Loved the concept of having your towers be as damaging to you as they were to your foes, definitely became manic the more of them you put down. Enjoyed the aesthetic too. Controls did feel a tad floaty for a bullet hell game which often requires precision though, and it was odd not being able to even see the image of placing a tower more than a few feet away from the character. Still enjoyable though, and probably the best TD game I've seen in the jam.
Slazo
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Enjoyable take on the theme, and I loved the Geometry Wars style neon aesthetic. I did find that things seemed to go to hell pretty fast, especially as bullets that didn't kill enemies just bounced off them, so was often praying for gravity reversals to help clear the screen of my own chaos. Would be nice if you had lives or dying was more of an event, but otherwise good stuff.
Hilarious fun, reminded me of old episodes of Finders Keepers in some ways where everyone was tearing up the house in pursuit of random objects. I did get caught by the king a few times when I had the blugger in my hand which felt a tad unfair ("it's all under control, m'lord, honest"), but otherwise one of the best and most thematically on point games I've seen all jam. Amazing work!
I enjoyed the concept of this, and if there had been a simple beat in the background to make it clear when a locked key was about to change that would've really elevated the experience. The forced side-scroller level was interesting too, though none of the enemies ever posed a threat so even if I crashed into one I never felt in danger. Still, a solid base for a game, good work! =)
I enjoyed the variety of (legally distinct) attacks and having to adapt to whatever the next form of offense would be, but not having any notification of when they would end was often the death of me more than actually being caught by an enemy. Still, a very fun base for a game, and with more variety in enemies and more crazy types of attacks, I could see this being a really fun and engaging high-score game.
I like the idea of discovering the controls for your car, and all the extra stuff that could happen like the alarm, radio and wipers, but that being the entire puzzle grew old really fast, especially as I would typically just wipe all the keys in a few seconds and go from there. The car handling also felt weird, like it lacked momentum and was more just a speed toggle. A solid start for a game though, and with more levels and better handling something I could see myself enjoying.
Seen a couple of these directional robot style games, but this was definitely the most charming and interesting of the bunch. Loved the robot design, and the twist was cool too. I do feel you could've done with a fast forward option for the puzzle bit, and maybe some more stuff in the final segment (maybe arrows you have to avoid), but otherwise I really enjoyed this. Keep it up!
A nice idea, but this lacked the tight controls you need for these kinds of more punishing levels. The pop-up events were also a neat idea, but having the last input still move your character is frustrating when you then fall or die because of something arbitrary. Love the fact you packaged it all up in such a tiny filesize though!
A nice idea, but one I found quite frustrating as all it takes is one of the direction keys to break (especially the right key, since you always progress to the right) and you're pretty much boned. It's also usually hard to tell what exactly you're picking up out of chests, and the time pressure makes you likely to just grab it and move on, whatever it may be.
Liked the aesthetic and idea behind this, but found some of the puzzle solutions not all that logical and that the game was more about fast reactions than figuring out each room. Which I get leans into the theme, just not particularly appealing to me. Not sure what happened at the end either, as the screen just went to white after I left a room and... that was it.
Never really been a fan of this type of game where you have a thousand controls for each body part, and I very quickly managed to weld my limbs into the living room corner and was unable to escape or get any further. Shame, as I loved the intro and the aesthetic, but the gameplay was just inpenetrable to me.
Loved this, from the simple concept to the presentation full of charm and wit, to how it could all go wrong at the drop of a hat. Made it to the 100 days but was definitely losing control at that point! Only thing I'd say is the treasury felt like it took so long to move anywhere that I just never bothered utilising it. But bar that, this was amazing! <3
Error was "The procedure entry point CreateDXGIFactory2 could not be located in the dynamic link library dxgi.dll". I've had similar errors with Unreal before (with DXGIGetDebugInterface1) which I think are to do with the fact I'm on Windows 7 (though they don't usually stop the game from running). Based on everyone else's positive feedback though, I seem to be the exception not the rule, so I wouldn't worry about it. =)
I enjoyed the art and presentation of the game, especially the opening! Having every upgrade also come with a drawback was great. I did notice a few weird collision issues towards the end with invisible walls, and you could lock yourself in some of the rooms (don't think there's a key binding to restart levels?), but otherwise pretty good fun!