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b2jammer

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A member registered Jan 25, 2020 · View creator page →

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Looks very nice; I especially love the particle effects when moving the ship or blowing up asteroids. Music is repetitive, but it's at least fairly quiet so it doesn't get obnoxious.

Otherwise, it's a solid version of Asteroids. Controls about as well as I could expect it to, and though the playfield is a bit cramped, it's not too bad if you stay away from the edges. Not sure if there's a twist to it, since I can't seem to get past level 1 (I was never that good at og Asteroids, to be fair).

This is a very clever idea for a competitive game! I appreciate the simple control scheme, but the game is hilariously biased in the Dragon's favor. Having three projectiles makes it basically impossible for the Knight to safely close distance, and thus the Dragon doesn't have to waste precious Control trying to approach or flee, especially since the combatants usually start really far apart from each other.

The recoil spinning was a bit excessive too. I assume the physics engine is at fault here, but that could get pretty nauseating at times, especially as the Knight.

Fun idea, and I was at first surprised at how well Jeff seemed to know the level design. I think he moves and falls too fast though, and it can be difficult to kill zombies or make precise jumps because of it.

I was intrigued by the title and premise, and I like the aesthetic - very consistent and nice on the eyes. Unfortunately, there wasn't a lot of gameplay here. I wanted to like the idea of merely being an assist to the actual protagonist, but this guy just mindlessly wanders around without any real goal, and you have no means at all of influencing their decision making. Maybe I just had really bad luck, but I was stuck in the first two rooms for about 10 minutes before throwing in the towel; I didn't encounter any enemies or obstacles whatsoever, so I was left confused.

I like the idea; it really appeals to my inner programmer and puzzle solver, and the first few levels do a good job explaining how the mechanics work. The simple art style also adds quite a bit of charm.

Once the game gets to real-time modifier switching though, there seems to be a nasty bug where the modifier icon will disappear if I move the mouse too fast, causing it to glitch out and forcing me to reset the level. Later levels get pretty time-critical about this too, and there doesn't appear to be a way to pause the level without completely resetting, so I just gave up after a while. If it weren't for that (imo game-breaking) bug, I would have really clicked with this one!

I loved the story! "Black holes don't listen to the law."

The gameplay was fairly solid. My only real nitpick is that the bombs' trigger radius isn't very clear (it seems much larger than the sprite itself, which makes sense but isn't immediately obvious), which got me unfairly killed on about screen 5 or 6. Not a big deal though, since the levels are so short.

Just a quick note, I liked the aesthetic dissonance. The name, bright and cheery title screen, and relaxing music with no sound effects was both eerie and soothing in a weird way, and it was fun to experience.

While I don't think a flight sim is the most original idea for this challenge, given that their controls are usually pretty messy as is, I appreciate the simplicity in this one. Just a steering wheel, throttle, and a handful of buttons that all do the same thing - cause havoc until you shut 'em off. 

The learning curve was a bit steep at first. The tutorial screen goes away a hair too fast and should transition after a button press rather than automatically, but having it as one of the screenshots on itch.io definitely helps. The real issue was that it isn't always clear where to click on the controls to make them move, especially on the tilt throttle which kept moving up even when I wanted to move it down.

I adjusted fairly quickly though, and managed to complete a successful run on my 3rd try. There's just enough chaos to keep you on your toes without being overwhelmed, and it really tapped into that sense of flow that you normally would experience in a rhythm or fighting game. It was quite cathartic.