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thomas iu

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A member registered Jul 10, 2021 · View creator page →

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The idea of a mess of paperwork as a game is cool. However, I didn't enjoy just mindlessly clicking whatever appears. It would be more interesting if there was some reason to prioritize some targets over others, like if all papers had various deadlines.

Sometimes part of a paper appears through another paper, and looks buggy.

The music is too short and repetitive. It would benefit from having multiple sections that it shifts between.

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A fun and innovative take on top-down shooters!

I appreciated the need to balance health with creating new minions, and between waiting for your existing minions to come rescue you, or creating a new one to do the job.

Given the quantity of enemies, I think the player would benefit from having a spread shot for the minion conversion.

The game looks and sounds good, which makes killing enemies feel more satisfying, even though the physical act of clicking them isn't.

Between waves, it was initially unclear what the 2 onscreen buttons mean. I thought they were possible upgrade options, and it wasn't until later that I realized they were options to start the next level or open the upgrade menu.

The game needs a menu or exit button.

A game about blowing objects to a destination is pretty innovative. The art is simple, but effective. 

Sometimes, the objects don't react to the blowing as they should, and it's frustrating. Objects can get stuck when there's no visible reason for them to be stuck.

The music is too short and repetitive. It needs different sections of the song to shift between.

The gameplay doesn't feel chaotic. You blow things, and stuff moves in the direction you blow them.

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An attention-seeking mass shooter that doesn't actually want to kill anyone is a bold and innovative game idea. 

However, the game wasn't very fun. All I had to do for 3 stars was unload my gun point blank into an adjacent wall while people were crowded around me. Standing in 1 spot and doing the same thing repeatedly and thoughtlessly to win is not fun. Players need to be forced to change up what they are doing.

It would make the game more exciting if the enemies could knock you down or defeat you if they run into you, but could also knock each other down by colliding. Maybe if you shoot close enough to an enemy, you can cause them to run the direction you want, and steer them toward colliding with each other for points.

Quite an innovative spin on on the horizontal shmup. Different enough to be its own thing. There's a lot going on here, with needing to time jumps to attack and evade, as well as maneuver in the face of the wind.

Very polished and fun!

I instantly guessed that since the only thing you can do is move and jump, that the jump might be a Mario-type attack (since there are no platforms to jump onto, it's probably for the enemies). However, since many players were confused, you might want to start the game with a scripted player character jump in from offscreen and stomp an enemy before the player gains control. Personally, I feel on a game with such basic controls and gameplay, it's fine to let players figure stuff out for themselves, since eventually they will.

The player's respawn feels too slow.

The invincible enemy at the end is slightly unfair, because the game teaches the player to stomp on enemies throughout, but then changes the rules at the end with an enemy that kills the player when stomped on. Every player will definitely die at least once by stomping that enemy, and it's not fair to die from doing exactly what the game has been training them to do. It would be more fair if the player bounced off the enemy without dealing damage, but also didn't die.

The game is only somewhat chaotic, since all the enemies move and shoot in easily predictable ways. If all the action on the screen can be easily processed by the human mind, it doesn't feel that chaotic.

Quite an innovative spin on on the horizontal shmup. Different enough to be its own thing. There's a lot going on here, with needing to time jumps to attack and evade, as well as maneuver in the face of the wind.

Very polished and fun!

I instantly guessed that since the only thing you can do is move and jump, that the jump might be a Mario-type attack (since there are no platforms to jump onto, it's probably for the enemies). However, since many players were confused, you might want to start the game with a scripted player character jump in from offscreen and stomp an enemy before the player gains control. Personally, I feel on a game with such basic controls and gameplay, it's fine to let players figure stuff out for themselves, since eventually they will.

The player's respawn feels too slow.

The invincible enemy at the end is slightly unfair, because the game teaches the player to stomp on enemies throughout, but then changes the rules at the end with an enemy that kills the player when stomped on. Every player will definitely die at least once by stomping that enemy, and it's not fair to die from doing exactly what the game has been training them to do. It would be more fair if the player bounced off the enemy without dealing damage, but also didn't die.

The game is only somewhat chaotic, since all the enemies move and shoot in easily predictable ways. If all the action on the screen can be easily processed by the human mind, it doesn't feel chaotic.

Quite polished and plays well! Simple idea but really ups the chaos. I really like that the players are incentivized to help create the chaos that endangers them.

