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TyIerDurden

17
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A member registered Mar 21, 2019 · View creator page →

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Спасибо огромное, что сыграли в мою игру!

Да, сейчас действительно кажется, что от атак почти невозможно увернуться, но это было сделано намеренно. Изначально я хотел, чтобы игрок мог увернуться от одной атаки, но не от второй, а затем постепенно понял мою задумку.

Однако баланс и паттерны атак босса оказалось очень сложно настроить. С дальнобойным оружием игроки слишком легко находили безопасную позицию и проходили игру. В итоге я не смог реализовать первоначальную идею и пошёл на компромисс, оставив нынешний вариант.

Теперь я думаю, что, возможно, стоило добавить механику переката. В будущем я наверняка придумаю ещё несколько способов улучшить этот момент.

Ещё раз большое спасибо за отзыв!

Спасибо огромное, что сыграли в мою игру!

Да, сейчас действительно кажется, что от атак почти невозможно увернуться, но это было сделано намеренно. Изначально я хотел, чтобы игрок мог увернуться от одной атаки, но не от второй, а затем постепенно понял мою задумку.

Однако баланс и паттерны атак босса оказалось очень сложно настроить. С дальнобойным оружием игроки слишком легко находили безопасную позицию и проходили игру. В итоге я не смог реализовать первоначальную идею и пошёл на компромисс, оставив нынешний вариант.

Теперь я думаю, что, возможно, стоило добавить механику переката. В будущем я наверняка придумаю ещё несколько способов улучшить этот момент.

Ещё раз большое спасибо за отзыв!

Спасибо тебе огромное за то, что сыграл в мою игру и так быстро нашёл все три концовки!

Я тоже попробовал LooP — прыжки действительно ощущаются очень приятно. Сначала я подумал, что это будет обычный платформер, но когда дошёл до третьего уровня «Головокружение», был по-настоящему впечатлён. Это очень свежая и необычная идея!

Правда, на уровне «Вверх ногами» я застрял: после множества попыток наконец добрался до двери и только тогда понял, что забыл взять ключ. А потом ещё много раз пытался подобрать сам ключ, но так и не смог . Возможно, я просто не понял нужное действие.

Очень классная работа и прекрасная идея. Спасибо ещё раз за игру и за то, что сыграл в мою!

Thank you Focaccai! :)

Thank you so much for the detailed feedback!

You’re right that the cats look like they should be interactable, but there isn’t currently a way to talk to them. Honestly, being able to talk to them would be really fun. The arrows are only meant to show that they’re moving NPCs, while the different colors indicate their current states.

The short runs, unclear app benefits and costs, and lack of onboarding are all points several people have brought up. They’re definitely things I want to address in a future version: teach the core mechanic first, then introduce the apps gradually.

Thanks again for playing and for taking the time to write such thoughtful feedback. It’s really helpful!

Wow thank you so much for playing! I’m honestly amazed that you found all three endings so quickly.
About the attack ring: you’re right, the character can feel too slow there. The gap is randomized, so getting through it safely currently involves a small element of luck. I tried many different solutions, but most of them made some ranged weapons far too easy to win with, which went against the design I was aiming for. In the end, this was the least-bad compromise I could find.
It’s a really good question, because I spent a lot of time thinking about it. If you come up with a better balancing solution, I’d genuinely love to hear it.
Thanks again for playing and for the thoughtful feedback!

Thanks a lot for the detailed feedback netravelr! You're absolutely right about the apps — my original plan was to start with no apps unlocked and introduce them one by one. The idea was to push players into a "blind treasure hunt" first, then give them tools as they progress. But I really underestimated how hard map design would be, ran out of time, and just unlocked everything at the start. Glad you saw the same thing I was going for!
The phone-off idea is really clever — switching between saving power and checking info could be a fun layer. And yes, a prompt at charge points is something I'll definitely add next time. Several people mentioned the same thing. Thanks again for playing and for the great suggestions

Hey Felix — I just realized I misunderstood your arrow suggestion. You meant a small first-run orientation cue, not removing the blind-search tension. That makes much more sense now. Thanks again for the thoughtful feedback!

Thank you Atlas :)

I love the clean, modern art style, the growing VFX, and the SFX — they all fit together so well. I also love how naturally the charging mechanic connects to the theme. I can really feel the experience behind the design, and it gives me a lot to learn from.

I absolutely love your art style—it’s so clean, refined, and elegant. The whole game feels incredibly polished, and I especially love how cleverly everything ties back to the theme of “charge.” Wonderful work!

Thank you! :) Cheers!

Thanks a lot for playing and for the feedback! I've heard a few people mention the apps being confusing at first — definitely something I'll improve next time. Really appreciate it!

The art caught my eye right away — very Metal Slug vibe. The hand-crank charging idea is brilliant and hits the theme perfectly.

I really love this football game. I even played it a lot during my lunch breaks. Once I played as a CDM and reached almost 200M in market value!

I really like the art style, and the gameplay is great too.

Wow, thanks a lot Felix for such a thoughtful comment! It means the world to a first-timer to ship a game and get real feedback from an actual player.

You're right that the map can feel disorienting at first — an on-screen arrow is a solid idea to help players get their bearings. Actually, my original design was to start players with no apps unlocked — the "blind treasure hunt" was meant to be the first phase of gameplay, forcing you to wander and search just like the real-life panic of a dying phone. The plan was to earn app unlocks later. I even wanted to do roguelike-style procedural map generation, but that didn't work out, and by the time I got to layout design I was running out of time. So I just unlocked all apps from the start — which made the opening less curated than I envisioned.

Another mechanic I wanted to emphasize more is the Shift charge (sprint) bar — since it doesn't refill, deciding when to burn it is meant to be a core strategic decision, not just a convenience. But honestly, the current tuning doesn't make it impactful enough; it ended up feeling optional rather than critical. That's a balance I'd definitely revisit.

Anyway, I shipped it, and now I have my first real player who actually played and left a comment. That alone makes the whole jam worth it. Thanks again Felix!