The decryption around scene movement was kinda fun, as well as the rock-paper-scissors antagonistic relationship gave me some absurd comedic relief, well done! But small suggestion, the scene movement wasn't presented well enough leaving me a little confused as to whether or not the movement has occurred.
Mr.Gao
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The decryption around scene movement was kinda fun, as well as the rock-paper-scissors antagonistic relationship gave me some absurd comedic relief, well done! But small suggestion, the scene movement wasn't presented well enough leaving me a little confused as to whether or not the movement has occurred.
The decryption around scene movement was kinda fun, as well as the rock-paper-scissors antagonistic relationship gave me some absurd comedic relief, well done! But small suggestion, the scene movement wasn't presented well enough leaving me a little confused as to whether or not the movement has occurred.
Very interesting game concept, playing your game after familiarizing with normal game control logic made me want to laugh like crazy again in the torture, the game is really fun!
Slight downside, the characters are too small in relation to the current field of view, it would be nice to add camera following.
Amazing work! The music, the audio, the graphics, and the atmosphere are all of a very high level of finish and art style!
As a small team of university students, we started out with a similar idea to yours, but due to various technical constraints we had to modify our ideas and take the game in a very different direction after the modifications.
Seeing your work made me wonder about the power of teamwork, and I'm sure your work will inspire us to move forward and improve.
Monster Hunter is one of my favourite games, and while hunting those powerful monsters, I've often wanted to be able to play in their point of view, and your game manages to do just that! Strengthening my monster protagonist to kill other heroes by randomly strengthening does provide a rather special gaming experience.
The only thing that made me feel uncomfortable was the overpowered enemies, I tried to win by strengthening my melee attacks in the beginning of the game, but I soon realized that if I got into a melee battle the enemies could kill me in a few seconds, so then I chose to win by strengthening only my special attacks, and this strategy was working well enough to complete all 10 waves of the game. But it didn't make me very happy, and I knew I was looking forward to winning through melee combat.
It turns out that for RPG dungeon simulations combat performance and general art style is very important. The concept of the game is great, and I have seen many similar games to this idea at this GJ, but they all lacked the basic combat performance, which makes the effort you guys put into it worthwhile! Well done!
Additionally there's a slight problem that the lighting effects of the candles when running are often different from what I've set them to be, on my first round of the game it was true that only the rooms I'd arranged for candles were lit up, but by the second round all the rooms were lit up (including the ones where I hadn't set up the candles), and by the third round again some of the rooms where I'd placed the candles were pitch black instead.
The gameplay is simple but quite deep, the combination of graphics and music and audio is impeccable, and the level design and tutorials are such a silky-smooth transition that I can't help but be impressed with your amazing execution! Well done!
Except for the fact that for some reason I had a repeat command entry after pressing a button my gameplay experience was perfect.
Love the pixel art style of the game and the sound effects! I really didn't understand how to play it at first, but after reading up on the brick effects I was able to get the game going.
However, the randomly generated maps forced me on some levels to deduct my life and fail the game, and if I was unlucky, I could only keep my score at a very low level, so it would be nice if the maps could be more designed.
As a dungeon designer expanding the dungeon step by step to attract heroes to come and balancing the benefits and puzzles to make them enjoy my dungeon more is a very good idea!
Our team came up with a very similar idea in the beginning, but in the implementation, we accidentally got a "very stupid wandering ghost" due to AI design issues, which made our game more like the player guiding a timid ghost not to stop staying in the dungeon due to excessive fear. (Feel free to try our version if you're interested :) )
It's nice to see someone else pull off a similar idea, and good ideas should be experienced by more people!
Very interesting game. Minesweeper is designed to be more like just replacing the colors of the faces in a Rubik's Cube, there's no need to recover a full Rubik's Cube but rather just a small number of colors to match, reducing the difficulty of the Rubik's Cube to a level that a rookie like me could complete (not very good at Rubik's Cubes but still managed to play through all five levels) Well done!
The idea of this game is very good, the experience of controlling the movement of the level to get the character to the end reminds me of the maze ball toys I played with in my childhood (a maze wrapped in a transparent plastic ball that needs to be rolled to get one of the steel balls to fall to the end of the line), thank you for reminding me of my childhood!
The only downside is that the maps are so restrictive that moving around the map felt like a constriction, preventing me from completing some of the actions I was looking forward to
Very nice piece! This is the first entry I've given a five rating to from browsing this GJ, and your art, music, and gameplay fit just right. The gameplay is very clear, the feedback comes quickly, and the interesting NPC dialogue design kept me trying to try to find more interesting content. My favourite part is that switching between options can only be done by scrolling quickly, and with the NPCs coming at me at the bottom of the game, I'm often scrambling to deliver a not-quite-perfect solution, which is a tense but joyful feeling that I find very entertaining!
Kingdom Rush is one of my favourite tower defence games, and you've managed to bring out a reversed version of it, which I still really enjoy! Although the blend of enter, space, arrow keys, and mouse is confusing, I probably would have given up on the game if I hadn't tried to find the right input controls after scrolling around on my keyboard.
Control meteorites to destroy a spaceship, an inverted reinterpretation of the traditional game. Seeing the ship explode should have been the part I was most looking forward to, but can even on easy mode, the ship's ability to avoid meteorites is surprisingly powerful. I hardly could get a direct hit on the ship by a small meteorite moving at high speed.
Very cute art style, I like it! But the game's guide seems to be lacking, causing me to not realize how the game works in the first moment. The gameplay of clicking on the bag that holds the monsters and thus placing them so that the hero's values can challenge the boos is essentially very much like the process of filling in a math problem with a known initial value and result, and the gameplay should have a lot more depth to explore. Looking forward to the further development of the game!