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| Timestamp | Since previous | Game | ZungryWare's comment | |
|---|---|---|---|---|
| Oct 4 03:49:35 | SplatterCars | ♥ 3 | Cool idea! It definitely should have a particle effect and sound when a car gets eliminated. (Maybe it explodes and its color of paint splatters all over the nearby area.) It would be cool to see how this plays in multiplayer and with levels that have walls and other obstacles. | |
| Oct 4 04:29:50 | 40m 15s | Bunner Gunner | ♥ 2 | Great graphics and smooth gameplay! The style was solid and consistent throughout. The day/night cycle was a cool idea and definitely helped the pacing. Though the game starts to peter out after the third rescue or so since (as far as I know) there are only two enemy times; the enemy count just gets higher. That really doesn't work for a bullet hell game since you can dodge simple projectiles forever. What it needs is new enemy types that do different things. The "Rescue Girls" mechanic confused me at first. First of all, is it Rescue Girls as in girls who come to my rescue, or as in girls I need to rescue? Well I don't think you rescue people by shooting them until their health bar reaches zero. In fact, the first two girls that came had the same texture, so I rescued the first one by accident, then I thought that the mechanic was that the girls go away at night to become trapped into a bubble. A few suggestions on that: Make the girls' health go up instead of down when you shoot them, and change the tutorial to say "Free them!" or something like that. Overall, well done. Just needed a bit more content. Edit: The description mentions fighting "Jupiter itself". But I never got that far because I got bored fighting the same enemies over and over and I figured it would just keep going until I died. The game needs to spice things up more often to have the game go on that long. |
| Oct 4 04:48:54 | 19m 04s | Natural Snek-lection! | ♥ 4 | Very good visual style. The Trogdor notepad style really ties the game together. I love all the details like the ridiculous alternatives to the standard Trogor look (the propeller hat was my favorite) and the doodles on the title screen. I feel like the complicated mechanics mixes poorly with the ten second timer. The timer doesn't add any difficulty to the game as far as surviving to the next wave (since there's always eligible mates nearby). But the timer makes it so I can't sit down and plan out. "Okay, if I have these traits and this one is recessive, I need to find a mate with this trait but not that trait". The punnet squares are too complex to figure out in ten seconds, especially since I haven't taken a biology class in several years. Maybe that's not the point and you're just supposed to go around looking for mates with beefy arms (for good measure.) But with all of the charts this game provides, it feels like I *should* be trying to get the most out of the mechanics. So mechanically, it was a neat concept but poorly executed if the point was that the player was supposed to actually pay any heed to the Tab menu. |
| Oct 4 05:38:12 | 49m 18s | Don't Shoot Yourself | ♥ 1 | Really clever idea! I've definitely seen flash games with the basic premise of "go back in time, but you can interact with your past self somehow". But this seems to be a new take on the subsubgenre and one that lends itself to a pithy title as well! Each level felt like half bullet hell shooter, half puzzle game. Since you really have to plan out where you will park your past selves and how they will shoot so as not to obstruct future selves. The mechanic seems like it has lots of depth. For example, I figured at first that a past self getting hit was sort of like a permanent loss of life for the rest of the level. But then I realized that (assuming the damage was from an enemy), you could rescue a past self by killing the enemy before it reached them. That said, I never actually got to execute that plan since 95% of my damage was from myself. I would love to see more done with this concept. Each level had a new puzzle to solve. I got as far as level 5. I think I figured out the solution, but I was never able to execute it without accidentally swerving into my own bullets too many times. It felt like too much of a chore. Some minor complaints: I would often think I had gotten hit when I was really only hearing a past self getting hit. Maybe pitch down the sound effect for taking damage (or reduce the volume and add reverb) when it's a past self getting hit. The controls felt kinda sluggish. They got especially bad once four or more players were active. Maybe from the particle effects of the bullets? Overall, it could use some polish, but design-wise it had a lot of cool ideas and I thoroughly enjoyed playing. |
