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zetafactor

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A member registered Feb 02, 2018 · View creator page →

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I love that these are legitimate puzzles with some "aha!" moments in them.  That's really great for a short jam game.  I might be getting a little burnt out on rotating mirrors (not your fault) so I echo others' sentiments about a bit more variation in the music and more speed in the controls... but also I couldn't just swap cards out and experiment once they were placed.  Dunno if that's a bug or not, but the constant restarting was what really dominated my play time.

That was pretty great.  Chaining multiple laser bounces across a network of mirrors and then scything down the enemy fleet is a lot fun and the upgrade loop keeps you playing/re-investing.  The only thing I wish there was more of was things to laser-- more enemies, more types of enemies, meltable asteroids, etc-- really great job.   Would want to see more of this.

A shame there wasn't time to polish out menus and some of the player feedback.   You really feel the lack of effects, sounds, and UX refinements when the core is so simple and streamlined.   But in general symmetry dodging an angry red shape and pumping it full of little rectangles is a strong base.

Nice and simple but really taking advantage of the possibilities with just a few pieces.  Reflection based puzzlers can sometimes really drag so I appreciate being able to move around and fire lots of shots,  it really helps the tempo.  I saw there were stage times on the main menu, but as others have said, an in game timer or even like... bronze/silver/gold medal times would have really kicked it up another notch for me.  Good work.

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Looks good and is fleshed out nicely, I especially like the structure of fixed number of rounds / upgrades up to a open-ended, final survival round.  Makes decisions feel like they matter a bit more.  Unfortunately you can score quite high without moving much and being sparing with your shots, opting out of the most interesting part of the game.   Definitely some coins to collect or like scoring points/xp by dashing through (and destroying?) your own bullets-- something to force you to bob and weave.   I still had fun though.

Looks and sounds really good!  There's probably too much guess-and-check mirror tweaking, but on the other hand I do really like to see a "laser game" where you are routinely using reflection angles that aren't 45 degree increments.  Also, and this may just be me, I was a little sad the laser wasn't dangerous and there was no nice 1-bit disintegration effect.  Whatever you would have done would have looked and felt great.

I think you probably could have gotten away with a single contextual button and had slightly cleaner controls (just hold space + left/right to move mirrors, use space to enter doors, etc.) but its debatable and the ROI is limited.   Hope you enjoyed your first jam, you started strong.

Not what I was expecting at all!  I really like the way that the tank controls "take you out" of the Arkanoid frame right away without feeling exactly like a dozen other Vampire Survivor-likes.  Its unfortunate that problems with farming come along with this mashup, but for a jam game I appreciate the leaning in and spending effort on the experience that's there (upgrades, etc). 

Thanks for the feedback!  One of my stretch goals was "burning" the laser paths into the background after you fired, but I hadn't considered just drawing a line. I worry that since its such a short game and the cost of failure is so low, too many aids or too little pressure would cause the tension to fall apart completely and it'd lose those fun close call moments.

A pretty unusual twinstick shooter-- I appreciate having a complete package with music, a final boss and everything.  It was fun.   Played it on a controller first and that was really sensitive compared to the keyboard.  Since it's a "paddle game" I expected them both to be fixed speed movement.

Thanks for playing!  Alas, none of the playtesters mentioned it being too loud-- a courtesy mute was all I had time for