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Wolfenrahd

149
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A member registered Oct 11, 2016 · View creator page →

Creator of

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man that was difficult, kept failing at the very last one. that was fun, there was a lot to keep track of but the difficulty felt good, ended up replaying a few times lol.

It was hard lol but fun to wall run and stuff once i got used to it. Couldn't get past those long jumps tho. also I found that secret area

thx for playing

i liked the visual style, very relaxing. The gameplay loop was fun, had to replay a few times to see how much i could min max everything lol

thx, it was a lot of fun making and testing all of the weapons, glad you enjoyed them

Thanks, it goes up to round 6. I tried to balance it but, common case of devs being blinded by the difficulty, lol. My favorite combo i found was to upgrade spread and get the longshot gun at the end, melted everything.

Love the atmosphere and presentation of this. Reminds me of what I like most about games, giving people a certain experience. I liked the little details you used to support that, like the thoughts appearing and the sounds.

Loved what you guys did with the audio, and the beginning cutscene was great. I couldn't stop playing, lol

i'm sad because I want more

satisfying to shoot

It's too bad that you didn't finish. I had fun with what you had, and wanted more.
Moving to select the event was really cool, and switching out the music was a nice touch. Overall you nailed the aesthetic.

That's a lot of events, and with a pretty cool twist. I had fun playing through them.
Only one I got a little confused/stumped on was the skateboard one, it wasn't immediately as clear to me as the other events.

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I really liked the way that you incorporated the duck theme into the events, and the unique spin they all had.

made it to 104.52
it's too bad you couldn't finish, but i really like the polish

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Seeing all of the controls at once and then doing the run made it a little harder for me to remember them. But after getting used to them, they did feel good. Having the text being a part of the world was also really cool, as well as the atmosphere. Had to play multiple times to get a better score.
I did find a bug where if you hit where two boards overlap, you aren't able to the the board underneath in that spot

Love how atmospheric the sound and visuals are. I didn't see them all but I like that there are multiple endings.
Edit: nevermind, just did another playthrough and got the perfect ending.
like some others have said, the audio cues didn't feel very essential because of the visual cues (but from a game design view that's good ¯\_(ツ)_/¯

these puzzles were a lot of fun to solve, and like before it had great presentation.
the tutorial was nice, but i also liked that you left a sound for us to figure out.

I couldn't try out the microphone bit, but it's cool that you implemented that.
The gameplay was really fun and unique, and definitely challenging. Had to really stretch my hand to do those last words. Would make for a fun party game.

Yeah, fair about the theme. For spectacle, I meant for the player to be watched as they moved through the level, and the crafting mechanic for fusion. I wanted to use screens that showed the player, to show that you're being watched, but it doesn't work on web. I had some more stuff planned for fusion, but I didn't get to it.

I'll definitely add something like that for the tutorials. That's also a good point you made about the telekinesis, I didn't consider trackpads. Thanks for the feedback

Yo this was really challenging. I can see the celeste inspiration.
I think the camera moved a bit too much, and made it a lot harder to play. But I made it to the last level (i think). I liked the chase that happens near the end. I kept overshooting the goal on that level though. I think it'd feel more fair if it was taller.

I really want to see more of this. I love this art style and smooth animations. Had me smiling all the way through

As some other's have said, I don't see how the theme fits. But i really liked the background effects you had going on, looks really cool.

Really digging the art style. Was really hard at first, but I enjoyed learning the controls and making high scores.
The leaderboard and ghosts are a nice touch, and a good way to do the network modifier.

Super polished, down to the mechanics, the animations, and even the tutorial.
Can't stop playing👍

I'm a little confused about the controls, but it's cool how you mixed 2d and 3d here. I'm guessing that's the fusion part?

Thanks, that makes sense. I'll keep that in mind.
Yeah, you're right about the influence

Thanks for the feedback. Locking the stage was something I had planned, but didn't end up having enough time to do. And there was a sound effect for hitting enemies but it didn't make it in. But overall that's something that we plan to fix after. Especially for the player too, I know it's also hard to tell when you get hit.

Thanks! We spent a lot of time testing and refining the movement. There's still things that could've done differently, but I'm glad you enjoyed it

the monkey's animation makes me happy

Felt a bit overwhelmed at first, but as I learned the mechanics and got used to the pace, it became a lot of fun

The sword ability was pretty cool, felt satisfying

I had fun trying out all of the different upgrades. I went back to try to beat it multiple times but i can never make it pass the chaos of the later levels, lol

The stand rush part caught me off guard. Those moments and the audio were pretty enjoyable

Mechanics feel good, but all of the visual effects are a bit hard to look at

Man, this was kinda brutal. I did end up finishing though, then I played again to beat my time. (Played with checkpoints btw)
My best time was 208

I wasn't able to beat this, but I felt like i got far in one of my runs. Seems like you have to get lucky depending on what item you start off with. I had fun playing this. My two criticisms are that I felt like I had a lack of direction, and that the line of sight felt really aggressive.

I liked that fist shooting, I thought that was pretty cool.
The first time that I played though, when I got hit for the first time, the animation that plays is a bit confusing since it looks like a death animation,

I saw what I think was the hidden area, but it was hard to go through it because of the camera position. It was hard to see obstacles and platforms whenever I had to move left.

I really love the visual style you have going for this. I think you really nailed it.
I thought the game design was pretty good, up until the vines, as it becomes a lot more unforgiving.