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omoikane

41
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57
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A member registered Aug 14, 2021 · View creator page →

Creator of

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Something about racing hot dogs with all the thematic swap options just put a smile to my face.

Some objects are a bit difficult to see against the background, but I like the herding-by-swapping concept.

I like the swapping concept in this one.  I wish this game was longer and wasn't so easy to get stuck.

Really polished game with exciting effects.  Managed to used every control that the console has :)

I like how reaching the goal makes this really satisfying sound, and also the whole concept of swapping between the two maps is really fun.  I wish it would keep track of stroke counts like regular golf :)

I like this style of tile combining puzzles, and it was really satisfying to reach the end.  I think a lot more potential can be had with more tile variations (such as tiles that can't be moved).

Challenging game, had to think really fast about how to fill that hole.

Fun physics and relaxing music :)

Fun physics and relaxing music :)

The character is based on Bocchi the Rock and that wiggly bit is her hair.

Thanks for the feedback!  I am working on making the trading places easier to find (after I fix the hint system).

Fun and challenging game, I wish there were powerups that would let me extend the bars faster.

Thanks for the feedback!  I have some ideas on making the offscreen trades more easy to find, I will try to get those in the full version.

The hint mode is a bit broken, it's also something I wanted to fix for the full version (I added it in a short time to verify that the generated maps are solvable, but I wanted to make it more general to get players unstuck).

This is kind of a weird humor/horror type of game between all the screams from cutting the fingers, but for some reason I kept on playing it.  It was strangely fun.

Short game, but the sound effects for rolling and dealing damages were very satisfying.

The puzzles were interesting and the music is pretty chill, but I wish there was an undo function that allows me to go back just one step (as opposed to reset), too often I would get stuck where I chose a bad first roll, and subsequent rolls would bounce back and forth between the walls with the dice ending in the same face it started with.

Really like the smooth animation of each unit :)

It plays exactly as promised in the title :)

The procedural map seemed interesting, although the game seems to crash with most menu actions at game/CircularMenu.lua:30 due to divide by zero (n%0)

A well polished game with funny dialogues.  The puzzle mechanic is interesting, even if I had to resort to brute force method trying every dice order most of the time.  It was good fun :)

The spinning effect is really neat.

I like that this game maintained the same spirit of Raid on Rabbit with all the background music variations and cute game over screens.  The multi-height jump system was interesting and more forgiving than Raid on Rabbit :)

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I think the directory is nested too deep, top entry in the ZIP file should be just "Rail Gunner.pdx" as opposed to "Rail Gunner/Rail Gunner.pdx".  Also, "pdxversion" and "buildtime" lines are duplicated in the pdxinfo file, and bundleID is missing.

Please add a "bundleID" line to pdxinfo

I like how this game managed to use every input that the playdate has to offer, although most of the progress can be made using just accelerometer since crank and microphone inputs felt flaky.

This feels like a vertical version of Karateka :)  The combos and background music are really nice.  I think the game would be easier if "up" was jump instead of "B", but maybe I just need to time my button presses better.

I like how this is played from the perspective of the toys, and the graphics feels very polished overall.  There are some weird lag at times and escaping the machine seem require a fair bit of luck depending on how the toys are stacked.  It was good fun.

Thanks for the comments!  The fact that the rocks hit so hard was actually a bug.  I have a fix but it also comes with many other changes, so I will upload the version after the voting period is done.

The rocks were more brutal than I had planned.  This (and a few other things) will be fixed next week.

This game felt very abstract indeed.  Not just the visuals (which were quite nice) but the whole concept felt like a sort of meta game.  I saw "the only way out" but I am not sure if I won.

At least the ending screen looks nice :)

I already implemented the option that makes the trajectory line persistent, plus a lot of other fixes.  Will upload new version tomorrow when the voting period is over.

The game occasionally freezes on start, and opening the menu really does break the game and require a restart (implementation details involving timing and physics, I guess?)  I couldn't progress very far with my badly timed jumps but it's definitely something I would like to watch someone else play :)

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After restarting the game, the creatures that destroyed your buildings in the previous round will remain on screen and not move.  There you can just zap creatures endlessly and spin the moon to your heart's content.  Fun!  The regular game before that was fun too :)

Relaxing garden game.  The scroll and zoom effects are really neat.

The controls feels like classic Asteroids, but with constant thrust near the center and helpless chaos outside the ring.  The idea of using moon phase for health display is really nice.  A fun and exciting game.

The gravitational effect is very difficult to master, but satisfying when I got it.  It's like bullfighting with asteroids.

Greatly appreciate the 8-bit music :)