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RienKT

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A member registered May 03, 2021 · View creator page →

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The character sprites and general style of the game is great! And the main loop (strategically purchase items and then barter) was great!

That said, I do think the interpretation of the theme was too loose to the point that it didn't come through. And it also took me way too long to figure out that the menu had inverted scroll controls ^_^' But it's still an incredibly polished game despite that. 

Incredibly cute and polished! The art and music pair together perfectly, and there's an organic sense of direction around the levels.

My main critique is the platforming physics. I did like that water and land controlled differently. But the land acceleration while running felt difficult to predict as it ramped up. And the sinking speed underwater seemed slow (at least in the context of a platformer).

But it's a well-made game with a good amount of content otherwise.

Fantastic game! The art is super cute and cohesive. It's a short, sweet experience that is incredibly polished. My favorite aspect, too, is that the game can be played with arrow keys. It's something I wish more clicker-style games would adopt since it's a much more enjoyable experience.

Super well-made and polished! The 3D art is cute and the low-poly style pairs well with the music. There's a nice steady progression for each puzzle too! The early stages help to teach the mechanics, and then subsequent levels expand on those concepts. 

The sprites are super cute, and the core game loop is a lot of fun. I liked the progression in difficulty too. The first round serves to teach the mechanics of the game, and then the opponents get tougher.

My only criticism is that the theme didn't really come through. It would have been nice to see the cards themselves morph in some way. Especially since they're based on elements, something like combining cards (trading two for one as a gamble) could have added additional challenge.

But the gameplay was already a great take on the rock-paper-scissors concept.

This was a super cool take on the classic Snake concept. There's a decent amount of challenge while still being easy to pick up. The music is charming as well and helped create a chill atmosphere while playing.

This is super cute.  Initially I liked just placing random stuff on the map and bulldozing it with my mouse. But it's pretty chill to turn the time speed up and watch the creatures run around.

My main criticism would just be to export the game at a higher resolution so it's easier to see the sprites and buttons. But everything being tiny does fit the ant colony vibe.

It's an original concept, the music and cute graphics make it shine. The parry mechanic is satisfying and it would be cool to see it fleshed out further!

It's a cool take on the theme! I liked that each countdown was a gamble whether the character would morph into a fast or slow character (like the bear).

More obstacles or map barriers would be nice. Eventually, after getting snakes or other fast morphs in a row, it's easy to outrun the enemies seemingly indefinitely. 

But otherwise, it's a fun concept!

Beautiful game! I loved the cute/horror aesthetic and the interactive UI. It made the project feel super polished.

My main feedback is that the progression seemed unclear at first. I wasn't earning gold after clearing some stages and consistently wasn't able to purchase anything from the shop. Then I noticed that checking the shop prevented gold from being rewarded. I'm not sure if that was a bug or intended. 

Once I generally understood how much the items cost, I could just save my shopping trips to unlock new morphs.

I love alchemy games, and this one was super cute! The dice mechanic added a layer of unpredictability which was fun.

I was a bit confused how to morph ingredients at first, but I found the screenshot that explains what is needed to create the potion and was able to figure it out from there.

The art and music were incredibly charming too! 

Incredibly cool and unique! I liked how each round  morphed the gameplay and tied into each other. I was not expecting pachinko, but it was fun to see it.

My only criticism is that each area felt too dark and zoomed out. It was often difficult to see what was going on at first. After a new rounds, it becomes evident. But it would have been nice to have a closer view of the pachinko zone, for example, to better see where the balls are landing.

Either way, it's a fantastic concept. 

Satisfying game loop! I like how the dice was incorporated to roll for the amount of new enemies. It left some unpredictability which was fun.

I do think the theme could have been better integrated. It felt more like a progression of stronger waves rather than the enemies undergoing a 'metamorphosis'. Especially since they're zombies, it could have been cool to see them mutate as a result of the dice too.

But other than that, it's a solid entry. 

Even if unfinished, the concept is fun and it's clear how the mechanics could have progressed. I liked trying to figure out what each pick-up would unlock for the cell and amassing as many as possible.

Attaching the main camera node to the player or at least putting in temporary colliders on the edges of the map would have been a helpful quick fix though to avoid the problem of the player getting lost off the map though.

But otherwise, it's still a cool take on the theme.

I'm glad you picked up on the Metroidvania elements! The original concept for this was something inspired by Castlevania II, but of course that was an overscope so I had to pivot last minute and use the systems I had to still make something complete (╥ᆺ╥;)

The first idea was that collections were turned into NPCs and more traditional power-ups unlocked new area, but both weren't ready in time. It's still something I'd like to flesh out in the future though!

