The art and style are extremely good and it's very polished. The ending was a bit tricky but there weren't too many things you could try so I eventually figured it out, though my first instinct was that you had to hide in the cone somehow. Very high quality
Oh! One more thing, barking was bound to CTRL and (at least in firefox?) CTRL+W closes the tab, naturally I tried to bark while walking upwards at one point and oops closed it. No biggie though since it's fast to get back into
Iris xii
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The ending being what it was was pretty unexpected and funny. The gameplay is really solid and others seem to agree! There's a real sense of dread when multiple of the void things show up on different corners of the board and threaten to wreck your tiles. Tiles downgrading rather than being downright destroyed at first was a welcome kindness though!
Had to read the comments to figure out how to start, but once I did it was actually good fun! I missed a way to change the sensitivity, and I softlocked myself towards the end because enemies stopped spawning and I hadn't been very diligent about feeding the orb but I genuinely had fun with it! Good job and congratulations on submitting!
Very cute with some lovely art! Also alchemy games are a weak spot of mine, it's a theme I really like. I do have one suggestion, the pixel art looked slightly 'blurry' and I'm not sure that was the intention - for some crisp pixel art you might want to set your texture filter mode to nearest next time so it doesn't blur. It has some caveats but I recommend experimenting with it next time so you can get the art to look the best it can!
The interface and art are both pretty good, and the game was fun enough! I do agree with some of the other comments that it feels a bit automatic once you figure it out, but the game's fairly forgiving and doesn't last too long so that's not much of an issue. Having the dice rolling around on the table like that was pretty satisfying too
Well that was lovely. Reverse-kafka adventure in which you learn to do human things like say 'hmm hmm yes' throw dice and emote is extremely creative, and the adventure itself was so very charming. The art style's a fun one, and there is also *so much to do*. How is it this huge? Impressive.
Also many of the names for the bugs were pretty funny, along with the "card game time! wait no nevermind you creased it"
Extremely good and high quality
Thank you! There is in fact a bit of leeway (though maybe not as much as there could've been!), I'm assuming what might be happening with everything being tiny is that you've played it on a screen much larger than mine, feel free to correct me if I'm wrong - screen sizes are a toughie, can't really test on bigger screens on account of not having them. Maybe my choice of stretch mode wasn't the best, but just stretching textures to fit a bigger screen can look... 'ew' to put it mildly, esp with the pixel art font and other pixel perfect assets. Next time I might just add a toggle (if I can) to let the player decide whether to make that sacrifice, definitely good to know that can be an issue
As for the rest, thank you very much for the praise, and I'm glad the vibe I was going for landed well and that you enjoyed the puzzles!
It has *so* much going on, wow. I'm not entirely sure what went on by the end, though I'm sure that's partly by design. Was it real? Imagined? Are you being kept against your will there? Definitely the kind of ending that leaves more questions than answers, very intriguing.
Also hotline miami point and click hybrid is something you don't see every day. Both parts were well executed, and through the level reuse on the hotline miami part was pretty obvious it was still fun all the way through to the end. I also love all the shaders
A fun and creative interpretation of the theme, it's got that getting over 'what the hell is a human body and how do you pilot it'. The music goes really hard, and the fourth wall joke was pretty funny. Pretty solid and high quality! You can get through a surprising amount of walls just by trying to make yourself really thin though
Delightful game - the dynamic music, the little effect when you're behind things, the overall look, wow. The postcards at the start are so cute too. I don't even have all that much useful to say, it's extremely polished and well executed, the visuals and art are so nice, the music is too, the gameplay is super well executed - snowballs might be a bit too powerful, but honestly I'd rather have some wiggle room to make mistakes. Also it's just super cute, that spruce is adorable. Easily in my personal top 3 at least, congratulations on the great game!