| Oct 4 06:00:58 | 22m 46s | ROAD TXTR | ♥ 4 | A funny concept that was executed well! Really clever that the menu is both a menu and a fog of war you need to clear. The start screen was a bit confusing. Cute how it works very similarly to how the game plays, but I've never played a game where you strafe a car onto the start button before. You should probably make space and enter work as well. (Or better yet, make the last tip on the tip menu explain that you need to drive onto the start button.) That aside, the tips menu was a clever way to teach the player the mechanics. Simple, but well executed within its scope. Great job! Five psychotically needy girlfriends out of five. |
| Oct 4 06:22:18 | 21m 20s | Escape from The Aquillus | ♥ 1 | Nice little game! Controls felt kinda sluggish, but that's probably just because of the slow movement speed and floaty jump. I wish the levels could have been broken in half, so I wouldn't have to do the same vault over the line of enemies just to retry the section with the spikes and turret. But it wasn't too bad. Nice work! |
| Oct 4 06:44:05 | 21m 47s | 9 To 5 | ♥ 1 | The combat was a bit confusing. It was only after I read your description of what each card type does that I started to understand it. It's simple, but fun to execute. I went for an all-attack build where I try to play three damage-boost cards and then two attack cards. It was very strong. Combat really needs sound effects and animations. I really had no idea what was going on in the first few fights. Little thing, but make it so when a new card enters your hand it replaces the one you just used. Currently, it puts it on the right and shifts the other cards over. This is a bit annoying since you might plan to use a card right after but then it chances places. I enjoy the premise and the "storyline" you get for each employee in the office. This game is very unpolished, but is still fun at a base level. |
| Oct 4 07:06:54 | 22m 49s | Bad-to-the-bone Tyrone in the Apocalypse Zone | ♥ 0 | The controls were definitely the weak part of the game. Pro tip I've learned: Make the player's gravity higher on the way down. The wall jump got in the way a lot of the time when jumping over a tall wall since I would stick to the wall. The punch felt sluggish since it stops you when you use it. Though since there's no combat, it feels fine. The every-ten-seconds thing added to the atmosphere and keeps the player better focused. Whatever you do, you have to make sure you're back in time. Overall, it was nice and short. But I would try to improve on the feel of controlling the player. |
| Oct 4 07:53:44 | 46m 50s | UMBRELLA REVENGE | ♥ 5 | Wow! Right out the gate with the impressive opening animation! Hats off to the artist(s), this is really impressive for the time limit. Unfortunately, the controls are not very good. I'm not entirely sure why this is, but my theory is that the input delay combined with the high air-acceleration makes it really easy to overshoot your jumps by accelerating for longer than you intended. The wall jump feels pretty bad to use since it doesn't shove you away from the wall. And as others mentioned, there are some blind jumps, which should always be avoided in platformer level design. Control issues and blind jumps aside, the levels were well designed, testing different parts of the player's set of moves. They were simple, but they did the job. The artstyle was great, but that can only make up for so much since the most important part of any platformer is the controls. And this game's controls did not feel good to me. If you fixed the controls, I think this game would be a really strong entry. |
| Oct 4 08:06:12 | 12m 28s | 📺 You Call The Shots! | ♥ 2 | This is definitely the weirdest one I've played so far. It's like WarioWare meets film trivia. It definitely isn't the most polished game I've ever seen and some of those clips were really unclear as to what you were supposed to do, but damn if I've ever seen anything like it before. So props on that for sure. |
| Oct 4 16:21:38 | 8h 15m | Radar Rider | ♥ 1 | Interesting concept. Each level (especially the ones with moving parts) required a bit of thinking for how to move and not die to some obstacle you couldn't see. Though a lot of the time it just felt like playing blindfolded. The ten second sweep is really slow and a lot of the time, you can't figure out if enemies will reach you in time. (Especially since you never get to see enemies actually move for more than a split second.) I ended up beating the last level by just holding up and right for varying amounts of time until I hit the goal. The controls felt really clean. Well, they felt clean in the tutorial level where I could actually see myself moving. Overall, interesting concept, but probably a good thing it doesn't go on for too long. Nice work! |
