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Whoa, what an incredible game! I love the intensity that this game brings: so many explosions, crazy gunfire, leagues of enemies to blast through, and the bosses, oh man, the bosses are absolute dynamite! When I saw the first boss running with those iconic gunstar-esque limbs, I knew I was in for a good time, and it just kept escalating from there with all sorts of cool variations in level design like battling through a level while being lasered at, or running down a collapsing bridge. Weapon-switching mechanic was pretty neat as well: I thought it felt really gimmicky at first, but I did feel it lead to some cool dynamic fights where you need to be ready to improvise at all times.

It does have some minor issues: for some reason the game's volume is incredibly muted, and even then, I think there is a distinct lack of sound effects in the gameplay, particularly for the enemy death explosions. Sometimes the readability of the game suffers from so much shaking and explosions that you can get hit from a bullet you didn't see. One of the stages just had me stuck at the beginning with no way to proceed until I selected to just skip: bit of an oddity. Finally, the controls can be a bit awkward to get used to, with weird things like having to stop shooting just to pick stuff up, even if you're standing right on top of the pickup when shooting.

Still, this game was such a trip! I'd recommend dressing up the title/intro a bit more as right now it is a bit drab: people need to see a hint at how epic the game can be!

EDIT: AHHH THAT ENDING SEQUENCE AHHH! I never thought a vending machine would make me feel so many emotions

toaster101 responds:

Thank you so much for the feedback :) i'm glad you liked it

Someone really loves Nier Automata, haha! Definitely a pretty neat game that certainly has a great presentation to it through graphics and sound, though it's largely just ripped from Nier, so I'm only giving you half-credit for that aspect, haha.

But speaking of that, that's kind of the good and bad part of this game for me. On one hand, it's quite fun to run around, blasting and slicing enemies and bullets: feedback is nice, and there is some decent variation to levels in terms of enemies and setup.

But on the other hand, it does have a lot of the bad parts of the hacking minigame from Nier: because so many of the bullets can be destroyed by your attacks just like Nier, except now you have a sword as well as bullets, there's barely any challenge at all. Huge swathes of levels can be beat by just running straight at enemies and mashing to nullify their bullets: it's only until the end when blue bullets and such start showing up that you need to somewhat use your brain a bit.

Heck, even when blue bullets show up, your character has so much health you can still just tank and mash your way through levels. Due to this, the game has a lot of repetition to it that really dulls the experience for me.

Basically, it's decent, but I was really hoping for not just a recreation, but something that takes the idea from Nier and expands on it in a cool new direction. Still, for what it is, I had some good fun.

Yword responds:

Thank you very much for playing! And thank you so much for your great feedback too!

Very clever concept for a game, and executed very well! I had a fun time playing detective, piecing the puzzles together while enjoying the generously abundant flavor text and jokes around the many clickable objects in the office. I wish the game would keep going because I felt like it could've been even more challenging with some more cryptic clues or maybe clues that criss-cross amongst roommates or some other manner of escalation, but for what it was, it was a short and sweet fun time.

Bit disappointed that there was no save function for this game so I could continue where I left off; luckily its not that bad because you can just speedrun it by entering the passwords you know, but still, this is easily a potentially multiple-session game that could be helped by saves. Still, I did come back to play and finish it despite that inconvenience, so take that as a compliment for the game having a great hook!

By the way, I actually guessed the title screen password without even realizing you have to check the yellow sticky, haha! Many years in IT just make it a muscle reflex...

GabeMalk responds:

haha lol I'm so glad you guessed the title screen password like that, I was wondering during development if someone who worked with IT would actually do that... And seems like we got it haha. Thanks for the nice feedback, I hope on expanding this game one day, I have a few other levels written and designed, but everyone in the team (myself included) is working on other projects right now. Anyway, thanks again, cheers!

Cool little game! While it is a little game, it still has a decent amount of pizazz to it with cool bomb power-ups, explosions, decent enemy variety, and some neat bosses with interesting patterns to fight through.

It does have some annoyances and confusion to it, though, that kinda hampered my experience. The most egregious was the hitbox of the player being incredibly large, or maybe the hitboxes of the enemy bullets being very large: whichever it is, it made so many shots hit me when I swear they didn't, and made it impossible to try and thread the needle between bullets, which is something I love to do in these games, so I was disappointed I couldn't. Couple that with the enemy bullets appearing without telegraphs and traveling so fast and it made for a frustrating time. Also, I kinda wish the power-ups were a bit more explanatory with symbols or something instead of just colored boxes: I eventually grasped some of the colors, like yellow being speed and green being fire rate, but I had no idea what the black color boxes were, as well as many others.

In the end, though, the game sessions were short and sweet enough that it encouraged me to keep coming back to finish the boss once and for all, so well done!

