StarDDDude
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I felt for quite a while like I had to check back up on your games because of Kaizemo being stuck in my head.
And ohhh damn, it was a good idea to finally do so.
I absolutely love this mechanic. It's probably one of the coolest ideas I've seen in quite a while. Might even be one of the coolest mechanics I've seen this year...
Okay I just checked up and the only games with possibly cooler mechanics are (no particular order):
Tiny Companions,I have put the creature into my Gun, PicoHOT (I know it's just ultrahot but still gotta go on that list), Ore from the age of Gods, Miss Paint, Context Catacombs A game Greenpixels in currently developing but the page isn't open for everyone and I dunno if I can just show it around
(Special shoutouts to: Environmental Station Alphas latter half, and Yuuma Toutetsu in Touhou 19)
Pretty sure this is the most unique mechanic I've seen this year (if we don't count ESAs second half as a mechanic because holy moly). So congrats, lol.
Just checked up on a few other ones. And I totally forgot The Sapphire which I am still playing through. So I sadly gotta undo your congratulation priviliges, as much as it hurts to do.
Still, absolutely fantastic mechanic. I may steal this in some manner when I inevitably finish my current project and finally make another platformer.
Will now also finally look at some of your other projects!
Nah nah, it's not a negative term to most people. There's definitions ranging from booth "judgement about booth negative and positive qualities" and "the act of judgement usually negative". The first one feels like the more common usage currently, and also what you used.
Me disliking the term is mostly because the word has been used for "insanely long opinion pieces that are surprisingly negative". Imagine a book called "Critique of Pikmin 4's Artstyle" spending 500 whole pages explaining why the Author dislikes the Artstyle, with a mere 10 Sentences saying very small positives, and 30 pages saying it is objectively bad.
I've kinda seen too much of that recently to like that word... But that's just me personally and I understand that. So you did not upset me in the slightest.
I also think praising positive things without giving any improvements wanted is one of the most helpful kinds of feedback.
Of course there's always endless lists of improvements people can give you. But those lists will differ from person to person. You will then have to decide which part of the "list of improvements" actually fits what you're wanting to do.
Recently I showed off a Boss-Battle-Project on a local Convention. And I did have such a situation.
Many people had an issue with their depth perception on a specific attack. But one of the people, which was more in my target audience, did not. And they also said that was kinda the point of the attack (which is 100% true). My reaction to that was slightly cleaning up the attacks visuals. It wasn't to take one extreme side, but to just see what fits the type of game I wanna make. Which is a Boss fight that has some pretty patterns where you gotta look closely what is happening, while not being "figure out which of these 20000 bullets is going to hit you in .5 seconds - THE GAME".
In contrast those "lists of things that are great" are things people already liked. You don't need to do any complex weighting of your options, different opinions people had and the goal of your project. You just got the thing that people liked, which you (probably) already know how to do, and now you can do more stuff like that. And if you didn't notice that aspect and don't know how exactly it got in: GREAT! YOU JUST FOUND A NEW WAY TO ENJOY YOUR OWN THING!!!
This also reminded me to ask more directly what people liked about my projects. I kinda didn't do that on the convention because I wanted to focus on ironing out mistakes and stuff. But I do wanna have a focus on what people liked when I am reviewing gameplay and opinions.
So writing this overly lengthy comment helped me get those thoughts sorted out. So thanks for that, hopefully it can help ya too and didn't take too long to read.
No problem, take your time, there's no need to rush.
Happy to hear that the "criticisms" are helping.
I'm not really fond of the term "criticism" in general. To me it has become kind of a symbol of someone being negative, just to make themselves sound smarter than the other people who they think are just blindly liking things.
Under no circumstances I wanna pride myself in saying negative things about a game. The exact opposite is true, I absolutely love video games. I wanna pride myself in being able to say good things about the worst games I played.
So whenever I say negative things about a game I feel I gotta be as respectful with it as possible. And I might do that a little too intensensively.
Anyways I'm excited for the next update! Am happy to know the project is able to move forward!
Heyope, welcome to itch. There's all kinds of games here.
My first recommendation would be to try check out anyone you see. Be it the comments on this post, the comments on other posts or the comments on games. Many people on here are developers so it is easy to find games by just clicking on someones profile.
And of course you can search via Tags on itchio. If you use RSS feeds you can even subscribe to them and get all the games of a specific genre.