| Oct 4 16:47:06 | 25m 28s | Hovering Bird | ♥ 1 | I tracked my position using a 20-sided spindown die rather than a board. I must have gotten very lucky. I kept drawing straights of cards. I ended up taking eleven cards. (6, 8, 7, Q, 9, 6, Q, 9, 8, 7, A). My mistake was diving all the way down for that Ace. I should have just left it alone and stayed in the middle. On my second game, I got screwed by shuffle luck right out of the gate. My first card dealt was the card I started on. And then after I collected it, two more cards were dealt that were exactly five above me, plus an Ace. Ouch. It has a lot of luck to it, but it makes it kind of feel like it could be a casino game like Blackjack. (Never flap on a 6-King split!) In Blackjack, you play odds but can ultimately get screwed by randomness at any time. But that's okay. And it's surprisingly deep for a game where you just move up and down collecting cards. |
| Oct 4 19:26:00 | 2h 38m | Night of the Spook | ♥ 3 | The beam powerups definitely felt the strongest. Once I had fully upgraded my beam, I just selected random upgrades since I didn't get items often enough for them to be useful. I died once I figured out what the forcefield does, since it disappears with no warning and then you're surrounded by enemies. This was fun though. The beam really made the pacing for the game. It's just so fun to switch between running for your life and unleashing the giant doom-laser upon a crowd of >100 enemies. |
| Oct 4 19:58:44 | 32m 44s | For Whom The Bell Tolls | ♥ 3 | Really neat puzzles with an interesting premise! Reminds me of Submachine. Some of the puzzles were a bit too spelled-out I think. But maybe that's necessary for the jam format, where players will likely be impatient. |
| Oct 5 00:20:29 | 4h 21m | Yes, Comrade. | ♥ 3 | Definitely needed more stuff to keep things interesting. After the seventh call or so I was starting to wonder when it would end. The levels should definitely be shorter. Probably only five calls at most with how long each one takes. That said, it is a jam game and what you have feels very good. I think there is a lot of potential here for new wrenches to throw in the plans. The graphics, music, and overall presentation were all great! |
| Oct 6 01:46:53 | 25h 26m | The Lunch Rush | ♥ 0 | I think the pacing needs work. You just endlessly assemble the same meals over and over. It would really improve things if you had some goal to reach and a few levels with a break between each. Maybe you could add new ingredients in each level. Also, the meals need to start coming in faster and faster. One could theoretically play endlessly if they can assemble meals faster than ten seconds. Still a fun entry. Nice work! |
| Oct 6 01:59:09 | 12m 16s | Kitten Sittin' | ♥ 0 | And this my friends, is why we have natural selection. If your young can't survive 6.73 seconds without drowning themselves, maybe your bloodline wasn't meant to be. Cute idea! It was tense looking for food knowing that I can't stray too far before I have to get back and rescue my little ones. I managed to get three to adulthood. With kids like these, that makes me mother of the year as far as I'm concerned. |
| Oct 6 02:09:52 | 10m 43s | Witch Contractor | ♥ 4 | Hey, I also did a game where you have ten seconds to get through a series of procedurally-generated levels! I like the permanent upgrades and frantic action. Controls could use a bit of work, like giving the player some acceleration and deceleration. It's a tough question on whether to go for a permanent upgrade when you don't have much time left. |
| Oct 6 02:25:51 | 15m 59s | Bug Zapper | ♥ 1 | I feel like the earlier levels were designed by hand rather than just random assortments of the two types. I like that. Though, I do wish it got difficult faster, since I had the game pretty down pat by round four, but it wasn't until round 22 or so that it actually started to get difficult. Cool idea! |
| Oct 6 02:30:47 | 4m 56s | Flash Scrumble | ♥ 2 | Fun WarioWare style game! Though I do wish you had more lives, so you can afford to mess a couple up and figure out how that archery game works. (I would either aim straight up or the arrow would fall limply to the ground.) |
| Oct 6 02:37:52 | 7m 05s | Paddle Swap Arcanoid | ♥ 0 | Pro tip: These sorts of games usually let you influence the ball's direction by moving the paddle at the moment of impact. That way, you can avoid scenarios where the ball is very slowly bouncing back and forth toward the bricks. Interesting take on these block-breaker type games. I do like how it will sometimes take complete control of all four paddles and I can just sit back and relax. Maybe make it happen a little less often though. |
| Oct 6 02:47:27 | 9m 35s | Gigabite | ♥ 3 | Those were the most genuinely awful sound effects I've ever heard in a game. 5/5 for Audio. That aside, the graphics and animations were very polished! The limbs were pretty annoying to grab at the end when the conveyor belt was speeding along, but I assume that was the point. |