I think some variety can be added with powerups that add spread shots (and more chaos), and enemies that have spread shots.

Did the firing sound bother you or is it the impact sound from the shots?

Do you mean we should speed up some of the slower enemy bullets?

Very atmospheric intro and music, but the game doesn't feel much like the intro. Maybe you could replace the tileset and player character with stuff cut from photos?

The game plays well, and is mostly fun. It feels like memorization is the main skill for this game, since the level never changes, and you can't react quickly enough to hazards by the time you see them, so you have to remember what's coming. There's a lot of trial and error.

The sound distorts sometimes. I'm playing in Chrome browser.

Very pretty game. The poor dying chicken sounds were amusing. The spreading fire between objects was cool.

I felt the hammer animation wasn't strong enough. It feels like someone slightly holding back their strike to deal less damage.

Waiting for the cooldown on my attack is boring, especially when there's nothing else to do. I suggest giving the player an instantly repeatable attack in addition to a cooldown attack so the player always has access to some attack. Maybe when you unlock a new cooldown attack, the previous cooldown attack becomes the player's rapid attack, triggered by the right mouse button.

It seems like sometimes there are invisible chickens. I hear them, but don't see them anywhere on the level.

Fun little single screen platformer that reminds me of the Bubble Bobble series.


The levels are well designed. 

I really appreciate the infinite continues. 

It's a bit annoying that so many of the things I'd need to shoot are at awkward heights for which I have to very carefully time my attacks during certain parts of my jumps. The amount of precision required is possible, but it doesn't feel good. It would feel better if the apex of the jump matched the heights at which the player needs to attack. It would also help if the player's projectile was larger to be able to hit without being so precise in timing.

The blackout is a very annoying effect and I suggest it be removed, since it just stops the player from playing the game for a while.

Overall, the random benefits of the pickups aren't very useful, while the drawbacks may waste the player's time. That means I'd rather not ever touch the pickups, which is a pity because it's content created that the player doesn't want to experience. I suggest whenever the player gets a drawback, it should also gain a benefit, and make the benefits better so that player should usually want the pickups. Invincible and destroy enemies are the only benefits currently worth suffering a drawback for. If you don't want to go into creating better benefits, just pair every drawback with invincible or destroy.

One useful benefit to add would be spread shot, especially given how awkward it is to shoot targets at necessary elevations.

One effect that could be useful or harmful is slow fall.

The player seems to have trouble standing stably on the moving platforms, which may be realistic, but feels bad for this game.

Despite how many things I found annoying (in a bad way), I really did enjoy playing this.

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It gets really chaotic and hard once enemy portals start appearing everywhere. This is fun and very reminiscent of Geometry Wars. 

The screen shake is done well. Feels impactful but not disruptive.

I like having the dash as a way to bypass an incoming enemy swarm.

The player's weapon doesn't feel wide enough. Starting with a twin shot like in Geometry wars would feel better. It also doesn't feel like it grows in power from upgrades very quickly. By the time I'm being swarmed by lots of enemies, the weapon feels inadequate.

I'm mostly only worrying about the red enemies, since they're the only ones that target the player. It would be more interesting to have a wider variety of enemies to shoot at:

You could make the portals destructible but durable, giving the player a target to hunt down rather than always trying to stay away.

You could add an enemy that starts off like the greens, but seeks the player after hitting a wall.

Or an enemy that explodes into a scatter of greens when it dies.

Or an enemy that bounces like a green, but periodically spawns a small number of reds.

I think the reason the pickup is hard to grab is because we made the player's collision really small to dodge more easily. Making the pickup's collision larger would solve the problem though. Thanks!

I want to like this because it feels quite polished in a lot of ways. It controls quite well, the music is cool, and there is a decent variety of stuff to build. The are mouseover tooltips, a minimap that can control the camera, and pathfinding that navigates randomized terrain.

I like exploring, and it's cool that this is combined with a base building game. However, I spend so much of my time exploring and finding nothing. The map is huge, and there isn't enough interesting stuff to fill it.

There's also a good chance that one of the necessary resources isn't anywhere near the base.

There's no danger to the explorer, and once I make a couple towers, there's no danger to the base until the gryphon is released. That means I can safely ignore my base for most of the game.

It's just not very exciting, and not very chaotic.

I suggest making the normal enemies have a chance of targeting the explorer, the towers, and the resource gatherers, so players have to consider defending them too. If a tower is occasionally destroyed at base, it gives the player more reason to check back and replace it. If the explorer is chased by monsters, the player can deploy a tower to fight. If the explorer is killed, a new one spawns at base.

