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HellSquirrel

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Oct 4 19:35:02 Decrypt ♥ 3 Very interesting disclosure of the theme and design. The mix of wordle, tetris and rogue-lite pumping mechanics plays dynamically. I realized for myself how bad my English is and how many words I still don't know. Also, it was funny when the future word "BACK" originally came out as "KBAC", which in Russian means "kvass" (such a drink) and for a few seconds could not stand still and could not understand why it does not disappear. On the second level, ran into a bug when one word layered on top of another and could not make out what is what (I attached a screenshot) Decrypt.png I think I'm not the first who reported that only in full screen mode works fine moving letters. Thanks for the gaming experience, I hope you will not abandon this prototype and after some time it will be possible to see it on mobile platforms. p.s I think the difficulty curve should be made more casual, for example, in the first levels of 3-4 letters, so the player could get used to and get used to the mechanics Good luck to you!
Oct 5 08:15:57 12h 40m BackroomsBreak - Alpha version test v0.1 ♥ 2 An interesting combination of Teardown-like game destruction mechanics and horror elements. Imho, hand-designing the levels with added points of interest would have added depth, and you could have generated more game situations in a smaller space. It also seemed like the timer starts when you start the project right away, which doesn't give the player time to read the rules, but I could be wrong. Either way, a lot of effort was expended in a short amount of time, good job!
Oct 6 10:51:32 26h 35m Please don't litter ♥ 1 Very atmospheric assembly and garbage disposal. Shaders, sounds, atmosphere, everything is calibrated to the millimeters. At a certain point I forgot that this project was made for jam and started looking for something to latch onto. 4 things that keep me from giving it a 6 out of 5, but only a 5 out of 5 =) 1) Shifting the opening credits to the top, maybe I should have centered them 2) Pivot for rotation on interactive objects is done on the pickup point, maybe should have been done on the center of the model 3) On the first playthrough, looked for the flying ship and did not notice the arrival of the second, and ended up hanging out in a dumpster without giving a friend the opportunity to help me Безымянный.png 4) The part of the game where you have to sort the trash into 4 garbage cans. Maybe you should close them when you fill 7 out of 7. My English is terrible and I hope it's clear from the text above that the game turned out very cool, and the points above are little things to consider when you decide to make a full game out of it. I sincerely hope to see your project on the steem after a while. Good luck!
Oct 6 16:10:25 5h 18m Dimension Rush ♥ 1 It does not allow me to vote unfortunately. Interesting opening of the topic and good application of game patterns. I think with this gameplay, you should add save points so that the player will retain some progress in spite of failure. Also, in my humble opinion, it is not necessary to repeat consecutively the same game pattern as in view of the features of the level design, I was 20 seconds just standing at the start after dying on spikes at a time with low gravity, that is, a total of I spent just under 30 seconds of inactivity, waiting for a new pattern because I could not jump on the very first platform. At the beginning encountered a bug exit outside the location, which did not allow without a reboot to continue the game experience. I apologize for my terrible English and I hope you did not take my words above negatively. I sincerely wish you don't scrap the idea, polish it and release it on the same mobile platforms. Good luck!
Oct 10 19:53:42 99h 43m Random Frenzy ♥ 0 @aqua-coder Безымянный.png
Oct 10 20:15:36 21m 54s Speed Court ♥ 2 It looks like a paper,please in a new theme. It was nice to know that the author thought about replayability and suggests simplifying even the easy difficulty with an increased timer. Cursor hammer animation gives a direct sense that you are like a judge making decisions and passing judgement, very rarely get in games (not including simulators) in general to convey that feeling directly. It seems to be a small thing, which is made by two frames of animation, but such a detail affects the immersion in the project. The cases are also interestingly parsed and it's nice that they weren't in the same order, as I can tell from the three game sessions. It also allows you to not mechanically rote, but still try to get into the essence. My English is terrible and some things didn't translate all the way through, but it's definitely not the fault of the developers that I know the language so poorly. There's a lot of work done on the exterior design, the graphics are very nice. Although I try to judge games solely on gameplay, but the kitty in the judge's wig won my heart. The only things that made me uncomfortable were the size of the UI, the size of the case in question, and the centering of the text when typing it. I assume (maybe wrongly) that the developers wanted to mimic the work of the judge's clerk when typing the text, but it gets hard to read. I apologize for my English, I hope you understood me correctly, I only evaluate projects that I liked and I am aware that my comments simply could not have had time to make during the competition. I wish you do not throw away the idea and see the project after time on personal computers or phones. Good luck!