| Oct 6 03:00:51 | 13m 24s | Chicken Golem! | ♥ 3 | The level design was the strongest part here, I think. One thing I noticed was that in the second level, it would give you two different paths to take, each designed for a different part of the cycle so that you wouldn't have to wait ten seconds for time to line back up. And the last level made excellent use of the double-jump and hover mechanics! Controls were pretty good as well, except for the attack. Though I didn't have to use it too much, so no big deal. Great work! |
| Oct 6 03:27:29 | 26m 38s | Judge Absurdia | ♥ 1 | Fun premise! I do think that the rng should be tempered a little bit. On my second run, there were no extra laws for the first couple minutes, then they just started piling up rapid-fire. Once there are more than five extra laws, (especially the numerical ones like height and age), it starts to take a ridiculous amount of time to judge each defendant. And I guess it never occurred to the lawmaker of Absurdia to have a grandfather clause. Being a chef became illegal mere milliseconds before I decided to acquit some evil chef bastard. |
| Oct 6 03:51:36 | 24m 07s | Stuck gun | ♥ 2 | Huh, you guys had the same idea as [Night of the Spook](https://ldjam.com/events/ludum-dare/51/project-video-game). The combat was very easy. Since you can fry an entire horde of monsters almost as easily as a single monster and running away isn't that difficult, there's not much the game can go to to increase difficulty. Maybe if there were more enemy types (and not just a dozen reskins of the same enemy), it would make things more interesting. Or if the enemies had health that had to be chipped down by firing the laser at them longer. I really liked the graphics and animations. Very charming looking. The music was nice and the cutscenes with the photos looked great as well. A lot of polish seems to have gone into it. Great work! |
| Oct 6 04:32:46 | 41m 10s | EVERY TIME YOU BLINK | ♥ 2 | I can't think of a single criticism. Fantastic writing, artwork, and design! I assume the point of the minigames interspersed throughout it supposed to represent the cloudiness of the character's thoughts? If so, then serious props for managing to combine gameplay and story like that. I don't normally like these visual novel type games, but this had me hooked in. Amazing job! |
| Oct 6 06:29:40 | 1h 56m | Coffee Rush | ♥ 2 | Nice work on making all of the models and animation yourself. That's impressive for the time scale. I liked all of the little micro-tasks around adding the different ingredients and the animations for them. Also, thank you for making the recipes understandable to someone who doesn't drink coffee :P Those customers sure were annoying. Makes me appreciate that I've never had to work in food service. |
| Oct 6 06:43:15 | 13m 35s | The pond & the stars | ♥ 1 | I really liked the watercolor art style. You made the mechanic of reeling in the fish really feel like a fish is on the line fighting you. Great atmosphere! |
| Oct 6 06:58:01 | 14m 46s | Hasteland | ♥ 1 | The graphics and music fit really well with the gameplay. Having a meter to show you the progress on different tasks (as well as having sound effects for them) would go a long way to making gameplay feel smoother. Nice work! |
| Oct 6 07:08:24 | 10m 23s | Cypon | ♥ 1 | That was fun! The weapons were all fun to use in their own way. If I had known the laser turned into a turbo laser at level ten, I would have upgraded it much sooner 0_0 I'm not entirely sure what the shield was for though. It was a cool item but if I can't actually attack while it's active, then there's not much point in just being invincible for ten seconds. |
| Oct 6 18:59:49 | 11h 51m | Flight of the Instrument Man | ♥ 2 | It doesn't seem to support DInput controllers so I had to make do with mouse and keyboard. The monsters should either take longer before becoming able to damage the player or be unable to spawn near the player at all. Fun, and I like the theme! I hope my harmonicas aren't too mad at me :( |
| Oct 6 19:09:26 | 9m 37s | A Little Bit Of Everything | ♥ 1 | Man, there are a few games I've seen following the WarioWare template. But WarioWare usually does better with a life system, so you have some leeway to learn the games before having to start all over again. And it would be good if the puzzle levels (like the Simon level) were randomly picked instead of the same each time. That said, I do like me some WarioWare, and there were some creative games in there. Nice work! |
| Oct 6 19:22:59 | 13m 33s | Potat-OS | ♥ 4 | Cool take on WarioWare-style microgames. The champagne one was a bit confusing (not just because of the unique controls), but each microgame was reasonably beatable. I'm not sure what the logic is on the "Feed the plant" game. Don't venus fly traps eat bugs, not humans? Any way, fun game. Nice work! |
| Oct 7 02:58:15 | 7h 35m | The decasecond | ♥ 1 | One of the most unique takes on the theme that I've seen. Reminds me of Jackbox style games. I'm never very good at those since I can never beat the people who just type "dick farts" as all of their answers. (How do those guys manage to be so witty?) So I appreciated the lack of a timer. A confirmation prompt would be nice. The apostrophe key is right next to the enter key and it's really easy to accidentally send your response before you |
