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Cam Connor

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A member registered Oct 23, 2024

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This was a really cool spin on the falling block puzzle genre. The tutorial had me a little confused at first, and it took me until after to realize that all I really needed to do was form math equations with the block lines. But once I got that down the game became a lot of fun. Having to balance between setting up lines for attack and defense was also a nice touch.

My only complaint is that at one point my lines got pretty high up, almost to the cutoff line for defense. And as I was trying to clear a horizontal line that high, it instead kept clearing vertical ones. I guess the game prioritizes clearing vertical lines over horizontal, but that can sometimes lead to you being stuck in a loop where you can't get an attack going.

Otherwise it's a really cool game, I'd love to play the finished version when that comes out. 

Oh one more thing, when you scope in with the sniper rifle the aim sensitivity is a little too high. It makes it harder to aim while zoomed in.

I think this game is pretty interesting so far and has a lot of potential. I only made it past the second large temple level (the one shown in the first screenshot) so my feedback is based on the game up until that point.

-The art is great. The first big open area really impressed me with it's weird ethereal atmosphere, and the levels inside the temple are appropriately moody with the dark corridors. The environments make great use of contrasting darkness and light, and some of the really huge canyons and temple corridors are just a marvel to look at.

-The gunplay is generally pretty good. Although I thought the weapon balance was a little weird. The shotgun is clearly the most versatile weapon and my go to for like 80 percent of encounters, with the sniper rifle being amazing for taking out anything from a distance. The flare gun has it's niche uses, and the summon weapon is good for baiting enemies and playing defensively in certain areas. I think the lack of a good machine gun is maybe an issue here. I realize that the smg is intended to be kind of a subpar fallback weapon with it's one upside being that it has a massive amount of ammo, but I think a good automatic weapon would round out the roster and feel good to use in those big hoard encounters (as opposed to just using the shotgun all the time).

-I think the movement is interesting but also one of the roughest parts of the game right now. It really fun to slide jump and build up huge amounts of speed. And I think the jumps being floaty is also a good idea given how enemies swarm you.  But I think a big issue is that when you air strafe side to side, or front to back it feels really jerky. Like when I jump to the left I can press right and it immediately sends all my momentum to the right. This unfortunately make jumping feel a little hard to control and it becomes more and more of an issue the further into the game I get, since trying to jump around while avoiding the hoards of enemies can feel very unwieldy. And trying not to fall off ledges (especially on smaller catwalks) also feels like a bit of a chore since my jumps feel very unpredictable. I can tell this game wants to be like Serious Sam sometimes and sometimes it wants to be a more methodical exploration shooter but both feel kinda hard to do when I don't feel like I'm in full control of my character.

-Moving through water is really rough right now. You go so fast that it's really hard to control, and combine that with the fact that it's harder to see underwater and I'm afraid to fight anything underwater.

-The level design is varied and interesting. It has a great mix between dark corridors that you need to explore methodically and wide open arenas where you're free to jump around battling hoards of enemies. The levels also make great use of the different tools in your arsenal here. I like how the level where you find the archer summon is clearly built around baiting enemies from down the hallways into the larger rooms with the water, which are the perfect place to summon the archers and watch them shred the enemies. I also like how the level that comes immediately after you find the sniper is a huge open area where you can make great use of it. The pitch black maze where you can only rely on the flair gun to see is also amazing and genuinely spooky.

-I think the flair gun's light radius could be a bit bigger. I feel like I really have to spam it in really dark areas.

-I noticed a bug where if you pause while in the middle of a reload animation it causes the animation to freeze. You can get it to unfreeze by switching weapons.

-The music is a bit of a mixed bag. I think the levels that just contain ambience sound great, but when it comes to the actual music, it's kinda easy to tell that it's royalty free.

-The weapon lore is pretty cool. It reminds me of Dark Souls with how they give interesting context to what the story of this game is.

Overall I think that if you clean up the movement, make the gun roster a little more interesting, and fix some bugs I think this game has the potential to be a really great, strange, and atmospheric shooter. The level design shows some real intentionality here and the art is really cool to look at. I'll definitely be interested in looking at future updates.  

I can see the potential for a cool action game here but it's in a really rough state right now. It seems like you have the concept of an interesting combat system, with cool mechanics in theory. But the normal moves feel so sluggish that it doesn't really feel fun to try and string together combos. There doesn't seem to be any hit feedback either. It also doesn't feel worth it to try and combo enemies because they swarm around you in droves and hit you out your combo if you try to do more than like 3 hits.

The art is also pretty rough right now. I can see the type of saturated artstyle you're trying to go for, and it looks good in screenshots. But it doesn't look great in motion right now, with everything looking very blurry and a lot of randomly flashing lights.

Overall I can see the concept you're trying to go for right now but it needs a lot of work. I'd definitely suggest researching other action games more, and trying to get the basic combat feeling good before you add more complex mechanics and levels.

Pretty fun gameplay with a cool gimmick. Definitely felt a lot like Touhou. The art was nice to. My only complaint is that the difficulty ramped up really fast. Although I guess that's understandable since it's a short jam game. 

The visuals and music were really nice, and it's impressive that you programmed it in C. That being said I felt like the enemy design was a bit lacking. There wasn't that many of them on screen and it was really easy to just fly past them. The only time they felt like somewhat of a threat was right near the end when the corridors got narrower. 

This game has some great art. The story bit at the end was pretty good to. 

The gameplay was a bit simplistic for me but I can see why. It seems like good art and a cool world was the priority here. 

This game has some very cool art and the gameplay is also serviceable. I have a couple issues though. I think the music is really hard to listen to with how high pitched it is all the time. I also think the text was hard to read since it blended into the background a lot of the time. Other than that it is pretty creative and cool. 

Very cool premise. I liked going through the neighborhood and then having the whole thing get rotated. My only issue is I think the level design is pretty rough. I know that the game is supposed to be rage inducing, but having the first few platforms be super small and it being easy to slam your head on anything around them felt kinda awkward. It might have been better to ease the player in to the difficulty.

The visuals are absolutely fantastic. The sprite animations and the lighting effects are all really cool. The music is pretty good as well.

The gameplay feels a bit under cooked though. I kinda felt like I was just running back and fourth and mashing the shoot button until I eventually couldn't keep up with the zombies. The upgrades added a bit of strategy but it mostly just made the aforementioned running back and fourth a little more efficient.

This was a fun take on a classic game. The awkward controls definitely added to it. I enjoyed some of the level design ideas as well, like having to go over a jump in order to get one of the pages.

I rated and commented on it. It was a pretty cool game.

There is a good risk reward feeling when it comes to deciding between using your ores to upgrade your drone (which is essential) or saving them up to get out of the level. I often found myself risking running out of battery in order to get more ores before going back to the ship, (which is cool). The game really forces you to develop a strategy to get through each level and I could see myself spending a lot of time trying to beat it (I've only manages to get to level 2 so far). Overall it's a really interesting game and a great interpretation of the theme.