Oct 10 21:58:01 1h 42m AllegroRPG ♥ 1 I do not know intentionally or accidentally you made the Valkyrie character on the playing field similar to the main character from Hyper Light Drifter, but for this you special respect) Безымянный1.png Overall, the game feels like an Into The Breach game in real time. The idea itself is interesting and the swift decision making feels exciting. But at the same time with the increase in opponents only using the pause can plan moves, as purely physically did not have time to do the management. The result of this in one of the sessions was catch-up, where I just ran away in a panic nurse with one life, from time to time once every 10 moves firing or heal. Still lost) It also seems to me that you can still diversify the patterns of behavior of opponents to avoid such a run, such as units that run to the end of the line. Безымянный.png Wrap from one end of the row to the other was a cool game design decision, but I think it makes sense to leave the active cell in the same line rather than going higher/lower, which will save players time. Безымянный4.png Безымянный5.png I encountered one bug where a zombie was standing at the edge and wouldn't move, even when I was standing next to him and he was pointing to the square where he would go next. Безымянный2.png Not sure about the feedback on the next suggestion, as I may not have figured out how to take advantage of it. Outside of the location, there are several cells at the bottom with an attention point that you can't get to in any way, but the color palette shows the opposite, that you can get to it to get bonuses. Безымянный3.png As with the other participants, I will warn you that my English is terrible and I didn't want you to think I was thinking in any bad way. I really enjoyed playing and the twenty minutes flew by like the blink of an eye. I realize that my feedback seems like a review for a full game rather than a prototype for a jam, but I sincerely wish you would bring your project to a release game on other platforms. All the best!
Oct 11 14:40:05 16h 42m The Only Way Is Forward ♥ 1 It is very difficult to consider this project as a prototype for a jam, as it is already a complete small game. A lot of work has been done, you are very good. On the final credits at the end of the third stage I wondered why so little and want more! By the visual design is not that there are no complaints, rather a question, how did you manage to do in such a short time such beauty? I envy the one who was responsible for the design of the project. On the gameplay parallels with "mu cartographer" and "in other waters". I can not call myself a connoisseur of text/interface games, but the project fell into my heart and I completely penetrated into the world of the game. I would describe the project with the oxymoron "dynamic statics", when instead of the general atmosphere you start to empathize with the main character and let the story go through you. In addition to the visuals, I would like to note the sound design, the speech of the dispatcher is made very authentically and complements the immersion in the project well. For convenience, I should have added an alternative control on the arrow and space bar, but it is probably a personal quibble, which does not interfere with the gameplay. Maybe it was worth working with the design of the text to make it even more (where else?) Immersed in the world of the game. And maybe to better disclose the topic should have added 10 seconds to make a decision, but rather a trifle than something significant. I would like to see the project developed and not abandoned by the developers. A great job done. You are tremendous good job! As in other cool projects, I apologize for my terrible English, using a translator and in no way meant to sow negativity. Good luck!