| Oct 7 03:15:06 | 16m 51s | Dare to Jam | ♥ 4 | How very meta. I like the idea of having music change based on decisions the player makes. A lot of the features were really funny. The NFT's idea went straight in the bin. And I think it takes more time to implement multiplayer than to add a double jump, at least from my experience. The typing animation was cute as well. Nice work! |
| Oct 7 03:55:39 | 40m 33s | Flex Squad | ♥ 0 | I found that the movement speed powerups were the strongest. It didn't matter much how fast opponents moved either since it didn't seem to change their projectile velocity. And with enough speed, I can circle around them forever. You can't circle around crashing though. It crashed on me, then Chrome showed up a "page unresponsive" popup. I really like how the two options for the numerical stats had upsides *and* downsides. It made the choices much more interesting. Nice job! |
| Oct 7 04:59:50 | 1h 04m | ShortDay Survive | ♥ 0 | I was a bit annoyed at the sluggish controls at first, but maybe that was a good thing. Because I felt like a god in human clothing at the end! The fireballs, the fast movement, the hyper slashes with knockback! All very fun. The charging demons were fun as well. A simple but effective enemy type. I do wish the healing was a bit faster *or* the player got more hit invulnerability. I lost 90% of my health by getting surrounded one time and then I never recovered it for the rest of the game despite level 4 healing. Very enjoyable! |
| Oct 7 05:23:17 | 23m 27s | Pac-Mouse Survival | ♥ 1 | As others have mentioned, letting you slide on walls when moving diagonally would have gone a long way. Simple, but fun. My favorite moment was when I was surrounded by enemies and grabbed a red and a blue cheese that were right next to each other. Payback!! |
| Oct 7 05:40:05 | 16m 48s | In10sects | ♥ 3 | I really did not understand what I was doing. It seemed like at least half of the bugs couldn't attack at all. And half of the ones that could had such a long cooldown that I only got to use it once before switching to the next bug. It's hard to know what's going on if once I understand an attack, I can never use it again. And if a bug can't attack then I'm just wandering around dodging bullets. Breaks the flow. The graphics were good. I liked all of the individual insects' designs. The text on the story screen was a bit hard to read though. Maybe put a semitransparent backdrop behind it. Overall, this seems like it has potential, but it throws too much at the player right out of the gate. Maybe an expanded version could unlock new possible attacks for the bugs as you progress. |
| Oct 7 05:51:11 | 11m 06s | Boulder Bash | ♥ 1 | I got to wave 11, both times dying because I was too large and the arena was too slanted so I just got mobbed off the map. It was so very satisfying to knock the enemies off. The physics felt perfect. Great work! Edit: The super tiny ball is fast 0_0 |
| Oct 7 07:56:05 | 2h 04m | Swapwood Quest R | ♥ 0 | At one point, I had this juicy double combo lined up with four swords vertically and three swords horizontally from one move. I was thinking, "Wow, this is gonna be worth a bunch of attack!" And it was worth...one attack. Yay. The blindness attack got me more than any other. I don't think there was a single time I was able to remember what blocks were there before the attack. I just treated them like they didn't exist for the duration. I spent at least an hour on that dragon level. The fact that I have to make four combos (two shield and two sword) just to take one life *and* half the time I set something up it would crumble once they turned a key block to slag, made the level very very difficult. After my last round, I couldn't bring myself to continue. I got one heart away from victory and then my soul drained from me as I realized I had almost no attack or shield blocks left. And wouldn't get any more before the screen scroll would kill me. So that's as far as I got or am willing to go. That aside, I played it for two hours and was more invested in it than any other game I've played so far. So what can I do except give it five stars? Excellent game. |
| Oct 7 09:46:12 | 1h 50m | Proxima | ♥ 1 | Like others were saying, most of the choices I made didn't feel like they really had much in the way of consequences. Maybe if the fight with the space pirates was a little longer. A lot of the consequential choices had really obvious dummy answers like the choice between "ambush them in the main hall" and "don't worry, they're just pirates". That's not really a decision because It's too apparent which one is the wrong choice. The writing was good though and I enjoyed playing. |
