Pretty good so far. My only complaints would be that there's no way to die, so I didn't really have a motive to move around more than I did sitting inside one of the orbs till the slimes just walk into them. And I've noticed that you added a sound to the slime when they get close to you which is very much appreciated, but it does get drowned out by the music.
Travesty
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I like the concept of the game, and it's a good time killer.
But I had some issues when starting out. Mainly being that the Jack card was said to be a wild card, but I could find no use or how to properly use it as a wild card. And at first I didn't know that the bad meter could decrease with each successful pair so it felt like I was very out of control for the first few rounds.
Adding more clarity on the mechanics and a difficulty setting for card speed or card columns would be nice.
Really nice game. It was fair and straight forward. I would say this would be a great concept to work with if you do continue in the future.
The only changes I would recommend is to remove the need to use cards to move outside of combat, and just more enemy variants (mainly movement patterns). But this is a really solid base to build off of.
The game aesthetically is nice, but the gameplay is not really enjoyable since you are completely out of control of what happens. Perhaps instead of give both the player and the opponent a set amount of cards to last up to three rounds and each player chooses what card to put down and the higher number wins. (Sort of like the game war). And possibly remove those cards from future rounds. If you do add onto it in the future you have to follow that, but giving the player some control over the outcome I think is important.
This is a neat concept for a forgery game. However, the first two weeks are very repetitive. Once you manage to get the last four binary numbers it's easy sailing until day 21 imo. it all comes down to there until then is whether or not the shop themselves will have any swap or reverse card you can customize to easily profit $5 for each card. Once the colors started changing everyday then it becomes more strategic, but the randomness does slightly hinder that since if it takes multiple move (usually just two) you have to go into the negative and got to hope that tomorrow color is close and the shop has multiple swap or reverse cards. I think this could be a really great puzzle game, but I don't think the randomness of the shop fits it well. Maybe it might fit better in a level based game where you're given set cards to choose from to get the appropriate forge.
I really loved the art direction for the game. The atmosphere that you get from the post processing and the music fits really well together. I do think the difficulty is a bit too much and I believe its mainly stemming from the health packs where around wave 2 they become near impossible to collect due to the amount of enemies and your movement speed. Once you kill an enemy at that point the med kit gets trampled by the onslaught behind and once I do loop them around the map the med kit has despawned. I also noticed that you can't pick up med kits while you're invincible after taking damage so that does increase. I do like the last stand mechanic at the end. Really up the tension of reach a new high score.
Despites the bugs good game.
Nice twist on the grow theme to plant stuff to grow for the puzzles, but it seems some plants don't really have any purpose (tomatoes) while others can be used to solve 90 percent of the puzzles (peppers). I think to counteract this, if you continue in the future, add obstacles that can destroy your cart by contact or adding durability to the cart so that way you don't just try to shoot it at mach speed, though it was fun seeing it. It was still pretty fun to play overall nice job.
Nice concept of planting and growing plants to access new areas, but the first level did not explain how the planting feature works. It made it uncertain what the seed does since you get the seed from a gray tile with it's symbol and that implied to me that you would get a flower from the the other gray tile with the flower on it. I did not see it at first as a goal. Probably some re-wording of the first description and some more contrasting images for the tiles to distinguish the goals vs the shrine tiles for clarity. Once it was figure out the rest were explained well and were fairly straight forward. Pretty nice experience overall.
This was extremely fun to play. I really like that you added a network system so you can compare how you did against others which for games like this where there's near infinite amount of solutions (like poly bridge), it gives it a lot more replay-ability and an optional challenge to do better. The only nit pick I have with the game is that when selecting the actions, it sometimes doesn't respond. It mainly occurs when I try to click and then quickly move to place it, but instead of updating the current action piece, it still keeps the actions I had active previously. Still an awesome job overall.
The mechanic of Tetris shaped blocks and trying to align not the rows but instead the all three colors was a clever twist, though I wish there was visual of some sort showing what combinations were eligible for the plants to grow. This is probably just me but I took the "sister plants" as crops of the same color.
If you ever continue this I would suggest having the crops that do grow disappear or get harvested and like Puyo Puyo or Dr. Mario fashion have the crops above start to fall. I think it would allow for more complexity and replay-ability.
