I second that! addictive. And it’s really well done and a great idea. I love that the whole deck is shown in the beginning, so you get a minimal chance to memorize everything, given you have a photographic memory (which i don’t have :).
lupercalia
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Got “This colony is the true successor of their people …” in my first try, without really having understood any rules. Just clicked somewhere interesting. Lucky guess! :)
Still, i was motivated enough to try again to figure out how it all works. Really nice idea and fun to explore different landing sites :)
I see. Yes, i imagine i would have liked this. And with this virtual currency i would be able to buy stuff online? Like online in your game? Exclusive Wallpapers? Cool tunes? New games, especially such that are not corrupted whenever i download them? ;)
I am thinking about While True: Learn(). Do you know this game? There you could buy decorative things with your money for your virtual workplace. I guess i would have liked that a lot. Thanks for telling!
Oh this is a very nice idea. It’s really cool to just explore your game as an “open world” and see how “life-like” it is. It’s just for that alone a cool thing you made there. Very well done. And for the game-part: Cool idea implementing “quests” in such a way. I didn’t like the network settings quest, though, as typing the stuff in wasn’t any fun for me. I always skipped this quest by waiting. What i really missed in general was a sense of reward or achievement. I noticed the green lamp, but with this alone i didn’t feel appreciated enough. :) Still: Well done and i love the pixel art! <3
The point generating sound was very satisfying, especially when it goes on for what it seems ages, meaning its a wonderful combo-chain :-) I really like how you implemented the time limit not by a timer/clock running out, but using the sun for visualizing passing time. Now that i’ve seen your work, I actually think about how we could have implemented such a feature for our own game. Anyway, back to yours: very well done, Marc! :-)
Great game! I second the idea of making it into a bigger(longer) game without any time limit. I like the atmosphere and the graphics much. The hardest part for me was to figure out when i go left or right. I needed many tries to actually see the difference of the footprints regarding that. Still: Very well done!
I like this much! I like the way you fit your world into the 20 second limit by using secret mechanics, which you unravel step by step. I thought about Minit, too, while coming up for our own game, but only in passing, since Minit actually does change the world in some ways from one playthrough to the next. Your take on the other hand works with reseting the world completely. At least so far I can judge, since i wasn’t able to finish it. Nonetheless: Very well done! <3
Timer are your thing, aren't they? Since you start timers also, when writing posts? ;-) I'm kidding. :)
I appreciate you much for the amount of words of your reply, Ran. I haven't thought at all about your ideas about the timer's attack mode or any kinds of implementation for that. These are very interesting things to consider in a game. Cool. Thank you for bringing this ideas up.
Very well done! How do i start? I gave you a fairly high rating in most of the categories, since i think your game is really well done. It seems quite polished, has nice pixel graphics (which i like most!) and the coin collecting sound is soooo satisfying. And this is good, since i like to have a good feeling when i play. This is where i think most that a game is worth to play. When i resonate with a good feel.
I want to emphasize the sprites of the protagonist and the coins. There very detailed and i judge this to very well chosen, since both are the main sprites for the game; while it's perfectly functional, that the background and ground is quite simple in comparison.
Off to your core idea: I like your concept regarding the theme a lot. Fake coins are quite innovative i think, in a game, where you are supposed to collect everything shiny ... and fast! :)
But, and here comes my personal criticism: Your great idea kills the gamefeel and fun for me. There is a timer and i should be fast, there is this nice and simple level, where i can imagine how i am going to fly through and have fun jumping and reacting. And then: I go a bit, then stop, then look hard: left spin? right spin? err ... get ....next....stop, look, think....avoid! ..jump ... then stop again...and look. This feels tensed. Playing it "right" is no fun at all. It's literally a platform crawl ...
So the next time i just ignored your fake coin idea. I rushed through, collected everything, had a nice mixture of good and bad coin collecting sounds, jumped like crazy, moved fast, back and forth and when i got ALL the coins, i smiled and felt well: THIS was so much fun. And i appreciate you for the same end screen with "next time avoid the fake coins", which i can easily disregard and add to myself: "yeah. or i don't and just have fun with your game". :-)
So what i want to say: Your game IS well made AND fun. Your fake coin idea is still promising and a very good one, i judge. I just ask myself, how could you implement it, without necessarily slowing the game down so much. I see, that you could memorize the fake coins and then make a speed run through your level. But then it would be a memory plattformer, not a "distinguish between fake and real" one.
I have one suggestion, a kind of compromise: Maybe DO make the fake coins easily recognizable. But only for a short time. Like every coin is the same, but the fake ones have a glitching animation for some seconds. So if you get near one and the coin glitches, you don't have to look hard, but you instantly know this one is fake and you can frantically try to avoid it. Maybe this would help to still be fast in playing and being in a fun flow, without stopping everytime. You could even stand still for some seconds in the beginning and trying to memorize the glitching ones. This would be easier, but since the glitching occurs from time to time and for some seconds a fake coin looks like a real one there would still be some kind of difficulty involved, challenging your memory: "Wait. this one was real, wasn't it? oh, glitch! (frantically hitting JUMP)" Maybe this idea doesn't really address the platform crawl problem in the end, but maybe it can be another impulse of making the game fun AND staying true to your concept.
This said, i want to be honest, and state, that i don't play speed running platformer games at all and i see, that speed running such games is often very much about memorizing, so ... well. :)
Ours is not really horror in the way that you can be scared. But horror in the way, that it can be very challenging :) and most importantly, it is based on the Cthulhu mythos, so you'll find themes and monsters from the Lovecraftian horror stories in there. If this sounds interesting to you, then i'd be interested in your opinion about our game :-)
two things i like about the game the most: the art, especially the details in the rooms, and the fastpaced gameplay. It's really nice for such an adventure game to quickly go whereever you want and even the curtain is very fast and nice to look at, so it doesn't get boring. Well designed on this part! :)