| Oct 7 17:13:39 | 7h 27m | 10 Second Laps | ♥ 1 | Cute little game. I like the premise! A life system with health-pickups would be an improvement, I think. Then you could make the game more difficult. The problem with one-hit death is that you're always on edge since any hit could end your entire run. |
| Oct 7 17:39:31 | 25m 52s | Machine Yearning | ♥ 4 | Interesting. It's a memory game where you have agency over what means what. I found myself trying to create some sort of mental association between the words and the picture/color. Moodist was a circle shape because your mouth makes a circle shape when you make an "oo" sound. Shonas was green because green is a relaxing color and "Shoneys" was a location in Rick and Morty where Rick felt safe in his mind. The same sorts of ridiculous pneumonic devices I would use to memorize things for tests in school. My highscore was 89. Near the end, I usually just had to remember the shape *or* the color, since there were so many shapes and colors selected that there was often only one option of that shape and color. I think you could make it get difficult earlier by making it so that in the later stages, it will more often limit itself to only three or so different shapes. Creative idea! Nice work! |
| Oct 7 19:13:21 | 1h 33m | 10 second base | ♥ 1 | It took me until my third try to realize that you're actually supposed to go on the offensive and take out the enemy spawner. The turrets are called *defense* after all, so I didn't think to attack the spawner directly. But once I had amassed enough french fries, burger meat, grey cup lids, and ketchup bottles, I didn't have much else to do but let my turrets do the work. I've never played a tower defense game where you have to start building towards the enemy though, so that was cool! I built my tower of smelters (smelters being the same cost as walls but have addition utility), building a turret every few blocks, and eventually my enemy was history! Maybe an expanded version could have some enemies that only appear close to their base, so it adds some extra danger as you get closer. Fun game! Had me hooked! |
| Oct 8 06:17:52 | 11h 04m | Space Field | ♥ 3 | I never got use out of any of the upgrades. The enemies die in one hit, so the stun shot didn't do anything. (Or maybe it was used for something else? Either way, I never figured it out.) And the health and shield powerups never got used because the game never got difficult enough for me to ever take damage. Making the monsters come in faster and faster would be an easy change that would significantly improve the game. |
| Oct 8 06:42:34 | 24m 42s | FLARE | ♥ 1 | I literally could not figure out a single thing about how this game works. If that's the point, then you need to work on making the player feel like the things they're doing actually are having some sort of effect. I flipped all six of those switches and for the life of me I have no idea what they did besides scroll some text on the monitor and change some blinking lights. I don't know what any of the icons in the top right mean. I couldn't even focus on the task at hand because every ten seconds, and overly loud explosion interrupts me. Players need a safe environment to learn how the game works at a base level. I really don't think you can just throw the player into a stressful environment like this with completely obtuse controls and expect many people to figure it out. It's information overload. Maybe another way to implement this would be to have multiple levels, where each level gives the player a new control panel to work with. That way, you can give the player an easy control panel and scenario right at the start so they can get familiar with the game's base mechanics. |
| Oct 8 06:51:16 | 8m 42s | Caterpillar on a Balloon | ♥ 2 | I really like the movement physics! And they didn't get in the way of the controls feeling good either. Simple, but a cute concept. |
| Oct 11 00:04:37 | 65h 13m | Chrono Extractors | ♥ 1 | I'm sure others have mentioned it, but it's generally a bad idea in strategy games where you buy units to have a unit that doesn't do anything until you've bought a more expensive unit. Even worse is when neither unit can do anything without the other. It makes it harder for the player to learn how the game is played, since that building they put their hard-earned money into is seemingly not working. For the depot, I would make it more expensive than the barracks and then give the player a starting capacity for the barracks. Then maybe an "at capacity" mouseover text for the barracks when they can't supply any more units because of that. The other main annoyance I had was that the units would often wander off from the buildings I wanted them to protect and I would lose a building to their negligence. I could not figure out any way to wrangle them back to where I needed them. Annoyances aside, I like the graphical style and the gameplay felt smooth overall. Nice work! |