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TopperVideoGames

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Apr 7 07:59:15 DungeonDescent ♥ 1 I had fun with this! At first the resolution of the game was so large that it barely fit, and shrinking the window caused some text to go off screen. Though once I got into the game and started drawing lines it clicked. I managed to beat the game after understanding the skill system. Some visual glitches happened where different symbols filled the same tile, though it only registered as one specific type. Getting the synergy of the chests and upgrades to work with the skills was a fun strategy to figure out. By the end I had the border skill refreshing itself with enemy kills, a super power hard earned! Great job!
Apr 8 01:03:21 17h 04m Painball ♥ 3 Very well polished game here! Flipping a pinball table does add a unique perspective in predicting how the ball will move around. I was afraid at first to place traps, but I was glad to see the game slows down when placing them. I did lose a few lives though as I wanted to place a trap, but could not save the ball at the very top when the normal speed resumed. It was bad timing on my part! Excellent attention to detail, seeing the devil press the buttons alongside me was nice. Great job!
Apr 8 02:53:46 1h 50m To The Core ♥ 2 AmogusCoreWin.PNG I cannot believe I tried so hard to beat this game, just to be rewarded with another death at the very bottom! All joking aside, this game looks smooth and perfect for what it set out to do. The increasing difficulty in each section was well done, as the last gold stretch had me doubting if I could get past it at all. A fun, little frustrating package that could be a good rage type of game. Amogus was funny to see as well. Good job!
Apr 8 03:28:09 34m 23s Mine Goblin ♥ 3 It is pretty funny to ragdoll around, trying to hit the obstacles for that extra burst of speed. It reminds me of those 2D cannon games where you try to go as far as you can, now with more depth. With the same level layout it was possible to learn the best path to reach the bottom, of about 830 with all of the gold. The actual lowest I got was clipping out of the tunnel and free falling for a while. For that instance I am thankful the game let me restart from the menu quickly. It is a pretty good joke that you can move around as a goblin initially on the ground, just to flail about for the actual game. I believe moving the camera around let me ragdoll in specific directions better, as that was how I got to the end. The visual component aids the feels of the game as well. Good job!
Apr 8 04:16:25 48m 16s Planet Diver ♥ 1 The movement is a bit hard to get a handle on. The momentum of going left and right builds up so gradually and slowly, and decreases just as slow. Though when it switches direction, it is sudden and hard to predict correctly. The pixel look of the tunnel made the collision clear, though the player model not being a pixel made the collision box less clear. Having the branching tunnels look nice, but can be distracting. Without the given picture of the whole level I was unsure if they were alternate paths or not.
Apr 8 05:15:02 58m 37s The Quota ♥ 2 Very well done! The atmosphere is top notch, it was creepy to explore the tunnels even after I completed the game. The long windup really adds to the danger of the combat, as simple as it is. The objective was relatively easy to complete, though I did like the agony of how long it took to mine each deposit. The lighting system is cool, it made me do circle sweeps in case something was around. I would have liked to see more variety in what could be found in the tunnels, but that is just a limit of the time. I really liked seeing the health would go to normal after resting a bit. It made it viable to clear out enemies as I went along. Great work!
Apr 8 08:26:12 3h 11m Forged Below ♥ 1 The constant demand for weapons is a good pressure to keep the player moving. I felt stuck in a tight loop until I got some upgrades, then suddenly I felt that it was too easy to meet all the demands. It is an odd balance to reach, as after that it was just a waiting game to reach the end. The noise design is mostly good, though one sound kept playing that sounded negative but I did not know what it signified, as I was meeting the demands at that point. I would have liked to see more tiers of forging unlocked past the second set. Good work all around!
Apr 8 18:54:26 10h 28m THE ABYSS CALLS ♥ 2 The atmosphere is well done, with the sea getting darker and creepier the further down I went. The whiplash of the giant octopus boss fight got a good laugh. It took several attempts to actually beat it, as his damage is nearly instant death. Some invincible frames when hit would make the fight feel more balanced, and reduce the number of times I had to dive back down. It would have been nice to see some change in the ending based on how much exploration was done. The enemies staying between screens was interesting. Good work!
Apr 8 19:07:09 12m 43s Root & Rope ♥ 3 This is very well done! The puzzle solving is unique and easy to understand, it is clear what to do to beat each level. Minor critiques would be the last level being mostly waiting halts the pacing the rest of the game had. Sometimes the button being the space to jump and place ropes made some spots tricky. Everything is put together to an excellent degree. I wanted to play more levels, great job!