Oct 12 10:07:16 19h 27m OutPost ♥ 1 Part 1 Let me say right away that the feedback below is not negative, I really liked the project, I spent a little over an hour in it, so I wish you would improve it and release it as a full game. My English is very bad, so I translated at DeepL to make the feedback as informative as possible. The review is based on getting through 2 game days (~35 waves), so I could not get through to the end of the project. Certainly the visuals, gameplay cycle, revealing the theme at the top, I think this has been written about before me. The game gets ranks of 5 everywhere. I think in a game like this, it makes sense to do a "pre-purchase" upgrade, as is done, for example, in the game "Legion TD 2": the player presses "L.Shift" and clicks on the upgrade that he wants to buy in advance, so that instantly it is acquired when the coins accumulate. This is due to the fact that later waves physically do not have enough time to pump through all the tabs. Безымянный4.png Безымянный5.png There are a lot of issues with the game design: 1) Some waves do not give out coins for killed opponents, which hurts the economy and does not allow you to level up. There is a feeling that this is more of a bug than a game-designer's solution, that the prefab of a particular enemy or a particular wave does not issue coins. 2) Range upgrade. After a certain stage of pumping this item the player does not see the result of this pumping visually. Maybe it makes sense to zoom out the camera after each pumping and, together with the radius move spun enemies to the edges of the radius, which together will allow the player to assess the situation and make more accurate decisions in pumping. 3) There is no tower regeneration improvement in the global progression. Although all other items are present. Might make sense to either remove the whole category at all, leaving only the basic improvement turret, or add the regeneration also to all. 4) Difficulty curve. Had the feeling that the developer has deliberately made 15, 18 and 20 waves overcomplicated, to stretch the gameplay. This opinion was based on the fact that their passage had to spend many times more resources than the later waves. Plus, it sometimes happened that on the second passage of the enemies killed the tower, even if previously this wave passed without any problems, which leads the player to think that sometimes there is no correlation between improving and passing a wave. 5) The balance of unused crystals is not saved when you pass the game again, which also hurts the economy. With gameplay like this, every crystal can affect success. 6) Improvement of the total number of lives. It seems to me that it might make sense to raise new lives to the maximum at once, rather than just mathematically increasing that threshold. This would give an extra gameplay cycle where the player is not just scrambling to pump, but waiting for the lives to drop to the minimum to use the pump as a first aid kit. 7) When opponents are close to the tower, the probability of losing increases exponentially. Maybe I should have added some melee attack/defense types. 8) I'm not entirely sure about this point. I got the impression that the opponents keep attacking at close range all the time until the tower itself is destroyed. If this is the case, it might make sense to make it so that the enemy is destroyed and deals fixed damage once, as is done in most tower defense games. 9) The player does not affect the extraction of crystals. Maybe it makes sense to add pumping the mine itself and the workers who mine the crystals to add an alternative improvement, where the player wins not at the expense of the reaction of clicks, but economically through the global progress.
Oct 13 10:46:23 24h 39m Tiny Tiny Orbit ♥ 1 I'm very surprised that not many people evaluated the project. It's on-topic, coupled with interesting gameplay and sound. Feels like a cool mix of Minit, Forager, and Factorio. If you forget that this project was done in 72 hours and treat it as a complete project, the manual lacks a text description at each icon. The work and distribution of light is worth noting separately, very cool behaves when the character is on the border of light and darkness, as if the light sticks to the player and does not want to let the player into the dangerous darkness. A lot of interesting little game design solutions, like assembling items on the ground in one place and adding colliders to resources. The second part of the previous sentence adds additional challenges, such as storing resources in the right places so that they don't get combined into new items, while placing them correctly so as not to create mazes that will lengthen the routes to the objectives. Translated through a translator due to poor English and I hope I was able to convey the idea that your project is very cool. I would not be at all surprised if after a while I see a refined and in-depth project on Steam or other platforms. Great job! You are good! Good luck!
