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TorbsT

23
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A member registered Jun 02, 2021 · View creator page →

Creator of

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Winning the lottery and telling people about it is a great way to get yourself killed in an "accident" :O

Love the vibes, I always found myself choosing something in the middle of short replies and over-sharing. Except for the first one. He had to know about the marshmallow incident

Can't wait for people to speedrun all endings IRL!

Super funny game! Good job bozo

Damn... Never give me this kind of job. I just sentenced an innocent person to a life behind bars. Oh well, shit happens

The whole experience reminded me of Undertale, only with more Zehennägel(????)
Excellent work!

Finally, I'm getting value for all the hours I wasted on Dead by Daylight!

The artstyle is simplistic and fits the overall silly mood of the game perfectly - great job!

Glad I managed to make it annoying! I never actually considered swapping the controls, but now that you mention it, that might have been better as you would be able to spam agree/squash/button(if you're insane) faster! At the same time, there are a lot of tasks after a while, so you need to switch faster. I have not tested swapped controls so can't say for sure which would be a better experience 😅

No fun allowed in the office! :)

This reminds me of the bartering system in No Man's Sky, but you did it way better! I immediately realized I need to do some quick maths in my head to see if the trade is worth it, the time pressure fits this perfectly. I also realized after a while that even if the trade is worth it, it's dangerous to end up with too much of one currency since I may not be able to trade it back in time. Well done!

We at D.O.M.E. would like to express our utmost gratitude for your kind words. This project would not have been possible without the help of our hard-working employees!

Thank you! We like to keep our employees on their toes.

We are aware of the infestation issue and assure you we prioritize solving this issue as fast as possible

If you liked this, you'll love working in an actual office!

The artwork is amazing! I like the variety of different enemies and how to deal with them, also dash length + poison trail is incredibly overpowered (not a bad thing)

The gap with a purple gem in level 3 was so mean I love it

Literally the first thing I did. I maybe should have expected the result

I'm super impressed at how you were able to create a game about accuracy where the player is limited to one button! Really creative! Also love the retro artwork and sound design!

You've heard this one before, but the way of showing amount of enemies killed was a little bit confusing. I even thought I had come to a different level where I had to kill all these new enemies that were displayed!

Ahh, understandable. Bugs like that are pretty much unavoidable when making a game in such a short time

I got 49! I really like the visuals and audio, they fit together perfectly. The risk-reward consideration of choosing between rerolling enemies or yourself also prevents stale gameplay. The game also runs nicely on my potato laptop.

It might be intentional in your game design, but the fact that you can die from a killed enemy was a little annoying when I first learned it. I would either disable their hitbox completely on death, or increase max HP on the player (maybe with some regeneration/max HP upgrades too?) so that the player can learn this without losing a good run.

This might just be me, but I also didn't feel the choice between rerolling yourself or rerolling your enemies mattered that much. No matter what you do, it might be positive or negative. Maybe you can change it so that the effects are displayed on text before the choice is made, and both sides have one random debuff and one random buff? E.g. left: "+20% player speed, -20% rate of fire" and right side: "-20% slower enemies, +1 HP on enemies". This way the player can prioritize based on their situation and favourite playstyle, and even stack similar upgrades. You could argue that the game loses a bit of the "roll of the dice" theme if the player knows the random outcomes though, so this might be a ridiculous suggestion.

Out of pure curiosity: What exactly is causing the 70/71 bug you mentioned?

Yeah, thoroughly explaining the game mechanics and/or simplifying them will definitely be a priority in the future. Interestingly enough the game gets harder the more points you get, and upgrades start spawning, so that highlights just how important it is to explain the mechanics. Thanks for the feedback!

Glad you liked it!

You're right, I should probably have explained the details (It has many use cases!)

Good stuff, I especially like that integrated tutorial of yours. Makes it easy to get right into the game!

Glad you liked it! I've spent some time refactoring the menus, so they shouldn't be as janky anymore. As for the movement speed I "fixed" it by adding teleporters, which lets you move around easily if you plan ahead.

I've added an online build now. And yeah, I took a lot of inspiration from Echo when I made Tiss :)