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EroAxe

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EroAxe leaves an average of 22.0 feedback comments each event.

LD51 — Every 10 seconds (22)

Downpour by chris1919 2022-10-16T07:12:46Z ♥ 2

This was a really polished game that I was sort of not expecting, but I guess I should've. IT was interesting to see and there's some cool mechanics here with some mostly clear art and cues as to how to handle it without any need for text tutorials etc. Which was nice and a good change from a lot of jam games there's always a wall of text with images for a tutorial.

There's also definitely some quite fun mechanics throughout that I would be very interested to see used more, the difficulty it does seem at least to me was kept relatively ow which makes sense for a jam always wanna make it at least playable, especially considering the whole "play your own game" problem. Though personally I would be very interested to see some more intricate levels for sure. Hopefully post jam ? Not sure if there's a plan to update.

The different effects were definitely interesting to find though especially abusing them to traverse the levels, though I will say their "ranges" I guess, were a but vague. I had quite a few times that II though that I was out the lightning because it seemed like I was in the "dark" areas". and I was still hit. To be fair it seems like that's not how the lightning works, but it wasn't entirely clear. I would've assumed that if I was in a "dark" area since they generally lined up with where I was safe early on, that it would be a safe area.

Also one bit of QOL or something helpful would be some way to get up ledges you just barely miss. A ledge grab, or the ability to wall jump and get onto them etc. Cause currently there are a decent amount of jumps that you can just barely miss and then have to wait thr3ough the falling (which even sped up is a little slow for that) and respawn to try again.

Which gets a bit repetitive, especially when it seems like you're RIGHT there. Combine that with the fact that the wall jump gives too much horizontal momentum and too little vertical to get back up and it means you're stuck without much to do every time you miss a tiny bit.

To be fair that might be intended and if so that makes sense, but I figured I would mention it nonetheless in case as a bit of an idea. IT would definitely make a few of the failures a little more palatable. Cause there were some damn close jumps in there.

Overall though a very interesting game that has a really nice bit of polish and a cool feel to it, that also has a really hilarious story of a bat that didn't join it's friends, before it raided all the caves for berries.

Last Pawn Standing - Chess Battle Royale by jsloth 2022-10-15T06:23:10Z ♥ 1

A really complete and polished game it relies a little heavily on you knowing chess which is unfortunate sometimes. but It's an interesting concept nonetheless, a little bit vague on some of the sprites and the fact that the game only really has a tutorial on the bare minimum isn't the best, but it's helpful.

It's definitely an interesting twist on chess though especially having it based around a clear time period, though it's a little vaguer on how long till it will be done, it's mostly fits but there were definitely a few times I thought that time was over and I was moving after it, but it ended up not being over and I could not move. Which had me confused for a sec, but it's relatively fast to get back into it.

The perspective is also a little weird especially considering the normal perspective of a chess game. I would' e thought maybe it would've gone with a top down view but more of a Chinese checkers (I think) style of board. Could be remembering that wrong though. That way it could be a slightly easier perspective at times. Cause it a was little hard to tell the diagonals from the straight directions sometimes due to the perspective.

Otherwise though it was definitely an interesting strategy setup especially getting free pieces. Assuming you don't uh instantly have them die like I did., they could likely be quite useful.

So overall, a very interesting take on Chess that adds some unique twists and some much faster paced gameplay. Definitely gonna have fun murdering people with chess pieces a few more times.

Alive for another 10 seconds by Cammymoop 2022-10-15T05:46:30Z ♥ 1

It's always nice to see a 3D game since they're kinda rare sometimes,e specially one done so well with a nice puzzle mechanic and a relatively interesting character controller. If a little floaty for my liking, but I'm a little picky I like my speedrunning games.

The mechanic is interesting though specially in the way that it's a trade off for time vs points. Though I mostly prioritized points. Who nerds time if you just go as fast as you can while getting points. Although uh, that's not the best strategy especially when you keep failing jumps.

Anyway though gameplay wise i will say the levels definitely varied in their intricacy and how clear their layout was. Some of them were relatively vague others were super straightforward etc. but that's about how ti goes with multiple people on levels and the time frame. They're definitely interesting levels for sure though. Some nice tricks some mean tricks and some interesting challenges throughout.

Mechanics wise as I said the player is a little bit floaty and seems to, I think have a bit of a sliding thing, probably to do with deaccel, but as I said I'm also picky so that may just be me being overly picky and that may be the intention.

Also I will say the reload mechanic is a little weird, mainly in the fact that it locks you out of reloading until the next loop, which means if you missed for some reason while frantically trying to hit enough that you will essentially eb stuck for a few seconds just waiting for your death. Or. Ya know just restarting. I feel like at least having it reload on a timer would make it so that's the possibility of survival. Eve if it's not very likely at all. IT would give you something rather than just waiting for it.

