How did you softlock yourself in level 11, other than being stuck on the bottom left quadrant as shadow? (in which you can fall to reset or press backspace, which is not a softlock)
Tetragraviton
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Only used a few spells, I think you should design levels to incorporate them earlier, and have the tutorial be pretty much just one stage. The movement was pretty fluid. I wish there were less used buttons, try combining the buttons to do multiple things, and also I dislike when I have to switch from mouse menuing to keyboard menuing. I liked the game though, the bossfight was a nice surprise. I ganked him with meteor pretty easily though.
I wanted to like it, but it's too grindy. The cell batteries having the same sprite as the other type confused me, because I wasn't aware the inventory button was a button ( I thought it was labelling the bottom bar as inventory. ) I also was not aware you could melee enemies until much later. I'll try it again when you finish it.
The UI was a bit confusing at first (Don't see the point of the bottom right thing other than to undo? it wasn't clear that it was an undo button essentially. And then I wasn't sure at first that the numbers to the right of the enemy were its preemptive move) But other than that, pretty solid. It is kind of basic and doesn't add too many new things other than the ingredients that give different stats. Decently fun, I beat it even though it crashed after the ghost, and I had to work back to that point lol. Well I hope you can do more with this, maybe add something else between the fights?
Enjoyed the story, the battling I mashed through and did not need to dodge anything. The dark room puzzle is not quite right lol. I think Z is a weird interact key. I think at least there should be a button above your head when you can interact with something. The battle backgrounds were trippy and cool. Some of the sprites felt rushed... hmm Good job overall but a lot of work to do!
I had a lot of fun playing it and hacking it. It would be cool if you had a list of passive upgrades somewhere, and it showed you all the potions you collected at the end. If there was some way to get more of the ingredients you want I think it would be balanced better and less RNG dependent. Micromanaging light levels was good. The sweeping blast offset bugged me lol. Anyways, good work!
Well I got to the second screen with the platforms that alternate with the light, couldn't figure it out, walked back, saw the shadow girl, noticed that you can push her. Pushed her to the top of the stairs and she disappeared on room transition. Then I got bored. It looks cool, I wish I wasn't stuck early on.
Pretty cool. I got to the part where you mix blue liquid and yellow solid to make green gas passed a purple pool, but I died at the last part due to weird hitbox on the camera. I like that not only do you mix colors but states of matter. The only thing is colorblind accessibility, I think it would be unplayable for colorblind people.
Great idea, artwork is on point and consistent. Once you know the trick to the mixing it can get a bit repetitive, but at that point it's kind of like "how fast can I do it?" The idea of which ones to select is pretty funny and well executed in general. I wish you could click to mix instead of spacebar.
I like TD and this one is pretty par for the course in terms of mechanics. I like that the attacks are based on how real fish attack. I had fun with it, nothing really felt too OP, however the whole game was a tad easy. I felt like I had more than enough money after round 10 or so. In the very beginning it felt like I had too little money to make any early game decisions other than what I could afford. The art could be improved and the sound effects from the towers get too repetitive if you have a lot of them, especially the pufferfish. I wish there were more maps and upgrades for the towers!
I like platformers, this ones fun. Needs a lot of fine tuning. The hitboxes are not good, they need to be more forgiving and that took away from some of the fun since it didn't feel fair, especially the areas where you have to dash through spikes. The backgrounds are great visually, the foreground looks like test assets to me. The controls are not intuitive, I don't think Z should need to be held to climb walls (I had to fidget a lot to even learn that you could climb walls) It could be just pressing up next to a wall puts you in climb mode, then you hit arrow away to exit climb mode or jump from it. Music was pretty good.
I like earthbound music but its stolen maaaan. Was kind of fun, I think the hook moves too erratic to feel fair sometimes. I get ms paint art funny but I dont like it sorry :( The motion and bubbles are nice though
I think the gameplay needs something for the player to work toward other than a score, maybe different obstacles cycle through on a timer
Never thought I'd play a typing game here, but here I am. And I'm not upset about it which is good. Got 37 complimented when I beat it, which is interesting because it sounds like you'd want a higher number, but the better typist you are, the lower score you'd get... Also I found you can spam spacebar with no penalty to catch the fish. Maybe there would be a delay of the line reeling in if you miss a fish to prevent rapidfire spacebar? Audio is quite relaxing, Art is great. Not much more to say, it's good!
Reminds me of old flash games haha. Needing to eat in between collecting the rocks was interesting. The hitbox to collect things seems a bit small, and hard to hit but not in a challenging way, more of a janky way. The levels didn't seem to add enough to keep it interesting enough to play passed level 3 where I died at (or went to another place). But it was alright.