Thank you for playing!

The physics do change between levels, but I could tweak it to make the change a little more extreme. I was worried that if it was too drastic, it would only be disorienting. 

I have to double check, but I think that bug may be due to the initial launch of the game not having a save file and thus the slider defaults to 0. But I'll test and see what else may be causing it! 

And yeah, the shells were a currency that was meant to be used in a shop, but those mechanics were unfortunately scrapped due to not being complete in time.

But ooh! There is a collectable menu (C || Slash || Triangle) and the volume slider is accessible anywhere in the game (ESC || Backspace || Start). I made the mistake of explaining the controls in the description rather than in-game, but that's something I need to implement in the future.

I loved the core concept of this! It's a very satisfying dungeon crawling (or climbing, rather) experience. The inventory system is fantastic, and it's a great dopamine rush to check treasure chests for new loot.

My only minor gripe was that it was possible to load into a map where enemies blocked all early chests so there was no way to find a weapon to proceed. I also thought that combining the buttons to open a chest and view the inventory could help to streamline things a bit.

But other than that, I still had fun with this prototype! 

Very cute graphics! I liked that it felt like a bite-sized slice of a MOBA.

Movement and attack being the same button tripped me up a little. Although, I ended up using the skill abilities more instead of the base attack as I kept playing anyway. And I sometimes struggled to differentiate the projectiles (especially using the rain of fire ability, the spellcaster attacks blended in). 

But otherwise, it's smooth and a great-looking game.

Smooth gameplay and super cute! The platforming felt nice while still providing a good amount of challenge. And the warp points were a great addition.

Only being able to attack in an upwards direction helped to drive home the sense that verticality is always the goal — which played in perfectly with the theme.

Great music and graphics! It's a satisfying tower defence game that provided plenty of time to build up units while providing more challenge with each wave. The Next Wave button also helped to provide some additional difficulty or just to rack up more coins for towers quicker.

I would have liked to new tower types unlocked sooner since there is an impressive amount of content that just needs more time to get to. But other than that, it's super polished and has a ton of gameplay!

I really liked the level designs! They expand upon previous mechanics while providing new challenges each time. Also, great attention to detail with the settings menu and tutorial! It added an extra level of polish.

My only problem was the lack of contrast which made many elements blend into each other. It made especially the later levels difficult to see how to navigate Given the name of level 10, I did get that it was partially intentional, but I found myself squinting to figure out where to go LOL.

But other than that, it felt polished and well-made!

Cute and fun! I'll echo that a magnet for coins would have helped with collecting them — as it was, it halted the momentum. 

But either way I had a good time just racing through the levels as fast as possible!

Beautiful artwork! It's an incredibly polished and well made game that's a fun take on the theme.

Really the only feedback would be to hold Left and Right to move rather than having to multi-tap. Other than that, the gameplay struck a sweet spot where it was easy to understand while still providing a nice challenge that increased with each level.

Really well made! The ship controls were smooth and it's a great-looking game. I found too that it was well optimized and I didn't really experience the lag that I normally do with 3D browser games.

It fit right into the sweet spot where each wave ramped up the challenge and I felt like I had time to try different units. Granted, I wished there was a tooltip to see what each one was/did, but it was something that explained itself as time went on.

My only suggestion would be for the later enemy units to stand out more. By wave 6, I didn't realize there was a new enemy type. I was flying around looking for asteroids thinking, "Huh, what's this cute sound?" And then I shot the thing making the cute sound and was like, "Oh, he's not one of my guys." LOL

There's a lot of content here which is super cool given the time limit! I enjoyed the core loop — fighting and grinding out coins and then mass spamming troops to overwhelm the other tower.

I think the tutorial could have focused more on how to spawn the troops themselves. I completed the tutorial without using them. When I clicked the green circle, they never spawned so I just moved on to the next area. The tutorial says LMB or Space to interact, but I could only get them to spawn using Space. Luckily I figured that out during the first stage and it was a lot of fun from there!

Only other issue was the lag spikes, but I imagine that's just from having to instantiate a bunch of new units at once. All in all, a cool project!

This was actually really cool! I liked the Runescape-esque graphics and the off-kilter style of music. It made for a trippy experience! The game concept too is like a 'reverse tower defence' since you're sending out towers to reach the goal rather than units.