First of all, thank you for the thoughtful review! I think you're right on the money about everything that you've mentioned - I was going for a deliberately abstract and obtuse vibe, but I took it a few steps too far. I'm not surprised the rules aren't clear, considering I have to stop and think through them and I made the thing, not very intuitive at all. A result of both poor time management not letting me spend time on making it understandable (something as easy as 'press R to reset' was added on the eleventh hour) and also the fact that the mechanics were meant to be simpler than they ended up, but I painted myself into a corner code-wise (it's nasty) and by the point I realized 'this is unsustainable' it was too late to rip it out, I had to 'massage' the mechanics to fit what the code -could- do without breaking rather than the other way around. Oops!
The 'moving the mouse outside the circle' is more of a surprise, I did have like, 1 person play the game before the deadline and they did struggle with wanting to click outside the circle and having it stop abruptly, I dismissed it as just 'oh just getting used to it'. Probably more of a unnecessary hindrance than I thought! I was definitely too quick to dismiss that issue then
I'm glad the arm was interesting though, it was originally meant to be the main mechanic back when I was still figuring out what on earth I was even going to make. I also knew I wanted a puzzle-y game though, so that didn't really happen. Still kept it though, not like I was going to get a time refund.
Thank you for playing and sharing your thoughts!
Great atmosphere and feel (even if I wonder why there's a desk in the middle of nowhere and there's no like remnants of a facility... but that's just something I thought about *after* playing it so good enough :P)
The little puzzle stumped me for about 5 minutes as my first instinct was to open as many windows as possible, maximize them and drag them around. Thankfully once that didn't work and I began playing with the second floppy (which I didn't realize was there until I went 'huh missing something here') the solution was easier. It did throw me a little curveball in that the heat didn't seem to be enough at first in a fun sort of way, it was fun to figure out how to squeeze more heat out
Fairly polished too, experienced 0 jank playing and everything was intuitive
I saw this one in the show off channel and then left my mind for a while, now I found it - I do really like it! Bit rough around the eyes and I never did quite figure out how to turn on the ice platforms, but the ice skating mechanic is really fun to just play around with. Movement feels good and tickles the brain, which I'm always a big fan of.
I was a bit worried about the non-regenerating health at first, but then I beat the game, so turns out I had nothing to worry about. It took me a while to figure out the way I could see whether I was 'out of juice' or not was through the glowing triangle at the back of the player, but after finding that out I thought it was pretty neat.
All in all it's a pretty enjoyable experience and skating around the map at mach holy hell was very fun
I played it before the rating period and just now coming back to it. Lots of surprising variety in all the minigames and they come together really well, finding out some of the minigames were connected was a fun surprise.
Also as a fun tale the first time I played it, I immediately pressed the red button and then began looking around going all 'oh what did that do?' only to eventually come back to the computer and have a bit of a realization. Oops! It was pretty funny though. Very enjoyable game
After all the technical issues and the 3 seconds before deadline finish I really wanted to take a look - It was capricious and hard to run though, had to restart it a few times as the graphics seemed really prone to dying. My drivers are a bit outdated though so that one may be a me issue
The times in which graphics died aside though, I found it a bit frustrating that physics objects sometimes randomly blocked the path - eventually I figured out you can sort of 'bunny-hop' giving yourself momentum in some direction and then let go of all input keys to move around but keep time frozen, it helped with the physics bodies a bit. When I got to the top of the tower I didn't know what to do- I did get there at least though
I'm really curious what this would've looked like with a little more time and a little less technical issues, but it's really impressive that it ended up working in the end with all the hoops you had to jump through
When I heard the premise behind this I was afraid I'd find it a little infuriating. I do not have much patience at all and a game built around 'waiting to move' seemed like it could test my patience...
But it actually doesn't! It's actually pretty fun and completed all of the levels without really getting frustrated at all. All the options are really nice, too
Fun and creative theme/atmosphere. The controls are a little unnatural, but in a charming and still fairly intuitive way, gives a feeling of physically turning the wheel and wrestling the snow plow for control. The wild camera shake when ramming things is fun too. Charming and really solid all around!