Have the defenses be upgradable, but requiring a rare resource that can only be acquired once per location, so the player has more to look forward to when exploring.

This is a fairly fun platformer. The grapple is fun to use, although crazy powerful since it seems to have unlimited reach, meaning players don't have to be very thoughtful about how to use it. I liked the character's wall cling and climb animation.

I like the intro story, but I think you're missing capitalization on some of the names.

I like the sprawling branching level in which you don't really know what path to take. However, I think the level could be improved by making the branches more clearly visible when you're nearby. In particular, if there's an opening in the ceiling to ascend through, and I'm not near a wall, make the ceiling lower so I can see the opening from the ground, because otherwise I'll likely just run past without any reason to stop and try to climb up.

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I like that this game is easy to win, but encourages you to retry to get better times. The obstacles all delay you, rather than cause you to fail. The dance is a fun delay to experience so it doesn't feel as bad. Also, every obstacle you walk into is one you choose to, rather than a surprise trap. The game is about evaluating the least costly path, which is interesting. Its unfortunate that the characters are so small though.

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Creative use of time stop. Reminds me of JoJo's Bizarre Adventure.

I liked having to time the bullets correctly and the danger of being killed by your own ricochets. Even with the power to stop time, you still have to be thoughtful.

Some of the levels felt like I had to be pixel perfect in my positioning, which didn't feel right.

Thematically, it feels more like a game that encourages precision, planning, and control rather than letting there be chaos. It's only chaotic if the player is thoughtless.

Pretty game, and cool music. I wish the player's ship was smaller. It takes up a huge amount of the screen. I'm also not a fan of many of the asteroids fitting between the lasers.

Really cool atmosphere, especially from the sound design and music. Music is really good. Something about this game makes me think of Clock Tower and Nosferatu for the SNES.

The traps are really hard to see. I'm straining my eyes to look at the ground patterns, and it's tiring. I'd appreciate an easy mode in which the trap triggers have a little more contrast with their surroundings. Maybe the triggers could vibrate slightly on each step you take while in close proximity.

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Welp, it's definitely Raiden. I am not good at these games. Nicely done! Feels authentic.

I'd like the enemy bullets to flash between yellow and red to be more eye-catching. It's hard to keep an eye on everything on the screen at once in these games.

If you do expand this game, I hope you'll add the ability to earn bombs and lives.

Really like the idea of playing a mimic.

You should indicate that left-mouse is attack.

I really like that whether you're hiding or not changes your music.

The enemies move around very randomly and rapidly, so it's hard to predict when they're vulnerable to attack.

Repeatedly disguising and dashing seems to be the whole game, and there's no reason to move into a room. I just wait in a doorway in disguise until a guy gets close and then I dash + attack. The repetition gets dull quickly.

It would be more interesting if there were environmental features you could use to your advantage so there's a reason to move around, or perhaps items to find that help you. Maybe there could be hazards in the rooms that you can lure the enemies into when in disguise, like acidic slime, spike traps, poison spores, steam vents. Maybe you can explore to collect and place hazards.

One interesting feature of D&D mimics is their adhesive touch. Maybe the mimic's attack can stop or slow enemy movement, so that environmental hazards can kill more easily.

I like the game concept and the progression of enemy combinations. I liked how each enemy had its own distinct characteristics. Maneuvering to dodge or ready for attack feels pretty good.

The player's attack has a very slow rate of fire that feels annoying. I'd rather have a more frequently usable attack that hurts a smaller percentage of the enemy's health.

If you really want to keep the slow player attack, I suggest visibly showing the player wizard charging up a fireball in its hands (like sparks flying toward the hands), and then show a fully charged fireball when ready to fire. The way it is now is so slow, with nothing happening, it made me wonder if the attack was bugged.

The transition screens between levels are annoyingly slow. It also made me wonder if my input was bugged.

The colors remind me of Nintendo's Virtual Boy, or the Infrared Goggles in Metal Gear.

Your sprites aren't bad looking at all. I like that you restricted yourself on colors because it forced you to give each character a distinctive silhouette, which is always important even if you are doing characters with more interior detail.

I had to read the comments to understand the gun can be used to fly. The character not rotating his arm to aim also makes it hard to recognize you can aim in any direction.

After realizing the gun's potential, I actually like the game concept.