Apr 8 19:27:08 19m 59s Ad Light ♥ 1 Well done! The movement is simple, but that allows the game to be more challenging in navigating around the enemies. The second level was tough as I seemed to get hit too easily, though when I took advantage of the large player hitbox to be able to collect the mollusks easily the game did become more enjoyable. The last level was a fun twist of a chase, though it was the easiest level to complete. The giant squid could have shot out telegraphed projectiles periodically to add some challenge? The game is visually polished, the extra details of being a fish bone when killed is cute. The random generation of enemy placement and collectibles is mostly okay, though when one mollusk is surrounded by five fish the best course of action is to tank a hit. Great work!
Apr 8 20:31:46 1h 04m Gold Digger ♥ 1 GoldStuck.PNG For a simple auto scroller, there is room for neat movement options. Rapidly moving left and right lets you stay in place. Going for all the gold in a layer felt like an advanced strategy to go for a higher score. I was wondering if there was a bottom, and when I reached it I got stuck without a way to restart. The sound effect for hitting a wall is pretty loud, which can be comical but repeated quickly enough it gets grating. A funny issue popped up I had to check. The game's resolution is so big I had to scale down the screen size, but that caused the score and depth text to leave the screen, so I didn't know what my score was until I hit an end. The UI features can get weird in unity. I find textmeshpro to be more reliable to exist in real space sometimes. More variation would be cool to see. Good work!
Apr 8 22:41:34 2h 09m Call from the depths ♥ 2 The corpse as a physical object mechanic is clever, though I wish the level design was nicer. I played through the game twice, looking for the last item only to find an empty pedestal at a point where I could go no further. The time to make paths by repeated deaths took longer each time I had to run back, making the gameplay feel very repetitive. I was pleasantly surprised to see the second item, when I eventually found it, gave the ability to respawn in place. I was less pleased to see it on a timer, meaning I had to wait in place if I did not want to do the same run over and over. Why it does not apply to spiked deaths almost feels like an oversight. The visuals and audio add to a nice mood, the overall package could have been more leniently designed. Still, good job!
Apr 8 23:04:22 22m 48s What Happened to Pinewell? ♥ 1 Very creative use of the theme! I like games where you have to explore a computer space, and this was well done! I managed to upload the files and get the message received, but could not do anything about the timer running out. I had a lot of fun with this, it could only be better with more to find. Excellent work!
Apr 9 02:22:32 3h 18m R.E.M. Really Enraging Mosquito ♥ 4 It took a few tries to see how the best way to earn points was, and my best score ended up at 2244. I really enjoyed this! The offbeat aesthetic made it look like warioware, while the goofy look of the limbs moving around was reminiscent of qwop. Every time I felt like I got into the groove of how to move in each attempt, I would run out of time! Which made me want to try again to do better. I may have gotten my best score when I managed to put multiple limbs in the same spot, which added to the silly looks. How the mosquito reacted seemed a bit random but it would usually fly away. Great work!
Apr 9 07:32:53 5h 10m Shrimply Fishing ♥ 1 This is a good relaxing game! Low pressure vibe, just having fun catching different fish. In an optimal version of this game, new fish types would join your boat as fellow sea fishers to show your gradual progress. Even the fellow shrimp! A cozy type game, with good music and silly designs. I appreciate the Animal Crossing reference as well. I did find the controls with the mouse more versatile as it could yank in any direction. A fun take on the classic fishing minigame. Great work!
Apr 9 08:30:35 57m 42s Undercity ♥ 1 The scale of this game is impressive! I am in awe of how large of a map you were able to make, and to have it be varied enough to the end! I liked the weapon variety, though I mainly stuck to the lightweight weapons as I had ammo in the thousands. I am glad I learned to hold shift to run fast, it made the wall jumping work really well. The audio issues got annoying at parts. As cool as it is that enemies persist between rooms, hearing three robots shooting off screen was annoying. I had to make sure I killed the respawning robots every time I went back through a room just to keep my sanity. Some other minor glitches include enemies and dropped items clipping, and a new room not loading correctly until I respawned. Still, this did feel like a sizeable game that was not bloated or padded. A solid platforming action game. I felt rewarded when I read the item descriptions and saw how I could make those extra jumps to get even cooler weapons! Great work!
Apr 9 19:46:21 11h 15m Forge Rush ♥ 1 I was able to get a high score in the third level, though I see there is not really an end to the orders as it did not stop once I got 15 and beyond. I do like the increasing difficulty at each stage, as having more recipes to consider puts more pressure on memorizing more. Playing it single player it was easy to see it would be impossible to get all orders done, even speed gassing around quicker, so there was a trade-off system happening where I would ignore double orders in favor of singles. I probably only beat the game with all the single leather hood orders I got. I did have fun playing and learning how to make each item! Besides having a tutorial to teach each aspect, an icon for the two crafting stations to make them more obvious at first would be a good detail to include. Good work!