Some stuff I can recommend specifically based on your current interests (they are either atmospheric, Puzzle games, or have some unique/experimental mechanics):
Context Catacombs - A really fantastic Puzzle game. It got a fantastic atmosphere and really unique mechanic. The Puzzles are also some great stuff.
Miss Paint - A simple Puzzle Platformer with a very unique mechanic
Drone delivery Despair - A dreadfully dark atmospheric game... Though it kinda made me wanna speedrun it
Yuuma Game - Really Unique Bullet Hell game
HEDGEWIZARDS - Unique jumping Mechanic
Birdsong - Very Unique short Metroidvania
A time Travellers Guide to past Delicacies - WEEEEEEEEEEEIIIIIIIIIIRRRRD (seriously I have no clue what this is meant to be about)
Dire Decks - Classic Unique Itchio
We Become What we Behold - Thoughtprovoking small game about news
let there be Knight - Puzzle Game
Fragments of Euclid - really atmospheric Puzzle Game
(Do check out all their Developer pages too)
And for any further recommendations I am sadly too lazy.
I do have a list of all the games I played last year. It is in my 2023 Lookback. There's quite a bunch of games there which are really cool.
If you're interested in my games, I usually try to make smallish games with maybe a little interesting thing, but nothing too special. Currently I don't have many projects on here because I've been polishing a single project for A LONG time now. Though that'll be finished soon
Really really loving this idea, thanks a ton for doing this. I usually just do a yearly top list of my favourite games to recommend things. But I should definetly take this into consideration too.
Honestly I am not gonna tell you to put me on the list. Only do so if you like my projects (and when you do, I have a bigger project coming out in a few weeks which would get the most out of a little more exposure).
However I will recommend some other devs that come to mind, which have projects I really enjoyed and would be happy if they got a bit more exposition:
JadeLombax (really loved resurface)
Iced Lemon (freaking loved ore from the Age of Gods)
develli (definetly loved Kaizemo)
NuSan (very much loved Fragments of Euclid)
WOAH_MAAAN (absolutely loved Yuuma Game)
Some might be too "well known" (if that even exists on itchio) for your list. So double check if they need that exposure.
And a little tip: Maybe you could allow Devs who've done some 18+ things by marking that their link can lead to 18+ content.
I also just noticed I definitely gotta check all of them out again, most of them got far more cool stuff than just the 1 or 2 projects I played.
Would have loved to put more into that list but I gotta check up again on many devs I don't remember too well anymore. I also noticed I should add metadata for developers in my Personal play-list so I can find single devs more easily.
And now I'll need to find some time to play through some of the games of peeps who replied here. Will certainly be fun.
Ok first off... Sadly the portals gave me a headache, and I gotta rant a bit on that.
My GPU gives me a little bit of screen tearing on this game. And my eyes don't like screen tearing at all. Which gets made extra bad with the portals which have an even more headache inducing effect.
I think the most important part is to get our that delay the camera movement of the portals has. It really messes with the head for me. (sadly I have no clue what could cause this as I haven't used UE a lot yet)
The low resolution I don't think is that much of an issue. But you could hide it some more with an overlay effect, just like you have when the player is a bit further away.
Anyways onto the actual meat of the game:
It looks really fantastic. Certainly very well made.
There are some issue with random insanely bright light shining onto the ground, as well as the water looking very basic, especially in comparision to the rest.
But other than that, the art direction here is fantastic and execution is great.
It genuinely had me just walk around and look at the... walls. They're pretty.
Jokes aside, I love the last puzzle rooms look. It's really gorgeous.
The switch from the previous greyish palette to that golden one is fantastic. Had a neat wow effect on me.
Now when it comes to gameplay, there's not much to say. The puzzles are so light that I classify this as walking sim. But I do like myself some walking sims, especially when they make me look at walls.
As a last note:
I am pretty sad the end just instantly ports you out.
I'd like to have just stared around a bit more.
Maybe instead of automatically fading out allow the player to jump off to do the fade out.
Really cool concept. Was a bit hard to grasp at first because I didn't quite get why only 1 of the little guys returned to me, the checkpoints are a bit "overfrequent", so much that at first glance the return mechanic seems like it counts for all the guys.
But that's just a microscopic issue.
I really enjoyed the level design here. It varied quite a lot for the little amount of mechanics in there.
I am just a big fan of "big drop into a deep hole" levels. And the drop here was accompanied with the really neat orange guys.
