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anchorlight

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TimestampSince previousGameanchorlight's comment
Apr 5 13:24:08 QUADRATORUM ♥ 1 This was great! Excellent presentation, and syncing all of the timing to the music was a neat touch. I thought the background was decent enough and tracking the player was cool, but then the upgrade animation started... wonderful. I didn't mind the spawning system too much since you have enough health to get past it, but I think the game would be better off if you had an ability bound to left-click that cools down after use-- something like a piercing gun, or a radial knockback on enemies. The web browser version didn't work for me at all sadly, some kind of bug was happening where enemies would never trigger (or a single enemy would) and the music fell out of sync after some time. It's a shame you couldn't get the upload issue worked out, but you might be able to talk to Mike directly about getting that worked out if you made Jam submission time and that bug stopped you from participating. PSA to Linux players: Make sure both chrome_crashpad_handler and QUADATORUM have execute permission, then start up ./QUADATORUM from the terminal. :)
Apr 5 13:40:24 16m 16s Park Lane ♥ 1 I wish I could leave a rating at the moment, as the presentation as always is perfect. Amazing sound design, and the PSX style with PBR materials are a welcome addition. I do wish there was a little more activity involved in the gameplay, but as far as setting the scene goes this was masterful.
Apr 8 00:21:10 58h 40m Seed Of Time ♥ 1 First run: SeedOfTime_timer.png All in all? I had a good time with this game! Very solid mechanics with a good amount of predictability. I found myself panic-running through many areas and using my dashes to avoid fights, and between that and the timer it adds an air of desperation to the whole game. I wish there were something more gradual, though-- for example, a shifting background hue that goes from dark blue to dark crimson/orange as the final hours near. I know there's a time pressure involved, but the level design towards the end did start to get to me. I had a lot of issues dodging the circular fire flowers at first, and I don't feel like I did anything particularly different successfully dodging them-- I just stopped dying to them eventually. It didn't feel like a satisfying experience and I think this particular type of enemy drags down the experience considerably. I played the postjam version, and while most of it was fine I do wish this particular platform was addressed as I think I've uncovered a bug: SeedofTime-Feedback.png At this platform, the safest angle is to go straight. Instead, you'll find that you don't fall to the platform below, but instead fall to your death. I think this area needs to be a gap to properly communicate that as the death I experienced here felt very much an issue of the game instead of my own. This is all coming across as a very negative post, but I had a great time with your game. It's a functional top-down shooter with some very tight platforming, great art, and a clear UI I never struggled to understand. I liked the use of the bubble travel to increase the scale of levels and I never felt like I was blindly guessing where to go. Aside from the point I screenshotted, I felt like the level design made great use of the dashes and even with the circular turrets each level had me at the edge of my seat believing that my next run would be "the good attempt." I know this is as of now a one-off, but I think what you have here is a great foundation for a small-scoped game with a few additional tricks added. Congrats on the submission, everyone!