Apr 9 20:36:58 50m 37s Loot Mine ♥ 2 I do enjoy the peace of digging through rocks, and managed to beat the final boss with little trouble. The game looks visually great. I do wish there was more room to make strategic choices. A single run is enough to get a feel for each effect, and the freeze on the pickaxe was easily the best effect to deal with enemies without getting hit at all. There seemed to be little incentive to go for floors that had enemies as even healing floors offered gold to be found. It was pretty funny to get to a shop near the end and it had a basic sword to buy when I had a shining legendary I just found. Very nice work!
Apr 10 05:02:54 8h 25m Trial Protocol ♥ 2 This is a really fun gameplay loop! Being able to see the future layers allowed me to plan moves way in advance, which forced me to make choices that may not be good immediately but better overall. I even wanted to play it again after beating it, and it was only then I saw there was a skip function, which did help! The random generation gave good layouts, where even an easy to kill placed enemy could potentially be more useful left alive another turn. There was a glitch on the second run where at the very bottom, it scrolled past my team leaving them off screen. I could not click on their actions, so I was stuck. I still had a lot of fun with this gameplay, and I would have liked to see more! Great work!
Apr 10 21:44:17 16h 41m Excapade ♥ 2 I was really getting into the zone playing this game! At first I was being cautious to avoid enemies and find the diggable paths to get as much money as I could. After I got some upgrades I was able to go pretty fast through the levels as the enemies could not really catch up. Then I got enough upgrades I could one hit KO all enemies, letting me just blaze through each level getting as much gold as I could! It was so fun clearing as much as I could that I was sad to see I could not dig through the harder looking blocks after getting so many upgrades. I thought it was funny when I could see an enemy out of bounds, presumably as they walked out of the exit tile. I liked how this game let me just dig as fast as I could, and the turn based nature of enemy movement meant I could reasonably plan out where I could go to avoid them. Some more upgrades with impact, enemy behavior, and an end to reach is all I could ask for. Excellent work!
Apr 11 07:27:41 9h 43m LootBot Dungeon ♥ 1 I do quite enjoy these instruction assembly type games, it reminds me of some physical toys I have seen. The tooltips were a good idea, as I saw the return to base step was why my bots kept getting stranded, but the first one did not. I would have liked to see the second screen show the instructions being follows as the bot is moving, so it can be easy to see where it gets stuck and where to modify it for the next outing. A overall map that gets uncovered would be nice as well. The real genius I believe is the ability to send out multiple bots at once. I did not realize it was possible at first until I tried it, and it felt really cool being able to put them all out in different ways. The puzzle solving potential with multiple coordinated bots is incredible! Keep up the good work!
Apr 11 21:10:23 13h 42m How the Moon Got Its Colors ♥ 1 Very stylish game! It was cool to see the color come back according to how much of each color tear was collected. The buildup of the effectiveness of each ability was fun, especially with the yellow vortex able to suck up all nearby tears quickly by the end. The percent ranks at the end encouraged me to play again to get 100% in all the colors. Having only the cows have collision was a bit funny, I can see an idea where you can go through obstacles once you have matching colors in an expanded version to make traversal easier. A lot of focus on the audio component, it came out very nicely! Good work!
Apr 12 03:33:40 6h 23m Carpathian Goodbye ♥ 2 A neat story that rewards playing to the end. The random generation of levels made some odd layouts, with treasure not just being out of reach, but in the walls made it take that much longer to get any money at the start. It was cool to see with each new oxygen upgrade I could get just a bit further down. Eventually I could reach level 3, and had enough credit to get the vampire skill. That is when the game really clicked for me, and I shot instantly down to the bottom! It was fun actually going for the fish with extra bashes that it felt like it should have been part of the core loop more! Faster draining oxygen with bigger oxygen boosts on hits, that would be a fun! Good visuals and audio and more fun with more ability made this a great game, good work!
Apr 17 07:25:52 123h 52m INANIS INANIS ♥ 1 WinScreen.PNG This was an interesting experience! It was like being thrown into the deep into the pool to learn how to swim, it took a fair number of ship explosions to understand what was going on. Then a couple more to find the right gameplay strategy to reach the end. I liked the 3D movement here, it added a good level of challenge! I would have liked the main form of dealing with problems to not be typing. The way of finding the problem file was good, required listening and quick sorting, but having to type their names and same command instruction was tedious. I can see a better loop being finding the problem part through the file method, and then going to the part of the ship to interact correctly. I even liked the valve timer, having two danger limits it is constantly switching between is clever. Besides an easier intro, more feedback such as an error timer somewhere would help. A more unique game over message of what exactly went wrong would have helped learn what to avoid quicker. The jokes were really good too, user name and help message got chuckles from me. Even the idea that a corrupted text file can blow up a ship is great. Good work!