Which in the end carry you a good ways back too. A neat hint towards getting to the Win screen. Also liked the 3 guys and the passage you could see early on in the level.
Completing it had a really cool feeling. Especially as I love those types of YOU WIN screens. Might be SMW nostalgia.
Some more tips for minor issues:
1. Took me a while to find out there's a loose animation. Maybe you should add a delay to the respawn input after getting hit.
2. The Air Ability of the blue guys confused me a bit. The wall slide looked like I could wall jump, but when I tried to do so it seemed like it was a glitched wall-jump. Maybe setting the abilities onto a secondary button, like c, would help a bit there.
This was fantastic.
Am surprised how well the... moonies (?) work. Especially with them grabbing onto you during the jump. If the ground group following you looked as majestic as it does in Pikmin then it would be the perfect mixture between the army of Pikmin following you and the cute mass of Pikmin on Oatchi.
Maybe have some of the moonies folow on a bigger delay so that it spreads out more? Though hard to give advice as I don't even know how I'd implement that.
However, as is they do sometimes stack up a bit too much by default, that includeswhen just standing around. You can kind of cram as many into a small minimal space so its hard to gauge how many you got somewhere, could be 1 or 50.
That out of the way, gotta mention again I love the moonies. They look super adorable, really good job on the animations there. Generally the designs are well done. The player character looks great and so far the UI is very cute. I really like that Tileset for the cavern with the moons and stars inside (though it looks like you gotta patch up some missing tiles or fix a few placements).
The weird walljump is not much of an issue as of right now, but I feel as it gets bigger it might become a problem.
To walljump you really wanna hug the wall as a player, and having to let go to walljump makes that wallhugging kinda hard.
Maybe you have an issue with the player input overriding the walljump. If that's the case you should be able to just skip the player input for something like 0.2 seconds. Not sure how well that would work, haven't implemented a walljump yet myself.
Also it's hard to distinguish whether moonies are fighting, sitting around, or following you, a little color change of the sprite or its outline could help.
I'm sounding way too nitpicky here, don't take that the wrong way.
I am really really really really loving the concept of the project, it made me super happy to see this pop up. And I already had a fantastic time playing through this early version.
Really excited to see where this is going
Played this for 28 minutes while jamming to some music.
Got this as final Boss while Star Conquering Traveler was playing
(Very scary due to the monsters only ever throwing 6 at this point and the previous monster I fought having like 20 HP):
And then I was met with this choiche:
Maybe I should make a Boss that's impossible. This situation kinda cool:
Especially when some madman inevitably does it anyways. Sadly in this case that wasn't me.
Very fun short game.
The platforming had that weird issue of the player sliding around but isn't too bad (becomes a bit of an issue when the Firefly moves the Beetle, because then the player just slides away into the spikes, but that's one of those issues which I don't even wanna think about fixing during a game jam).
The abilities are extremely unique in a way, having them be tied to a secondary character... is something I actually had recently in a demo I played. But that doesn't make it less interesting.
I really like the carrying, super cool way to get across spikes or while keeping a very puzzle-esque feeling and not evolving quick movement mechanics.
The puzzles themselves were well designed, I enjoyed them even if their visual aspect couldn't convey everything perfectly, but that's just game-jam things.
The level design on the other hand has some rough corners... And I mean that literally, there's just a few jumps that don't feel right or are slightly buggy because of the needlessly small space they use, or convey things in a weirdly unclear manner.
Maybe that's just me being too critical of level design, gotta do more myself so I can get a better feeling how good I am at it and how hard it can be.
Finally the end was a nice surprise.
I did not at all expect that dark red area. Was a fantastic change of atmosphere.
Though I am confused by the end... I just pressed a button, got ran over by a Spider and was got the "Together we are One" screen.
Guess I made a spider friend and am chilling with 'em now... Cool.
Anyways, overall I really enjoyed this.
Had a boring moment that nearly would've affected my entire day, so this helped brightened up my mood real quick.
Nice, I'll be keeping the project in mind for when you update it.
Not getting to a full finished project in a jam is normal. I'd say the possibility of that is just part of the fun.
I'll certainly keep the project in mind and will check back for updates in the future. Just take your time and don't rush yourself.
Yeah it's not really evil, but I just don't have a better word for it right now. It just had things that I would not really expect most games to do (checking my my personal notes right now, there I simply used depth instead). You did absolutely manage to give it proper longevity.
