Interesting! If I may have a suggestion, then, perhaps using a circle instead of crosshairs for aiming? The crosshairs to me imply more precise aim than what you're going for.
Rasarr
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As someone who's is terrible at directions, this was very stressful. Pretty sure that's the point, though. ;D I will agree with the other that during the play, I was focused only on the small box with instructions (if you intend to develop the game, perhaps place the instructions in the center of the bubble thing?).
I really like the spinning mechanic, and how it forces you to adapt and figure out a tactic for various enemies. The missing collision on the arena walls ended up breaking the game for me, though, as one of my enemies spun out and into the great beyond, never to be seen again. Still, I'd love to see this game fully realized!
That was really fun, and, at times, really frantic; figuring out what different spells did and then setting things up for maximum mayhem was great. The art was neat too (I love how floppy the wizard's head was).
There was some wonkiness with the audio - it sometimes appeared, played for a few minutes, then cut off - but other than that, fun!
I love how it plays; the controls, once I got a hold of them, made zooming across the level super fun, and the art is very cute. It does feel, though, like I'm taking damage whenever I'm dealing damage, so my optimal strategy quickly became to ignore all enemies in favour of rushing towards the exit.
This was really pleasant and chill; the fact that there isn't really a "lose" condition and that you can bounce the little astronaut around until you make it makes for a very relaxing game. The art style is really cute, too. I could see it as a full mobile game (and I'd absolutely play it). Good job tutorializing the player on various mechanics, too.
I love how absurd it is (and that it's based on something historical makes it even better), and I've retried it a few times, so I'd say it's enjoyable. Shooting doesn't feel quite right, though - it sometimes feels like my bullets land a little under or over where I was pointing at, and some audio feedback on whether I hit the bird or the ground would be nice.
It's a really well-made game, though I feel like I'm not very good at it? As others have said, locating the train on the map is really difficult ("what do you see out the window?" "Another section of the train track" "Ah yes, that narrows it down"). It was also hard for me to estimate how fast the train is moving, which sapped a fair bit of tension after the brakes section was over (I suspect there's an indicator to look at, but I haven't found it). Still - an neat concept, and one I'd love to see explored more.
That was tremenously fun! I love the mechanic of swapping out the controls, and the puzzle based around it was really well-made. My only quibble would be with the spikes - their hitboxes from the side are frustrating, and they made the section where I have to jump up three times past them the hardest challenge in the game.
This one was interesting! The mechanics really did make me feel blind, and having to navigate the environment in this way was a fascinating challenge. This being said, I do feel like the goals were a little unclear; I'm still not sure if after exiting my house I was supposed to go someplace specific, or just wander around.
It was quite fun, though really difficult; I did not manage to pass level 2, and didn't make it very far in endless mode. It seems like the you're-gonna-die bar and the timer are a little too well-balanced; a mistake early on can ruin the whole run.
This being said, I enjoyed myself, and this is a very good looking and good sounding game!