The ability to reverse time was a neat mechanic to play around with though I wish the reverse had the same hold feature as the movement where if you held the spacebar down it would continuously rewind, but that's just me.
The puzzles themselves were decently made and the last one had me scratching my head a bit. I do wish though that the rewind mechanics was explained or how to use it cause I had to start pressing random keys to find it.
Also one of the smoothest transitions between levels I've seen. Really loved it.
It seems the dimensions you have set for the web build of the game when setting up the itch page was scaled too small. I'm not sure if you have seen or noticed but there is an embed page dimensions input below where you enter the zip file for the game. For me personally its about 960 x 600 for the resolution, but modify it how you see fit or is best for your game.
Yeah I believe the main issue was that the level designs were focused more on being vertical for the wall kicks instead of being more compact and horizontal for the slopes. I was planning on adding more of these levels, but had to shrink the level size down due to time.
And don’t worry about the multiple replies. I’ve done that multiple times cause of itch not showing that I really submitted the response.
I really like the atmosphere of the game, the fluid the animation of the player, that smear effect you get when you switch which direction you're facing.
Although the slight lack of air control slightly turns this atmospheric platformer into a slight rage game. And I'm not sure fully how unreal engine does exports, but for windows there's not a native way of extracting .rar files without using a third party software like 7-zip, as far as I'm aware. It's not a necessity, but I would look into if there's a way for you to export in a .zip file instead of a .rar.
This was a neat game to play. I especially like the choice to have the pick-up sound to slowly increase in pitch each time you quickly grab another gem. I do think that it is too easy since there are only about 3-4 areas that get cycled through, so you can just hold right and follow the same path to get infinite energy. But I know that is difficult to create a lot in 10 days though.
I really like the idea of shooting acting as both an action to get rid of enemies and a movement option. Doing this in an endless runner where you are constantly on move makes this more interesting since you have to gauge whether the points are worth using your shot or else you'll die for being greedy. However, since the platforms are randomly generated, it does create some scenarios where its impossible to shoot the alien and make it across the gaps. Still nice job.
This was a really neat concept and game.
I wish that you had more control of the asteroids when rotating them around your planet when they are right next to your planet. It really made it difficult to attack the fast moving enemies since the asteroids would usually spawn close to the opposite side of the planet compared to the enemy.
But the resource / power-ups were a really nice addition.
This was a really fun and challenging game. The mix of the energy blast and the planet gravity really made for a good game. I really wish there was an indicator on where the goal was cause in some levels where, there's a lot of planets on screen, it can be easy to lose track on where you need to go, so an indicator to at least point you in the general direction of the goal would be nice.
This was cool idea.
I feel the heart beat effect could be dialed back a bit. Having it get louder and faster the closer it gets creates some really good suspense, but having it going non-stop does make it slightly less impactful. Probably shorten the radius between the player and the monster to where the player starts hearing the heartbeat.
The controls of the gravity fields that either push or pull are very unique and are used quire well. Nice job.
Neat concept, but the main the issue that plagues most of these maze like games is the lack of notable or unique areas to use as a point of reference. Since all of the walls and background are the same no matter where you are on the map, it's hard to tell what places you have or haven't been. Either changing some of the tiles in certain areas or changing the color or shape of each door to show where one will take you will make navigation a lot less tedious.
Also I'm not sure if this was intentional, but there are some areas that have an invisible barrier that pushes the player down. I believe this was meant to push the player to look for the door with a flipped gravity to be able to get past, but I have no idea if I did cause there was no visual for the invisible force.
Still nice concept to work with.
Really nice precision platformer. I see a few people say that the last section's difficulty curve is very steep which I don't fully agree with. The difficulty does increase quite an amount at the end, but I believe that it's difficult cause you can't really see when to jump in the few attempts cause parts of the obstacle is cut off screen. Zooming out the camera or having the camera move to a certain position in that portion could fix the issue.
I don't know how to feel about the double jump. The second jump doesn't seem to give you enough height to warrant needing it and could have been replace by having only one jump but with varying heights, depending on how long you hold down the jump button.
Still good job overall.
The art looks really beautiful. However, the lack of attack options/directions doesn't make it as engaging to play for long. Adding the mechanic that the players always face each other, like in other 2d traditional fighting games, and possibly the ability to block / parry would greatly diversify play.
Still nice start.