I do wish there was more of a challenge since even the basic towers had more health than enemies could take down. But as an experience/art project, it was great!

Yeah! An in-game explanation of controls is my goal for future jams. The level 3 jumps require making use of coyote time to get across, but that's also something that needed more of an in-game demonstration.

Oooh, pressing 'C' (or '/' or Triangle on a pad) opens the collection menu. I included the controls in the description but should have had them explained in-game too!

By design, the collectables do respawn. I just wanted to keep it easy to collect them to prevent too much backtracking.

This looks incredible polished — clean 3D art and smooth controls. It was fun just clicking around and seeing how many houses I could cram together.

I admit I couldn't figure out the pattern to the scoring system. I mostly just wiggled the mouse around until I found a placement with the highest amount of points. But either way, it was incredibly satisfying!

I loved the artwork and character designs! The Potion Seller as a cat was hilarious, and it was fun to see who would appear on each level.

Initially, I was confused how to play. One of my starting frogs swam off the screen while I was checking the menus, and I didn't realize how to use the wand at first (or that I had activated it). But once I understood the mechanics, it was a lot of fun and a nice challenge to wrangle frogs and create the right combination each stage.

The dragon animation is so cute! The gameplay too did a good job of ramping up the difficulty by introducing new obstacles each level.

I did wish the movement and scene transitions were quicker, but it was otherwise a nice twist on the Flappy Bird concept.

Beautiful game! I loved the art direction and the variety of towers. Each sea creature was well designed and the animations really brought them to life!

Gameplay-wise, I couldn't tell how to control the projectile speed or direction. I eventually just spammed Space and let the tower get as tall as it could before Game Over LOL.

Gorgeous artwork! The art drew me in, but the gameplay kept me going. 

It took a few deaths before I understood how the mechanics worked (I was dragging the furball *onto* the map points rather than in front of them so they roll over it). But once I figured that out and how to lock the furballs in place by having them roll into each other, it was a lot easier to manage.

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The 2D art looks great! It has a cool storybook illustration feeling to it. 

When I press Start Game, however, the camera doesn't lock onto the player and instead is far above it. I managed to (I think) make a few jumps by chance but quickly got stuck without being able to see the character.

Either way, wonderful art direction!

It reminds me of Jump King! Brutal but satisfying once you figure out the timing. 

Adding an option to fullscreen or just a larger default window size would have been nice. I got around it by zooming in on my browser, but it would help as an accessibility feature.

I thought this was a cool take on the Roguelite genre. You fight through floors of enemies and unlock abilities but there's the extra element of using the teleporters and navigating pitfalls to keep things fresh.

Unfortunately, there was a large delay/lag spike whenever I used to teledash ability which meant that enemies were usually always able to get a free hit in before they died. The collision was also a little tricky at times and it was easy to get struck on corners.

But other than that, I really enjoyed this conceptually, and the collected notes were a great addition that provided more incentive to keep playing after each death.

I enjoyed the core loop of searching a magical tower for clues and using those bits of trivia to unlock new areas! The tidbits themselves were fun and well written.

The only issue was that each floor seemed to get larger and emptier as the game progressed, which made finding the next clues tedious. 

Checkpoints could have been useful as it was easy to miss a clue and then be stuck guessing at a door. I think those portals were meant to be a fast travel? But I was unable to interact with them. Only on one of the levels, the Interact action made a clicking sound, but I wasn't sure how to use it.

Either way, the trivia aspect was a blast!

I enjoyed the original take on the theme and the puzzle itself is a lot of fun! The lines help with planning and make it clear how far each plan can travel and how much space is required for them on the next turn. The difficulty ramps up with a nice progression where I felt like I was learning as I went.

The only issue I had was that, when there are a lot of planes on the map, it became difficult to tell which ones I still had left to move. Having the planes change color once they've used up their moves could've helped to make them stand out.

Otherwise, it struck a nice balance of getting hectic as time went on while still feeling like there's a clear strategy. 

Nicely polished and a great looking game. I liked the targeting system; it helped keep the focus on navigating and dodging enemies. 

I was a little confused how to destroy the towers at first. I finally realized that slices of the shield will depict how many hits it's taken, but after doing so, the tower will recharge shortly after. 

Absolutely adorable and so incredibly polished too! It's the best of both worlds with tower building and tamagotchi-style gameplay.

One QoL suggestion I have would be to include a way to tab between cats instead of opening and clicking through the menu to check on each one. But other than that, it's a perfect game.