The destructible walls being marked by no crystals does make sense now. But a little hard to miss... Though that just reminds me of Environmental Station Alpha again.
My first instinct from the deep pit you gotta climb out of was that the Jump Jets do indeed refill after wallclimbing. But when I tried using that it just didn't work because I tried to do the same as I do in Celeste which here eats the Jump Jets (that sounds funny). So I just worked around it with my platforming skills to get out the pit.
Also I only afterwards noticed that this was for a 1K Byte jam. So also congrats on managing to condense all this down to 1021 Bytes.
Is there any end goal? Or are you just doomed to die as you inevitably run out of things to feed upon within the finite world of this game?
Other than that, I must say even with the tech-demoey aspect of this game I really like the aesthetic. Not just the cool physics based pixel stuff. But also the "monster" design, those are really unique. The tiny thingies look like tasty beings that may not be asking to be devoured, but I can't bring myself to not devour them. Especially when I play as this somewhat big guy who... got an Eye on his shoulder with a MASSIVE WEIRD ARM TO DEVOUR SOULS. And then we of course got the Dark Sign and Black-Dark-Mind from Kirby... Cool, I like it.
Also fun thing I noticed:
All the tiny devourable men run away from you as you approach the cliff on the right. Dunno if that's a technicality, a desired thing, or just plain coincidence. But if was funny seeing their undeveloped ai walk away off the cliff... slowly... very very slowly.
Also I'll note down that Cormac McCarthy in my head, sounds like I could find some cool stuff when I read up on that.
Edit: Also sorry for having to point this out, but from what I can see this is neither a metroidvania (as stated in the tags) nor a SoulsLike. Unless I missed some metroidvania-aspects. And SoulsLike is so misused, something having a Souls-inspired dark tone is probably not the worst misuse of the term I've seen.
Surprisingly fun
Will definetly reccommend to other people or just play with others when hanging out.
I do have a tiny issue. The powerup does not make YOU able to eat ghosts for a while. But makes the GHOST able to be eaten for a while.
That makes it kind of annoying when you eat a powerup but it was in the time when the ghost was returning to its goal or while it was already possible to be beaten.
There were a few times where I just ate a powerup and the got instantly spooked by ghost.
(dunno if that is the case in OG pacman, just something I personally found odd)
No problem, I like games a lot, so playing one is an absolute blessing.
I also keep all my played games in a list and sometimes check up on devs that made games I enjoyed. I already have a tab open for omeyocan (which I believe you also worked on), just currently having an issue with playing through my itchio backlog. But I'll get to it, maybe even today.
Heyope, played your game a week ago.
First off congrats on the finished project of course. Though I've also got some detailed thoughts here:
Gameplay
I think the jump is a bit off a miss. It feels VERY floaty, but I can't exactly say why. I myself haven't worked particularly much with 3D Jumps so I can't give any direct advice.
I think maybe it's the amount of time you spend in the air or the high amount of air control you have. Maybe a bit of a harder fall could fix this. Butof course making the jump not floaty at all could feel pretty out of place.
Something with a bit of a Hover time at the jumps peak could work, giving the feel of a harder fall while maintaining a bit of floatiness (as far as I know this is also relatively common even if it doesn't feel like it).
Sadly the only pointers I can give to fantastic 3D Platformer jumps is A Hat in Time and Kirby and the Forgotten Land.
Shortly on the genereal movement: The Ground movement also feels floaty, but I got absolutely no clue why. Maybe the movement speed. Maybe the time you need to stop. Or the amount of time I played the game being low (26 min can be very little when getting used to a new character controller).
In contrast to the jump I think the shooting felt fantastic.
The slowdown in combination with the aimbot feels REALLY satisfying to use. I have nothing else to say on this because of how fantastically well this works.
Level design
Was a bit confused about the collectibles because I just wanted to test out if I can break one of those thingies. And indeed I could. But I think it complained how bad I was for everything so I guessed it was meant to be a one-off story moment.
A less annoyed dialogue by the first collectible as well as a more obvious animation would've been helpfull. Something like the jinjos in Banjo Kazooie, or just something that flies into the HUD that pops up showing you how many you collected (I completely missed the HUD popup at first).
In general the level design felt ok. Nothing particularly bad And nothing outstandingly good. The scripted Hazards were nice but also not perfectly timed, which is fine.
