beautiful presentation and having a damage field only hit you on beat is one of the coolest feeling rhythm mechanics I've seen
Bear Vegas
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This is a really interesting concept, and the presentation is really cool and I think fits the theme quite well. I would love to play a fully featured version. I also think some of the chess pieces are breaking the rules? That or I couldn't tell which ones they were supposed to be, but I think a castle killed me diagonally.
This was actually quite a nice clicker/accumulator game. It accelerates very nicely, so I was actually willing to sit around to see what the unholy tier soup flavours would be. The occasionally funny soup flavour was a great reward. I think I collected all 4 elements, as well as a a chemical compound. Well done!
we were like less than a minute late lmao
this is the game in question https://bearvegas.itch.io/summer-of-soup-and-sacrifice
That was really dope, and more of a puzzle game than something like doodle god, since i have to contend with the decay system. I second the grid recommendation, I feel like the only real issue is in some of the communication of what is and isnt working, visually. This is crazy impressive for 48h tho, well done!
That was surprisingly fun! The fact that the things I'm dodging are physics based and bump into each other made it pretty interesting to try to predict their movement. As others have said, it ramps up very fast, but maybe that's the point because it's pretty funny how hopeless it gets. What exactly do the pills do? I feel like they heal me but I couldn't survive long enough after getting one to tell.
That was fun! It seems like theres actually some cool cover seeking AI on the shooting enemies, and I like the system of having block ammo and shoot ammo. I like the codifying of each of these things to a basic shape as well, made it easy to understand what the enemy types would do, though I guess the big squares kinda break that rule a bit.
That was cool! Very polished for 48 hours, well done. Lots of puzz potential in those mechanics, would be interesting to see what more difficult levels would be like. I noticed I could jump around some of the gates but it ended up not mattering because it was more about whether or not the gary's could path around, I wonder if that could be used deliberately in a puzzle?