That and some sort of counter throughout the level for the full score,. whether that would be when the score labels pop up when you destroy something or whether that would be in like the top left or top right. Could be interesting. That way you have a clear piece of info plan around whether or not you should keep going for points or whether you should focus on the exit. To be fair points seem, relatively secondary but they are there and it could be useful.

One nice QOL change could be to add a zoom when firing, and possibly add some sort of time slow while in it; Though I also tend to play games that have that so maybe I'm just overly used to it. But it could help for those difficulty around the corner shots when you're trying to get through without having to waste a loop.

That as well as possibly adding a bit of, I guess coyote time maybe to when the platforms get disabled. Cause currently they get disabled essentially immediately, which gives you very little time to try and react or to land and a jump off again. Which unfortunately least for me led to a decent amount of waiting for the platform to almost switch before doing anything.

Overall though a very interesting and pretty polished 3D puzzle platformer with a nice setup and some interesting puzzle designs throughout.

Getting Farted On by kuviman 2022-10-15T04:47:40Z ♥ 1

Well this was a uh.. an idea that I did not expect to see, sure as heck not as a compo game. Full multiplayer at least visually if not cooperatively or design wise is kinda crazy for the COMPO but interesting to see.

The one thing I can definitely say is this is definitely a hard game cause the farts are crazy. I don't know what you have to do to be farting this much or with this much strength but somehow the characters in this did it and it's madness. That and the crazy rolling as a very weird combo.

Though gameplay wise the game is very vague I wasn't entirely sure where to go and I spent a decent amount of time trying to figure it out, which comboed with the massive penalty on a fall made trying to test out different directions quite painful to say the least. That and some of the absolutely evil platforms with their slanted ground.

Overall though an interesting concept and a cool accomplishment to manage all of this in a custom engine. Although I assume it was built form multiplayer so at least it's a good test of it.

The Stack Machine by seshoumara 2022-10-14T06:50:14Z ♥ 1

A very different idea than I was expecting but I can sort of see the every 10 seconds idea in it, not so much in the gameplay, but in the concept. If anything it's a bit of downer for the gameplay, but it makes sense.

It's a cool technique setup for sure. Though obviously still a little limited so there's a lot of cheese. Which I am always happy to mess with fro sure. Though it did remove a lot of the puzzle challenge or interesting unfortunately. Which to be fair, it's kinda hard to make a full system like this in 72 hours so good on what you managed.

Though I will say the game is very obtuse when you're getting into it, there's not too much of a slow introduction so much as EVERYTHING is there right away. IN the tips and hidden down the lists etc. I personally would've preferred a bit more of a tutorial, but ya know, 72 hours. Would be a nice post jam additions though for sure.

That and maybe making it a little less scroll heavy etc. because there was a lot of information down there that I did not know was t3here until I double triple checked/was told. So making it more, card based etc. could be useful, or just having some of it in more accessible locations, say a side bar etc. would maybe help with that.

Overall though a really cool technical setup and an interesting selection for the theme but a bit obtuse which makes sense for the time frame and the concept. I'm interested to see some possibly more cheesy puzzles, but likely less cheesy and more info.

Swamp Wizard and the Fight for Wizard Swamp by Bea 2022-10-12T07:10:53Z ♥ 1

Definitely a very interesting art style and a cool setup for the game. The setting is conveyed relatively well and it's mostly clear as to when the water is or isn't raised which is nice. That and the enemies are mostly distinct from the background which helps with avoiding them murdering you a lot.

Though I will say mechanics wise it's a little lackluster I guess. Tere's no real indication of which way to go for the next orb, or any real strategy to getting them besides avoid the alligator, shoot enemy and touch orb.

Which to be fair since the alligator isn't really always there, it's not exactly the hardest thing to avoid. Which is unfortunately cause it seems like it could be a nice incentive to play a little riskier if it wasn't just waiting to the side. Though the small projectile size could make that a little harder to do. Depending. That may be due to me not being the best at this perspective and aiming though to be fair.

Overall though a nice graphical and auditory setup, not too much in the way of complex mechanics. Which isn't always a bad thing, but definitely a nice base for a top down shooter with a relatively simple goal. Though a little more feedback would definitely give it a bit more juice.

Busy Tracks by Outfrost 2022-10-12T06:42:03Z ♥ 1

Definitely an interesting absis for a simulator, not quite as manic as I assume it was supposed to be based off the title etc. but otherwise it's definitely a co0ol showcase of the setup for it. I'd especially be interested to see post an update when fixes etc. are implemented and there's a bit more polish.

As for now though it's got some interesting ideas, though not too much feedback, and a bit of a weird control scheme. There's not really any clear feedback on what's stopping trains (besides the description) as well as where new trains are waiting etc..

Personally when I say the title I assumed a more, as I said, manic style game where there would be say, ticking clocks or whatever above the tunnels that I needed to let trains in through while there would also be ticking clocks above the main trains etc.