Lastly on the level design: The save system of those pillar-thingies works ridicolously well. I once went the main path instead of first trying out an optional path and I was really surprised hopw well the save-pillars worked with that.
Story
Why? Is? Nothing? Explained?
From what I can gather in the comments you have a more detailed story but didn't have the time to implement it. In that case I think you could've just written an abridged version of the story and show it to the player at the start. Something along the lines of:
"This is a story about a God furious about his passing into fantasy and being forgotten, thus wanting to destroy everything. So his wife says 'no, please don't' and his daughter shoots a big sphere."
The general storytelling also felt a little annoying. And I don't wanna complain about the voice actors and writers, but Liv was very annoying.
I am not really a fan of a player character monologing to themselves about the stuff I can see... I can already do that myself.
And I think Liv is a pretty good example of why I usually don't like this. She does very useless observations which are barely engaging as a listener, especially when it is reacting to thing I woulds like to react in the gameplay or the atmosphere. Like that "Oh that was close" when some rocks went flying by.
The other issue is how unengaging the monologues are. Which also has to be REALLY hard to do well. Because in gameplay you usually only have time for one-liners. Meaning you gotta throw out some singular line that is actually interesting and that a multitude of times to build up a comprehensible character.
the only game series I know which actually manages to engage me in short dialogue-snippets is Touhou. And in thatcase it manages to do it because it has dedicated points in it's stages where you expect a piece of dialogue (not monologue like here), and the fact that it always either throws out a really fun joke or does some neat worldbuilding/characterbuilding.
NOW IN ABSOLUTE CONTRAST TO LIV
I REALLY LIKE THAT ANGRY GOD, WHATEVER HE'S CALLED , I REALLY LIKE HIM
The final act of the game in general felt really good in its combination of storytelling and atmosphere. It had a really cool dynamic of Liv, AngryGod, NotAngryGod doing lines in the chaotic atmosphere of the storm.
And especially the way the lines of the Angry god were delivered kinda makes me wanna replay that part.
In that last act the monologue/dialogue finally really felt like it had a story/atmosphere reason to exist. Unlike in the first part where it felt more like the character tried to take away thoughts I could've had.
With the collectibles being kind of story-relelevant I think you could've given Liv some lines as answer to the ghosts or have her monologue based on what a ghost said (Maybe she did and I completely forgot, if so sorry).
Graphics (nearly forgot this part):
The art design is definetly really good. I think it could've been placed a little better by giving the player a little more breathing space to look at things (there were a few but it didn't quite feel like the game really wanted me to jump on some nearby rocks to try get a better view of things in the distance).
On the VFX side of things I sadly don't remember it too well anymore, only that it had the kind of ok look to it I get from indie VFX that hasn't had the 3 year polish a full dev cycle brings with it.
I also don't remember it well enough to give any advice on how it could be improved, sry.
ANYWAYS, finishing this off:
Had a fun time with the game. Good job with it. And good luck for future projects, hope that my overly-long ramblings might help a little.
Heyope, do you have a sample version of the pack?
Would love to support you and get a full music pack alongside, but currently I have to keep my spendings low so that's not an option right now. So I'm asking to be able to check out some of the sound-effects in a project and give some feedback alongside that.
This was absolutely amazing
I just found the difficulty kind of annoying with how you had to start all over after loosing once.
That and the fact that taking blood takes about 2 seconds to get started made me not entirely finish this, though I think I got to the last boss.
On that Boss the Blood healing seems like it'd be the most fun to use, however I couldn't find any timing window which gave any meaningfull amounts of blood. I bet I could if I would restart the boss instantly but I guess that doesn't happen (correct me if I am wrong, the game had a crash when I dies on it).
Anyways, that should in no way distract from the fact this is amazingly made. Really enjoyed my 1 hour with it.
This was pretty amazing.
The movement is extremely annoying, especially with how often I just got stuck when trying to move forward when I had lots of backwards momentum build up.
But its was still really fun in concept.
But taking the lack of movement polish and the missing I-Frames and the annoying geometry out of the equation, this was really fun.
Really fantastic. Enjoyed everything about it.
The atmosphere is fantastic. Despite the Itch-Page I did not expect that gameplay twist at all. It's a really unique game and on top of that it has good enough execution that I am getting some really big interest on the original genres.
My only issue with the game was the puzzle in the art gallery. I had been on the wrong thread for quite a little while and I had to search up a playthrough on youtube to figure it out.
