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StarFlower Productions

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A member registered May 15, 2018 · View creator page →

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Core Mechanic: l had a lot of fun playing with this one. The levels had a gradual ramp-up in complexity and precision. The times when the little guy went off-screen were a bit  stressful, but I handled it fine. My main issue is that the red guys were mostly inconsequential - there were only 2 levels where their presence genuinely concerned me. I also liked the coins as an extra mini-challenge in each level.

Game Feel: Move with the arrow keys felt awkward, but using the mouse felt much better. The various sounds made it obvious what each of my actions were doing in the heat of the moment.

Visuals: The colors are pretty, and the characters are easily readable 👍

Sound: I like the little pew-pews of the gun

Theme: The connection between the game and the theme seems pretty weak. I guess the fast, slippery movements of the gun could count, or maybe spawning the sun in the sky as a result of picking up a coin

Core Mechanic: It's a straightforward, functioning Visual Novel, I approve 👍

Game Feel: Everything felt nice to interact with - no awkward pauses or having to hit the same button several times

Visuals: The skyline was well put-together, and watching it slowly catch fire was a nice touch

Sound: I liked the music 😊

Theme: ‎My secratary 

Core Mechanic: The mechanic was pretty solidly implemented, with some interesting puzzles in the levels and sometimes as just a neat thing to do while walking

Game Feel: The movement was awkward and slippery, and the camera moving in and out when I move and wobbling around as I walked was really off-putting

Visuals: The colors were nice, but the edges on the floor made it really hard to read depth in the environment - especially with ramps

Sound: The footsteps and menu sounds were pleasant

Theme: Major-to-Minor changes to the environment with a single key press

Core Mechanic: The gameplay was scary, but in a fun way. Accidentally offing myself in the starting chamber was a nice introduction for what was to come, as was the robot voice and general aesthetic. The slow escalation in chaos and fear was a strong element as well.

Game Feel: The movement was smooth and fluid (aside from the platforming section at the end), shooting felt nice, and dying was jarring and painful.

Visuals: The visuals being reminiscent of Portal made it very easy to understand what the game was all about. The grayscale environment with dark, shadowy lighting and skybox were ominous. The glowy colorful targets and b alls made them stand out from the rest of the environment and also from each other.

Sound: Never has a xylophone hit been so terrifying; hiding in the bunker in the last puzzle was harrowing like a war movie.

Theme: The chain reactions were a cool aspect, but it didn't happen super consistently. Several times I would lob a shot at a yellow ball and it didn't even destroy any others in the room.

Core Mechanic: I love a good puzzle game, and this is one of the coolest I've seen. I'm just annoyed I don't have the time to sit with it for hours.

Game Feel: Actions all have smooth animations and nice sound effects, navigating menus is buttery smooth and buttons don't have awkward delays on them. Also seeing the numbers pop up was pretty fun.

Visuals: The whole game looks super pretty and chill, with a cohesive art style. The color of the fonts are clear and distinct from the background, and the yellow for my inputs is a nice contrast.

Sound: The music and sounds are serviceable; I don't have much to say about them.

Theme: Seeing the numbers get really big and the resulting confusion and mystery is overwhelming, and all from just 4 digits

Core Mechanic: The controls and towers were all simple and self-explanatory. Although the upgrade system broke a bit; I was trying to upgrade all of my towers a few times, but all of my upgrade points seem to have gone into a single tower at the back of the map, giving me a tower with infinite range (it seems like the upgrade button specifically applies to the most recent version of a tower that was placed)

Game Feel: It's always satisfying to hear the tower noises stack up over time until I have a big collection of towers making cool noises, and this game is no exception. Ditto for watching the towers snap into their spots with a nice click sound.

Visuals: The objects are all visually distinct, and the colors are pleasant to look at.

Sound: The music was fun, and the shot noises are meaty and distinct.

Theme: The feedback loop of building towers to get more resources to build more towers is a ramp-up from a small input of resources (especially if you manage to crank points into an infinite-range tower)

Core Mechanic: Jank and general awkwardness aside, there's a simple bit of fun to be had with just beating up a bunch of cute shape creatures.

Game Feel: There's a nice sense of panic whenever I hear the laser and bomb noises, but the general gameplay was a bit dull

Visuals: The objects all stood out from the background pretty well

Sound: The music was peppy and fun, and the sound effects all sounded nice. The bomb sound effects in particular were . . . alarming and made me jump whenever they managed to sneak up on me.

Theme: Yeah, I got nothing

Core Mechanic: The gameplay is very simple and straightforward, and creates an escalating tension punctuated by slow moments of relief and/or sadness. However, the attack wheel doesn't seem to work right since I often miss the target entirely and still get the hit, and if I mash the button as fast as I can the vast majority of my clicks register as hits despite never being inside of the target

Game Feel: The audio-visual feedback on the attacks was clear and felt quite nice (although I think the damage nubmers are superfluous since I'm mostly staring at the wheel); in particular I like the little flash and rose that popped out when I got perfect hits. Also I wasn't able to find an in-game quit button :(

Visuals: Jailed for the crime of using fancy illustrations (although they do look nice). Also the falling ring things tended to mess with my vision. Also sometimes the enemy was invisible leaving a black void.

Sound: The music was pretty fun. The different hit sounds felt nice, with the `Perfect` sounds being more loud and intense; though I could have done with a special sound for misses.

Theme: The ramp-up in intensity and difficulty with successive hits fits the theme pretty well

Core Mechanic: I enjoyed figuring this one out quite a bit; the tutorial was just informative enough to push me in the right directions, and I was able to figure out the details from there.  My main issue is that sometimes the thing would just follow me wherever I went and I couldn't figure out why it was doing that or if there was a trick involved, so my performance was mostly random

Game Feel: The lack of feedback on all of my actions was a bit of a drag; the recorder and wind never made a sound, the screen transitions were just long fades-to-black, and the hiding mechanic didn't seem to work consistently. Also I had to wait like a whole minute in between finishing a run (pass or fail) and going back to the main menu.

Visuals: The visuals are very straightforward and clear; the darkness, the eyes, the flashing, and the text pop-ups are sufficiently unnerving (especially the eyes)

Sound: The droning ambient noise was nice and creepy, and the dragging and alarm noises associated with the thing chasing me were panic-inducing

Theme: There doesn't seem to be much "Small Input, Big Output" here, unless we count the very long transitions resulting from individual mouse clicks and game-overs

There's thinking with your dipstick 

I love the level of puzzling and abstract thinking in this one

I'm doing a simple maze