I suggest making the character arm a separate sprite and rotate it to face the cursor. Also have a visible impact where the shots hit, or a visible projectile.

Since the gun is so good at flying, you really don't even need a jump button. Removing jump button might force players to realize you're supposed to use the gun to fly.

Playing in Chrome browser, I see a grid-like graphical distortion happen frequently.

The music is too repetitive and I found it a bit annoying. The sound effects are harsh on my ears.

Very cool gameplay with nice level design. Would like to see more levels with this mechanic.

I don't like the several blind jumps where you have to jump before seeing where you can land, both horizontally and vertically. I suggest shrinking those distances down so you can see the landing spot from the edge you're supposed to jump from, and reducing the horizontal speed during jump to compensate.

I really like the way the game looks, and it plays fine. I wish the difficulty would progress in some way, because it gets repetitive. Can you scale the window up to be less tiny?

You can try ctrl + to zoom in, ctrl 0 to reset zoom in browser

Impressive demo. I wish there was more to do in the world, given its size. Does the game have any clues somewhere about how to navigate the branching paths?

The graphics near the top of the screen flicker during movement.

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I like the game concept. It's hard to tell how to sneak around enemies. I suggest giving enemies a suspicious state when player is close to being detected, so the player knows to back off before alerting the enemy. Most modern stealth games have this feature.

In the tutorial, it was possible to trigger the safe while in the inventory.

After scrolling down while reading a selected inventory note, the next selected note is also scrolled down immediately, which may cause it to appear blank if the note is shorter than the previously selected one.

The player's attack feels sluggish. I suggest shortening/removing the wind-up time, and letting the fist extend faster. Metal Gear 2 is a good reference for this type of game.

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I liked the game concept! 

I wish the player moved faster and there was less distance between points of interest. Travelling multiple screen-lengths of just straight hallway gets boring. Player's ghost power is cool, but seems repetitive to use, since it feels like I'm using it the same way against every enemy. Maybe there should be a cost to this power, and add another way of dealing with enemies that doesn't have this cost to force some variety.

The graphics jitter strangely when I play in Chrome browser.

So elaborate a design! Charming aesthetic from the visuals and music. I'm impressed you got all the text to fit through scrolling, but I'd appreciate it if each type of item in the order appeared as the graphic of the item rather than text, so it can take less space and require less scrolling.

This is quite fun! 

I think "Shift" or "Spacebar" better keys than "Tab" for switching tanks if WASD is movement. I can't reach "Tab" that well while keeping my other fingers on WASD.

I'd like autofire while arrows are held down so I don't have to keep tapping. This is particularly important for diagonal shots because it's hard to tap 2 arrows simultaneously, but it's easier to hold them down.

Strangely hypnotic. Visually very interesting. I feel like I'm zooming through hyperspace eventually. It could use some sound.

I like the way this game looks visually.

Is the shape shift sequence always square > triangle > circle > square with each time you touch a pickup?

Pushing objects feels too slow.

On the last level, the last crate I push seems to float in the air above the pit.

The music sounds distorted. Playing in Chrome.

I liked the mechanic and level design. 

The friction when sliding objects feels too high. The jumping and falling feels too slow. I seem to get a little stuck when jumping alongside a wall.

This was fun!

The unmovable blocks should be colored much more differently than the movable ones. Maybe make them black vs white instead of 2 different grays?

If you allowed mousewheel scroll to move the selected block, this could be a 1 hand game.

I'd like some sounds added to make the game more lively. At least an exciting sound for when the player gets a block to the exit. Maybe a sound that plays while a block is sliding too.

Maybe replace that gray background with a picture of clouds or stars to look more interesting.

I really like the game mechanic and levels. 

You should add a fullscreen button.

The player character looks a bit dull. Maybe make it one of those light switches that glow in the dark when off:

Example

Or maybe add a little dust behind the player when it walks.

Fun game! 

The triangle seems to be too useful compared to the other shapes. I almost exclusively used triangle once I got it. It makes the circle almost pointless. Maybe have the circle do something else? Maybe brief invulnerability upon jumping? Or invisibility during a double jump?

I don't like having the restart screen pop up every time I die. There's no penalty for dying anyway, so why not just skip the restart/win screen and just automatically restart/continue? Add a pause button menu with a restart/exit option instead.

The sound effects are too loud compared to the music and are quite harsh on the ears compared to the relaxing music.