Nevertheless the solution is insanely cool. I am unsure how to make it more readable so you can understand it more easily.
And I won't spoil the end here but it I really like it. It's nothing special but from the atmosphere I expected something very different so I am very happy with resolution.
Played this a little while ago (exactly 2 weeks), and really enjoyed it so I wanted to give some feedback.
First off I gotta say I really admire the artstyle. It looks absolutely fantastic like an insanely cozy game. I don't think there's any possible improvement for the general art-direction of this game.
However I did have some tiny issues with some details.
The first issue is the distance blur effect. It can be really distracting when trying to analyze distant objects and trying to plan out a route to go.
It seems you already tried fixing this by only having the blur active when the camera is close to the character.
But I don't only have the camera close to the character when I am trying to look at the character. There's been multiple situations where I've just been moving the camera around to get a good angle of something in the distance.
Maybe try giving the player an item like a binocular with which they can analyze their surrounding from the players position. Or maybe a scouting magic pet thingy that allows them to have a flying camera.
(Or some less intrusive blur would also work, which would also make it less annoying to get out of places where your camera is naturally close to the player such as the bird statue)
Another detail like that is the "shadows". I dunno what exactly I am reffering to, so here's a GIF:
Take note of those weird Shadows happening when the character walks. No clue where that comes from and how much of a difference a "fix" would make.
Back to the general atmosphere of the game. I really really like the music. Together with the graphical style this already feels like a finished game. It's making me extremely excited how the final project will look like.
And at last the gameplay.
I found it a bit tricky to control but that was far more so a feature than an issue. It feels like the kind of controls you casually learn as you go through the world, I like that, it fits the atmosphere.
I do have 2 minor issues here again.
The first is a bug. Sometimes the gliding doesn't start. From what I could playtest, I think it is caused by the ground not properly regenerating all the flight points. When that happens the broom doesn't start the flight automatically (or not even at all, I don't remember correctly). And just falling onto the ground again does no longer regain any flight points (from what I remember that was the case).
That's all the info I can give. I sadly can't reliably recreate it, it just sometimes happens.
The other issue is the general concept of the broom starting flight automatically. I am kind of unsure about it. It stole me quite a few flight points because I often try starting it manually instead of just waiting till it starts. and when I do that it uses up 2 flight points instead of only 1.
I think the startup of the flight should either be controlled manually or not use up a flight point.
Anyways that's it.
I am really hoping development will go smoothly and you can finish a great game. Good Luck on that Kickstarter.
I find it a bit of a shame that the fighting is pretty lackluster in this. But I think the main reason for that is because of how phenomenally it looks.
Seriously with how polished that project looks I've gotten my expectations in the direction of something as well done as Sekiro.
It's not that this plays bad it's just that it doesn't live up to how fantastic it looks, which is one hell of a hurdle to life up to.
Reflecting about the combat a bit, I think the main issue is just how easy you have it to beat enemies. I think my main concern wasn't trying to not get hit, but rather trying to just remove things from the screen.
From the dodging I did do it also seemed to just kind of mess with your positioning, so it is pretty easy try to try to dodge somewhere but then be in no good position to attack, or you try to move somewhere to attack but can't really controll the speed.
Though maybe I am just misinterpretating the combat. It could also work better in a direction of being an overly powerfull character that easily goes through hordes (for that I didn't have enough enemies to destroy).
But ehhh, who cares about me overanalyzing the combat of a short 10 min game. This is one of the stylish games I've seen, even including FullPrice titles. Seeing stuff like this always motivates me to try tinkering more in 3D-Graphics. Especially the Trees work really well, even though they seem to be an extremely simple technique.
Oh yeah, I've put this game into the top Itch-Games I played in 2023 at place 4 (others are listed here)
As with the other games I would really like to donate a little money, but the itch page doesn't allow for that. Any other way I can donate it or are you planning to make a game where I can donate in the near future?
10th favourite Itch Game of 2023 (Others are listed in this Blog Post)
It's sadly been too much of a while since I played this game so I can barely say anything about it. Though I do remember being very interested in the difficulty curve.
Though the only thing I have noted down "Interesting difficulty spike at lilypad".
After a short reoplay up to that point I also really get that. Lilypad is a quite interesting level to play level and makes a lot of fun, but it also has a lot more dangerous sections than the previous levels. It's not that the feel of the character-controller isn't well enough established at this point it's just a bit of n unexpected jump at this point.
