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Juri Mizani

13
Posts
A member registered 20 days ago · View creator page →

Creator of

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Love the visual style of this, it comes across incredibly well polished. You managed exactly what I wanted and failed with my submission.

You really nailed the theme too! 

Over all this feels like a real strong submission!

Love the visual style of this, it comes across incredibly well polished. You managed exactly what I wanted and failed with my submission.

Maybe I'm missing something with the gameplay though, or maybe I'm just lame, but having your cells move towards the mouse at the rate they do, plus needing to use the mouse to aim... basically just had me suiciding all my cells on the second enemy? Which was as I'm sure you can guess a bit frustrating.

The controls were a little frustrating for me, felt like half the time I was either firing things not where I wanted to or zooming in a direction that wasn't where I thought I was pointing. That and not really being able to aim upwards to scoop up previous resoures.

The gameplay itself was interesting. It had a claustrophobic feeling despite it being a wide open ocean space and the darkness made you feel something might be lurking out there which added a certain tension to it even without the air supply.

Love the subversion of Capture the Flag. Considering your submitted a fair bit before the deadline AND had a false start from your comment on the game page you did great!

I personally didn't struggle to understand what was going on, but I CAN understand how some might.

Interesting flip on the capture the flag concept. Sorry to hear you had to abandon your first project - but this definitely seems like a concept that could grow even more legs potentially if you wanted to!

I like this a lot. Like you've said above, the creature behaviour really is very cool. I like how they flock about. Would be interested to hear a bit more of a breakdown of the logic behind it.

Its got a bit of a Devil Daggers vibe? But maybe thats just me not managing to avoid the things very well.

Feels like theres  lot of room for further expansion on this! Really interested to see where it could go.

Fun concept!  I think the indicator on the mouse reticule could be a bit more prominent?

A fun take on the whole "You're shooting something up int he area and buying upgrades to make it go further" genre! Simple but fun.

But I gotta ask, can we have some sort of "hold button down to keep attacking" function? By the last couple of rounds I was getting pretty fatigued pounding J.

I also really like the play on the theme. It feels almost like "You're the ammunition" at first until you realise nah mate.... you're doing bloody KARATE on the meteors!

A fun take on the whole "You're shooting something up int he area and buying upgrades to make it go further" genre! Simple but fun.

But I gotta ask, can we have some sort of "hold button down to keep attacking" function? By the last couple of rounds I was getting pretty fatigued pounding J.

I love the whole concept of crafting games like this, hence my comparison to Potion Craft on the game page. It feels like it has potential to go further! I did seem to get softlocked when a villager demanded a golden sword and I had no iron and no way to get any but I guess c'est la vie.

Got quite a Potion Craft feel to it which I like! But blimey that was a lot of text at the start. Still it was easy enough to follow once you just started playing.

I can see why you're asking for special attention to be given to the art. It really is great! My own submission is very much "developer" art 😅.

I liked the concept and the very literal interpretation of the theme!  It feels like a game that could have a lot of potential for further advancement and storytelling!

Hmmmm.... Upon death as a Sticky but Slippery Stinky Sword, my action bar filled up and then.... nothing. Just death.

Gave me a chuckle. Hehe.... stinky.