Felt like more of a developer playing this than when I actually develop games lmao. I had trouble reading the documentation, but since I have no idea if that's a real issue or just me being incompetent i'm just gonna assume it's the latter.
Baeg'Ehl
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As others have mentioned, it's not really clear what this is supposed to be. However, I would like to give props for the controls - while the camera isn't great (esp with your cursor not locked to the screen), having your movement controls be independent from the camera angle is janky in a way that does not reduce the quality of the game imo
I enjoyed playing this game a lot. Movement was fine (I liked the ability to float combined with the double jump), and weapon(s) felt good to use...mostly. The primary weapon was fine (hit noise was good in volume, damage output felt normal), but the secondary weapon tricked me into thinking it would be stronger. I didn't realize that ammo wouldn't carry over between stages, and the 1st stage only had 5 rounds anyways, so I thought it would be some sort of high damage railgun attack. Its actual damage was a lot lower than I expected, but every stage past the first had plenty of ammo and it had better range/accuracy so it ended up being fun to use as well. It could do with a more noticeable hit effect though imo. I didn't experience the issues the other people in the comments have mentioned regarding TTK being too high, though I perfer my TTK high personally so that might just be me. I did, however, notice that the primary weapon seemed to shoot slightly to the right of where i was aiming (and sometimes seemed to lock onto something that didn't exist?), which could definitely make enemies feel tanky. My suspicion is that the projectiles are coming out of your arm, to the player's right, and are either going straight forward or aiming at the wall you're looking at...which causes them to miss at close range, and the spread at long range makes them do that either way. I did like the outlines you put around the enemies though, they were helpful and probably avoided a potential issue of having to hunt down the last few enemies of a level. Bosses were good for the most part, though the first boss had homing projectiles (which were really annoying since homing projectiles seemed to have infinite turn speed/acceleration), and the second boss' bee spawns were obnoxious enough that I just ended up DPS racing it to death. Not having fullscreen was a bit annoying, but esc (which I thought might pause the game) force-closing it caught me off guard and was pretty funny. Modifier implementations were all creative and interesting, and they impacted the game quite a bit which I thought was nice. Overall, I think the "bad" that was in this entry didn't really make the game better (or feel intended tbh) so this ended up being more of a "good game with a few minor issues" game than one that's "so bad it's good" to me.
I liked the sandbox style of this game. Initially, I thought the game just straight up didn't let you do stuff that wasn't specifically a solution, but reading the comments makes me suspect that the shape detection is just too funky - which was really annoying because it made it hard to drop explosives on everything and everyone. The parts of this game that were bad didn't improve the experience either imo
Great entry imo. The artstyle is both good and consistent (personally I liked the hand-drawn-looking style with that effect I don't know the name of), and I think the crunchy explosion PNGs and accompanying SFX really help make it SBIG rather than just good. It's also mechanically sound, with the minigames all being unique and fun to play (well, most of them - I couldn't figure out what the pink line game wanted me to do, personally, and the train game felt like a sadistic use of information most people wouldn't reasonably know, not that that's a bad thing of course :P). The hiding mechanic was also fun (though, it was a bit annoying at first to click the door and have the character shut it only for their family to phase through anyways because I was too slow and not using audio cues). I liked how there's an actually impactful risk-reward factor to it, with closing the door having a cooldown and longer windup and also requiring you to mouse all the way over to the side (which some minigames might punish you for), while closing your laptop is easier and faster, but costs time - I ended up getting good use out of both of them, and it didn't feel like closing my laptop was just a 'backup plan' of sorts for when the door was on cooldown. I also liked how this mechanic let the player use their IRL paranoia skills for an in-game advantage. Overall, I think this entry is a tad weak in the "bad" department.
Full of flavor. It's kinda like those kinds of games that have tons of effort put into tiny details and polish and whatnot, except instead of making the game better this effort has gone into making it more cursed. Everything about this game, from the way your gun works to the ending sequence, seems to be minmaxed to be cursed and I love it
Was fun to play. I liked the acceleration on the ship, though the controls in general were a bit clunky. Implementations on the modifiers were creative and I thought they were well done (in particular, "tiny open world" was really funny). The minigames were all pretty cool and unique, but they also varied widely in difficulty (personally, I found the duck and turtle games to be very hard while the rest were trivial). The spoon boss was kinda tedious imo since its attack pattern made it hard to get a lock onto and its stage was the only one you couldn't just get 80 options and shred everything. The dash mechanic also didn't feel particularly useful, most likely because it wasn't really responsive enough to reliably use (assuming this wasn't intentional, I think a separate button would have been a better choice for dash controls). Overall, I didn't see much "bad" in this game, and the stuff that was there tended to just be annoying, rather than "so bad it's good". Also, making projectiles look like something you'd pickup in a different game and the chaos energy look like a projectile was devious :P
Was pretty fun to play. I liked your creativity in implementing the modifier, as well as in your combat system's gimmick. I couldn't find anything noticeably "bad" about your entry, though the game does have a slightly janky feel to it. That's better than the alternative of just having a bad game though :P
Great entry imo. Despite looking, sounding, and feeling like a shitpost to play it's got genuinely interesting gameplay behind all that. My only real complaint is with the orange suggestion-ers - whenever they come up you kinda just have to pray they don't make you choose between 3 run-ending conditions (die, 1 life, and tiny weapon). The boss would also probably be really annoying to fight past the first encounter if you couldn't just go to the top of the screen and hit it while it's hiding, and most of the upgrades (and downgrades, for that matter) feel unimpactful but it doesn't really take away from the experience. I also liked your creative implementation of the modifier