Other than that this game is really masterfull at how it satisfying it looks. The graphics are really cute but also very functional. You can very quickly notice the death zones and even the ways you drove in previous attempts. And the game over screen is very quick and barely gets in the way evough despite being extremely satisfying.
9th favourite Game of 2023 (Others are listed in this Blog Post)
Am gonna gib some few bucks when I finished post.
Just gonna repost my review here publicly as comment so I can refer to it in the post (why are itch review private anyways).
Gotta be some of the best games of this size I played.
I just love stories that are expressed with gameplay like this, actually being the character and getting your (very standard) abilities taken away is fantastic.
The jump in itself feels really good to control, though I'd say it is a bit floaty (or maybe it's just the very large gap in timing between your smallest and highest jump, it feels like the time time difference betwen how long they take to reach their apex is just too high).
The level design is also quite good at playing around with your abilities. But I'd say it is the weakest part of the game, not that it's bad it just feels some too frustrating.
I also think I will try getting through to the end with the required amount of hearts.
Top 8 favourite Itch Game I played in 2023 (Others are listed in this blog post)
I will give some money and Whishlist on Steam when I finish the Blogpost.
I really like the uniqueness of this Deckbuilding. Am excited to see what the full Steam release will offer.
If I recall correctly the normal Enemies got kind of easy after a while, though the Boss at the end was too much for me every time I reached it. But that's really the only feedback I can give now (usually I have a lot more to say but I am far too exhausted from writing lots of other stuff).
The game ended up being my 7th favourite Itch Game in 2023. The bosses are just really neat and inspired me to work on my own Boss Fight... which is now since around the time of this post in development Hell of me barely getting enough time to work on it.
So I will give some money when I finished my 2023 blog post.
Also no pressure on finishing that update for those Safespots and Jank.
Chose this as my 6th favourite Game of 2023. (Others I list in this Blog Post)
Kind of also because of how much I love your general gamestyle and how you always make stuff as high Quality as this one. Got a lot out of your Games in the past Year.
I wanted to give a little itch donation as a thanks, but I can't find any downloadable Game where I can give some money. Any other way I could give you some Money? If not I'll keep it noted down for when you make a Game where I can give a few Bucks.
My 5th favorite Itch game I played in 2023 (Rest are in this Blog Post)
So there'll be a bit of money when I finish the Blog post (and that for me seems to mean some Booklet, excited to look into that).
I really don't know what to say about this other than it's really interesting and got me interested in your other stuff.
This game is a freaking trip and I have absolutely no clue what it is about, but it just has a perfect vibe... Whatever the hell that vibe is.
3rd favourite Itch Game of 2023 (other ones in this post)
Will give some money to the game as thanks
The graphical style definitely helps making this so high, though I think even without it this Game would've been my favourite Puzzle-Pame of 2023. Though I do think the Shadow-UV-Texture could've been a little but less repetitive, still an amazing effect. Any hints on how to do this, the texture is applied via Screen-UV but I don't quite know of a way to get a fitting lightness value in a Fragment Shader to make it look like shading.
I really don't know what else to write because it was such a long time since I first played it (now a year ago). So I can't really comment on the Puzzles themselves.
I would be really really interested in seeing what else this game could have to offer. So if you ever do get around to continuing this then I'll be really excited to see what it's doing.
2nd favourite free Itch game of 2023 (other ones in this post)
Meaning I'll give some money as reward, and also meaning I'll get more of the game, yay
I sadly don't remember too much anymore from the Game as I played it at the start of the years and back then I didn't write down everything I liked about a game (actually still don't)
But the Free version of the game was already a really polished good time. I don't play these times of Games particularly often (the funny difficulty type) but they cam be very fun when done well, and this one is done extremely well.
The Pogo feels surprisingly predictable, but mastering it is insanely hard and a slight slip up can end in really unpredicted Deaths. The comedic effect of Deaths is really good, the dumb splash sound effect, the little jiggle animation, the x appearing and abrupt Respawn makes every single one of them feel like a little Joke. The fact you often know 1-2 seconds how you die before Death catches up with you often helps with that.
The game might be frustrating to some people, which would make the deaths pretty non-funny, but for me personally it wasn't an issue because of how many difficult games I play.
So yeah, dunno what else to say here because it's been a long while since I played... OH YEAH, the sound design for the ground is absolutely amazing.