Oct 14 09:37:45 22h 51m Chernobyl ♥ 6 Very cool design and theme development. Game mechanics very succinctly fit into the theme of the competition, a good rendering of the time limit through the number of moves together within the theme of the game. The selection of names for a moment made you think that the developers from cis-region that so well know the theme with the liquidators of Chernobyl) I understand that this is a prototype for the competition and there was a development time limit, but as a potential future buyer of your pre-release project I would like to see more variety in the puzzles. Maybe I should have added parallel activities for the characters or interdependent actions when solving puzzles, as on the first playthrough I passed separately by each character to the end and the last character had no problem stomping to the finish line alone. Only after the final credits, where the graves of the liquidators were depicted, I felt nasty as if I were one of the Soviet officials who sacrificed people as expendable material just to please Mr. Gorbachev. And on the second playthrough I tried to save the lives of more liquidators by performing actions in parallel. Maybe to enhance the effect on the final credits it would be worth showing the player the names of the liquidators, which he killed, to add weight to the previously taken actions. It might also be worthwhile, as in the old version of the game "Doom", to change the liquidator's icon when the radiation level changes, so that the player would also empathize with each character. st,small,507x507-pad,600x600,f8f8f8.jpg st,small,507x507-pad,600x600,f8f8f8.u1.jpg Since my English is very bad, I translated through a translator and the text above did not want to offend you or bring a negative. I think you have done an excellent job of revealing and presenting the topic well. I hope you will not abandon the project, finalize and release it on PC or mobile platforms. All the best, thanks for the gaming experience!
Oct 14 17:32:42 7h 54m Machine! ♥ 0 Once again, I am convinced that even one mechanics within the same jam, each developer sees differently. I appreciated the project and naturally, as to the prototype there can be no questions, deserved an A grade. Let's imagine that this game was not made 72 hours and it is a demo version of the project, which is done long ago. Therefore, I, as a potential buyer would like to make a couple of suggestions. It seems to me the current 10 second limit is not enough to collect an order of 4 items. This is influenced by several factors: 1) The shipping area itself is small for so many boxes. At first you don't notice it, but when you get more new machines, you start rushing between zones and accuracy is out of the question 2) If you ignore the first point, there is no help for the player, such as magnetization to a particular zone or sorting into cells, so that the boxes were not in a chaotic order, and the structure. Also, when every second counts, pointing at the mechanism to see how it works takes considerable time. Maybe it made sense to keep the tutorial always on the right side, so that the player could focus only on the work area and keep his peripheral vision on the orders and the tutorial. And the last thing I would like to suggest is sending orders. It was a very cool gameplay solution to be able to sell several in a row, but maybe it was worth extending this feature to all orders rather than consecutive ones? For example, I realize that I don't have enough reaction to put together a complex order and I'll sell at least some of the list to buy myself a little more time. Let me tell you right away that I write feedback to projects through an interpreter, so I apologize if the feedback was negative. I really liked the project, great hitting the theme and mechanics opens up the desire to replay over and over again in order to beat his own record. Did not manage to score more than 17k, but these 40 minutes I spent with pleasure. Thanks for the user experience, hope the project grows into something more, good luck!
Oct 14 17:54:00 21m 18s Swapply ♥ 1 Great revealing of a topic when you have nothing to offer to add or take away. I wouldn't say I don't play a lot of indie games, but this is the first time I've seen active use of repulsion mechanics. In your project everything looks concise, the theme is more than disclosed, the visual and sound design succinctly organically fit into the gameplay. Everything is in its place, the level design is impeccable. An excellent example of when you can deepen one game mechanic in the project, rather than multiply a lot of unnecessary ones. This jam showed how many interesting and versatile ideas can emerge and I hope you'll continue to make this project after the jam to see it in the future on Steam or another store. Good luck!
Oct 15 07:57:39 14h 03m Impact-Effect ♥ 1 On a personal level, this project plays like a mix of the "Luftrausers" and "Katana Zero" games. The first is based on the behavior of the opponents, and the second on bullet time. To this already good recipe add rogue-lite elements and get addictive gameplay on the background with stylish music, which draws replay again and again in it. I honestly don't understand how people manage to do in 72 hours everything so well and holistically, the project is so polished that there are no controversial moments, even if I wanted to pick on it. You are very cool! I wish you wouldn't leave the project at the prototype stage and bring it up to a full blown project. Very interesting which vector for the project you'll choose and which game design decisions you'll make. Will it be an emphasis on rhythm, like in the "BPM" game? Or will you go deeper into the direction of roguelikes? Or something completely different? I don't know, but I wish you all the best, thanks for the gaming experience! 8UJH.gif