KJScott responds:

Hit boxes fixed now, minor menu page explanation of drops (think i have a bug there though).

Pretty neat game! Really captures the style of those old-school edutainment games with frightening accuracy, down to the glitching hourglass loading! I really enjoyed going through the various games and slowly having the hidden, surreal nature of the game start to creep out, bit-by-bit. My only complaint is that, and maybe I'm just impatient, is whether the juice was worth the squeeze, so to speak. Like I said, I enjoyed playing through and getting subtle hints at the lurking horror, but some aspects of it seemed repetitive to the point of making me want to quit before getting to the conclusion. I felt like the quiz dragged on a bit too long without giving enough variety in creepy responses, and I was stuck in a nigh infinite loop that I just wanted to quit out of, but I couldn't, with the whole sorting game. Would've loved if the game got really meta and recognized how bad I was doing at the sorting game and chastised me or altered the game with a glitch or something, but no, it just kept looping without doing anything, so I felt it was a missed opportunity for some spooks. The periodic game too was really difficult to read and tedious to do, well, until I realized I could just cheese it by clicking haphazardly and I wasn't penalized for that. Speaking of the periodic game, it was weird that it kept playing the 'answer the question' theme when...that only makes sense for the quiz segment. I also wish the periodic game made the pictures you were filling out turn out to be spooky images. Overall, I still consider the game quite memorable and interesting: just would've loved to see more reactivity and variety in the horror aspect of it.

Also a bit confused on the ending: I thought I lost the final challenge by losing all my health, but it still let me continue?

Dungeonation responds:

Got a lot to think about for a sequel now that it’s not for a jam, yeah! Thanks for the feedback! :D

Pretty nice game that I can appreciate, despite it kicking my butt constantly, haha! Overall it feels very smooth and polished: menus transition well, fun to move and dash around, satisfying to whack discs! Combine that with a good variety of enemy types, levels and obstacles and yeah, good times ahoy! I don't even mind death that much because it comes with a nice gory explosion and goofy monkey screams, so when I can enjoy a game that kicks my ass, you know you've got a winner! The only confusion I had was at the very start, where I wasn't actually sure on the game's objective: I actually thought, since I had a bat, that my objective was to fight against the discs, break all of them, instead of whacking being a defensive move and the objective just being survival (maybe that could be a separate mode?) Was also curious whether the game might be better with just a whack move, no dash, in order to have the player utilize it more and amplify it as the primary mechanic: it's fine as is, but could be a fun experiment.

jontopielski responds:

Thank you for the nice review! :-) Experimenting with bat-based goals (like whack discs X amount of times) would have been an interesting direction.

Had a blast with this! It was a bit awkward getting used to the controls at first (tank/rotate controls for the soul instead of just pressing the direction you want the soul to go, and toggling the soul instead of holding the key down) but eventually, I was in full control and loving it: dunno what the story was about, but it just felt so satisfying to move and engage with the core gameplay! My only real complaint was that I felt it was over too quickly, and when I wanted to play more, all I had was endless mode which wasn't enough, and I couldn't even redo story mode. Bit of a letdown compared to other games you've done that have either fleshed out the mechanic more with big challenges or have had bonus levels, but hey, it was great while it lasted nonetheless, so nice work! Oh, and before I forget to mention: the music was absolute dynamite, heck yeah!

EDIT: Bonus levels were awesome! You guys spoil me, haha!

devdwarf responds:

Adding bonus levels tomorrow!

Pretty decent game! I liked wandering around the house and examining everything: had a good amount of flavor text and some spooky events like looking through the windows (the difference cutting the music makes!) My personal favorite: I really liked the search for the flashlight part, where if you're paying attention, you can see the box/board trap coming: I felt really clever there, and it felt a lot better designed than most of these horror games where you can't see traps coming and you just die: trial and error crap. Having said all that positive stuff, there was a bit of jankiness to the game: the slider lock was really unintuitive and unresponsive for me, as I dunno why it had this weird arrow/mouse control scheme. While I liked the flashlight event, there weren't many other events like it: I expected washing the gem to be a trap where you need to avoid the kitchen sink (toaster electrocution), but nope, the character will avoid that automatically, and the basement ghost scene was just tedious and annoying to wait for the ghost to get outta the damn way (especially since it can still attack you by just being kinda near it for some reason). Also, I didn't like how when you get a key and use it on a door, it doesn't say you unlocked it: by just opening with no message, I wasn't even sure if I remember correctly on whether it was locked in the first place. Also, there were some bugs, like at one point when I was in the graveyard, I accidently hit the X key and for some reason it teleported me back to the slider lock chest? Weird stuff. Anyway, while it had some confusing parts and I didn't feel like it had enough standout events, it was still a decent romp, so nice work!

