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Indrome

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A member registered Feb 04, 2018 · View creator page →

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Strange. I'll have to keep an eye out for that. Thanks for the report. :D 

A very difficult game to play. I didn't even clear level 2. It might have been easier to play if the weapon was rotated towards the cursor position instead of translating the mouse x delta into a rotational offset. 

It is a really well done, simple implementation of the theme, and I quite like the idea :)

This is a really well-thought-out mechanic with just the right amount of additional functionality to keep it interesting and varied. :D

I would've loved some sort of visualization for the correct timing (at least in the beginning) to prevent confusion when momentum is lost on a bad input. But that's just me. I get anxious in timing-based action chaining when I don't have feedback (visual or auditory) for the correct timing. 

It's amazingly complete and polished, btw. Respect!

Hah! Feels great to play. I love the music and the curved display aesthetic. Spinning feels good and hitting stuff is satisfying! I liked that the waves were curated configurations, not just random spawns. :)

Yeah, pause menu and restart button are lacking. That's jam games for ya. :D 

Thank you for the feedback and thank you for playing the game! It's great to hear that the main mechanic is satisfying! <3

Ayyyyy, what? Were you outside the screen at the time or very far off to the side? Ideally that shouldn't happen but it's a soft barrier at the moment. :sweat:

Thank you for playing. Glad the main mechanic feels good to play! :D

Our team's record is 177 bonks and 109 kills. :D

You are right, though. I've read that "difficulty" comment a couple times now. It's definitely missing a few mitigating mechanics. 

The drunken movement throws me for a loop constantly as well. Paired with the one-shot kill it can feel a bit undeserved, I agree. ~~

Glad you still enjoyed it! :D

I am shit at this, but it definitely IS satisfying to mow down strangers in the forest. xD 

There seems to be no game uploaded here. Just the game design document - which is admittedly nicely formatted. :D

Hahaha. Awesome trip. :D
Wouldn't want to play toe-or-finger with this guy!

Heh. This is a simple, yet intuitive implementation of the theme. :D

I like that it forces you to commit to a movement direction because speed isn't reduced while the ability is active. 

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Quite an interesting idea to completely incapacitate the character when they're on the ground! I like it, it's novel to me. :D 
The controls are very unintuitive, though. I did not get far and I feel with a more intuitive default layout (space to jump, shift to dash, W to swing?) and maybe some mouse support (imagine mouse delta in a circle to swing) I would've played much longer. 

Great first jam game and congratulations on your first game "out there"! :)

(PS: holy shit, first track ever and all done solo is monumental, you rock!)

I discovered your game at the end-of-devcom 2024 demo party in Cologne. As someone who grew up with Monkey Island, Simon the Sorcerer et al and being a HUGE Dune nerd this was - of course -  a no-brainer for me to play. First game brought home from the week on my list and I gotta say...

... absolutely a ridiculously well thought-out experience and a glorious enjoyment through-and-through. I will be telling people of this game for years to come. This has re-affirmed my perspective on games that they can be small, self-contained pieces of art. Thank you. :)

As others mentioned it is ESPECIALLY commendable that the mystery can actually be solved if you take the time and really put the right clues together. Amazing writing. 

This is VERY late, but again, THANK YOU so very much for playing our game and uploading the videos to your channel, CoalFire! Your feedback is infinitely appreciated and has been well received among all of us. :)
If we ever get to work on this project again in an effort to polish a bit more, we will be looking to your videos for guidance!