unforgiving for a puzzle game. Being forced to be perfect every time and being penalized just for restarting a room is not conducive to this type of game.

didn't really understand what was going on, but the atmosphere is sufficiently creepy and the controls are responsive.

Someone played Vampire Survivors

This is really sick. Good core gameplay loop. Easy to just shoot enemies and focus on your upgrades. The timer keeps things nicely frantic. The balance feels okay, but it does seem a bit easy to cheese (But better too easy than too hard for a game jam)

Better onboarding would be nice. That's a lot of text to dump on the player right at the start and kind of hard to read against the background. If you did all the art yourself, that's great though.

Surprisingly engaging little game. There's a bit of strategy being able to kite the zombies around. I'm not sure if that's intentional, but it might be a feature worth refining. 

there's not a whole lot here, but the movement feels alright. shooting the gun feels satisfying. maybe zoom the camera out so you can see more of the field.

Seems like energy takes WAY too long to accumulate, so unless there's a way to upgrade that, it just feels really slow and tedious. 

Cool premise, like a single player KTANE. But it's really unresponsive and hard to tell if it's working correctly.

Haha, really cute with a lot of energy! Ran into a problem with the second bomb (cut the green wire) where the car got stuck and I had to run on foot to the final bomb, but managed to do it on second attempt. 

There's a solid foundation here, just really needs some more juice and feedback (and hopefully some sound) to make it more tactile and clear what's going on for the player.

Artwork is good, but yeah.. not really any game here so can't say much.

Controls are alright. The camera could be a bit more zoomed out for how fast the player moves, but the animations are fairly clean. It seems to end when you still have 1 coin left, though, and reloading the level makes all the coins act as platforms.

In terms of movement and physics, it's alright. graphics are fine. You obviously understand enough about player psychology to manipulate it, I just hate troll games like this. Yeah, you're an asshole. Congratulations. Doesn't mean I want to play your game. I'll give you a good rating, but I can't really say I had fun.

Someone played FNAF ;)

(Unfortunately, that someone is not me, so I don't have that context for how the game works)

But the art has a very cute appeal to it.

Oh, okay. Haha, I guess you ran out of time. But the visuals are certainly nice! You have a solid foundation here, just keep adding to it post-jam.

Reminds me of the Warioware kind of games. I can see this being pretty cool with more varied games and visuals, but the core gameplay loop is engaging enough.

For this stage, maybe make the squares disappear or dim if the purple cube touches the wrong one.

Okay, wow I quit. That was amazing. I'll never top that.

A little clunky to control, but an undeniably striking visual aesthetic. A few improvements like better controls, more clear objective markers and how to use the various objects would go a long way, but there's definitely something here.

The crayon drawing art style is peak. If it were combined with some really clever writing and engaging time loop gameplay, you'd have something really special here.

Not a whole lot there, but it controls okay and the framerate is fine.

Could definitely use some better feedback for how the future self works, but there's some cool ideas here. Something to add in a future (ha) update

Really cute idea, not overly difficult and fairly forgiving as long as you don't make too many mistakes. Might be neat to randomize the codes so they're different every time, unless you want the player to be able use knowledge from previous runs, which is certainly an idea.