LynxIeles responds:

The slider puzzle was iffy due to my program I use to make it. the new beta of it is going to make me fully rebuild the slider puzzles or replace them in the full game.
Thank you for the very helpful feedback. I plan to add more events to make it easier to figure out where to go as well as add interest.

Pretty neat game! I'm not really a fan of turn-based RPGs that much, and while this game can be a bit slow at times, with some long animations and long waits for bar filling, it actually seemed to have some decent strategy in place that I enjoyed: using delay strikes to buy time, deciding whether to heal or save up for a big lvl 3 strike to end it, neat stuff! I still think it is a bit slow and grindy for my tastes, without enough story to keep me hooked, and with enemies that didn't make me have to change my strategy up enough, but overall a positive experience for me.

In terms of feedback, I do feel like the game lacks a lot of information and could do with a more polished presentation to help with that. For example, the skill tree was very confusing for me at first: I didn't realize that the SP next to learn wasn't how much the ability cost to learn, but how much SP I currently have in total. I wish the skill requirements weren't just a boring list you have to read and figure out: I'd like it if when you try to learn a skill you can't, it would make an error sign and highlight the nodes you need in glowing red or something to help the player see. Just all sorts of stuff like that: helping direct the player with more visuals and sounds. Also, I wish there was more info in general: I'd like it if I could strategize my battles by seeing if I could intentionally plan for a level up to get my health back after a fight, but since I can't see my xp bar during combat, it's a no go. Got some weird bugs here and there as well: for example, I dunno why my player name is "<TEXTFORMAT LEADING=", haha! Also, I wish the story would do more to hook me: felt like it petered out quickly and didn't introduce any new info in the grass levels as I went. Also I felt like the graphics were a bit mish-mashed: different graphics of varying quality (like the difference between the MC and their partner) gave it a bit of an unprofessional feel, like it's just slapped together from a bunch of mixed-up asset packs and such (not that there's anything wrong with asset usage, but it can lead to a non-cohesive style).

Anyway, like I said, despite all those complaints that I'd love to see fixed or polished up to make the game even more beautiful, I did feel it had an interesting take on turn-based strategy that I had fun with, so kudos for that as it ain't easy to make me to play RPGs nowadays!

MidNightMaren responds:

You make some very valid points. The Skill trees could use some more indicators that's true, I'll try to make it happen.
Also the 'Exp Needed' on the battle UI was something I realized was missing when I was almost done with the game. I notice a lot of games do have that feature. I'll look into it also.

The <TEXT FORMAT> bug is something related to Ruffle I'm still trying to figure out. On Flash Player while testing locally it works just fine; but I get it that input text on Ruffle is either something not yet implemented, or I'm just calling it wrong somehow.

The story is something I said before. The structure of the game didn't give much room for one. And also, all and all, this game was a try out of a mechanic I didn't have much clue if it was going to be well received.

You can read in the credits this game uses assets from countless authors. I too felt the difference in quality of the sprites was something bugging me to no end. I even resized characters on stage so that the pixels looked the same size. Cut of some in-between frames to make it seem the same frame rate, etc.
Who knows on a possible sequel I can get a couple of artists to help me design some unique assets. And also go and address all the flaws this game presented.

I'm not familiar with the crew so the inside jokes are lost on me, but it seemed like a fairly decent adventure! Controls were a bit confusing to figure out at first since there were no instructions: I thought there were two buttons, one to examine (Z) and one to interact (X), but actually it seemed like the examine button was also the interact button, and what I thought was the interact button was just...throwing up the horns? As only the one Hawaiian-shirt wearing character? Anyway, gameplay was pretty neat with a lot of examinable items for flavor text, something I always like in games like this. Puzzles were hit and miss: getting the dog for the bone was alright, but I had no idea the table next to the aliens was for putting a pie down on: maybe you should highlight interactable objects, or give a clue, like making the aliens say "oh, food delivery? put it down right there". Maybe I didn't get far enough in the game, but I felt like the character switching was a bit of a waste: they all share an inventory and didn't seem to have cooperative abilities or anything. I didn't like how the game advanced text and cutscenes without waiting for you to hit a button to confirm you wish to proceed: I'd miss reading some text that way. Also I wish I could view my inventory: got an item from the aliens that I had no idea how to use or even what it was. Anyway, neat little adventure: just felt like it could've had a bit more of a hook/concept to really grab me, as once I got lost I didn't have much incentive to go on.

AxolStudio responds:

Each of the characters has one main ability that is used to get past an obstacle in the game.
You can get a hint about them by pausing the game (P) with each character selected.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

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Joined on 11/21/06

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