Though that could just be my connotation with the name and maybe it's supposed to be a completely different type of game I'm not entirely sure. But I'm interested to see which it ends up being. It'll likely lead to some more varied gameplay that to could be quite fun to run through.

Overall a very nice setup some cool mechanics and a good base for what it seems like will be coming.

Herocide by GCRexx 2022-10-12T06:09:25Z ♥ 2

Well this is definitely an interesting twits ton the every 10 seconds concept. Though a little annoying gameplay wise in the execution.

Since there's not much you can do to stop the laser you're mostly just hoping you reach a checkpoint. Which comboed with the fact that the checkpoints seems to change their height as well as their mesh makes it a little difficulty to know when you're reaching one.

It seems like there's an interesting basis for a puzzle game, but the checkpoint spread and the limited response to death combined with limited lives leads to a lot of fails due to not knowing what was coming up. Especially comboed with the fact that the timer seems to tick during the selection screen.

As well as the fact that you can spend every single coin immediately which can sorta leave you screwed for the rest of the level. That was definitely something that almost got me a couple times. So some sort of limitation or a way to play/see the level without spending a coin would be nice.

That along with some sort of counter to the laser. It seems as though maybe you're supposed to be able to hide from it under some of the roofs but that never worked for me. Even though I was seeing seen etc. pop up top left. If that was an intended feature then that could be interesting, making you have to time cover etc.. Though in the current state I'm not sure if it is and if it isn't, it would probably be nice. As well as well as possibly something else to do, maybe a way to delay the timer overall.

Overall though an interesting game that needs a bit of polish, or maybe a decent amount to make it a little less annoying at times. But a cool concept that I would be interested to see expanded with more uses for powers or more multi-use powers.

Artifact Control by cdunham 2022-10-11T06:54:01Z ♥ 1

Definitely a nice base for a n RTS game, some good controls a clear goal and some very clear unit differentiation. Though the gameplay is a little lacking. Which to be fair makes sense for a jam.

I personally just didn't quite see what I could do to impact the outcome of a fight besides dump more units into it? There didn't seem to be too much of a, I guess rock paper scissors setup. It was just rats die fast, zombies die slower and beholders are the best. Or if there was a rock paper scissor setup I didn't really see it in the gameplay.

Besides that though the controls were nice and like I said the goal was clear. The music was a nice background and the art was cool. It's just that gameplay unfortunately.

What I'd suggest is maybe leaning more onto a rock paper scissors setup like I was alluding to before. Ex. rats beat beholders because they can dodge and zombies lose to beholders because they're too slow or something else etc.. That way there's more variety in the strategy of the game. Where one unit can be countered and so you have to spread your units around based off what the enemy is choosing.

Overall though a really nice base for an RTS game with an interesting unit setup and some nice controls.

The decasecond by Shakedimus 2022-10-11T06:28:10Z ♥ 1

Never did I think I'd see a leaderboard for random every 10 seconds bs in here. But I was proven wrong, this is definitely a fun one if you can get some ideas to drop in, unfortunately I didn't get too many, but it was kinda hilarious reading the other ones that were submitted. There are some great ones in there for sure.

Gameplay wise obviously there's not much but it's definitely cool to do a game based entirely around community leaderboards and see what craziness people end up submitting, or what ends up reaching #1. Cause it's gonna be something you wouldn't have of. Which at least it seems to be, but it's definitely interesting.

The UI definitely isn't the best though for sure, I'd say it needs a little work especially since it seems like you can't look through the whole hall of fame, since it doesn't allow switching between prompts all the time. Which is quite unfortunate. I wanna see all the craziness people came up with but IU can't manage to get it to let me see more than 1 or 2 prompts in the hall of fame. Possibly just 1.

Overall though definitely a kinda funny one to read and try and come up with random stuff to submit for sure.

Escape the Island by john-wuller 2022-10-11T06:08:43Z ♥ 2

Well this was a pretty manic game I died a lot had a lot fun laughed at the super strong scientist with a pocket dimension box and placed a LOT of scrap platforms.

As for gameplay though and not the hilarious setup, at least at points, it's an interesting one it had relatively simple controls which was nice since I missed the help tooltip, though tbf I prefer that rather than making me click through it so that's nice. and it's a little nicer than just have a few screens of text on a tutorial screen.

It's definitely got a few janky hitboxes, though they're in the players favor so they weren't too annoying which is nice, just something to mention. The only real addition I can suggest would be some sort of indication as to the direction of the helicopter, it's not needed, but it would make it easier rather than walking to the edge everytime. Though that's really just QOL

Overall a really nice little game to run through, I guess one other addition that could help would be some sort of score system, but for a quick one and done run or beat the difficulty it's definitely a nice one.

Silvi by nardandas 2022-10-11T05:48:37Z ♥ 2

Well it's definitely a very relaxing game, a little slow, but I do tend to platy action games so take that with a lot of salt. But definitely an interesting setup with a nice story and some cool visuals and the behind it with the tree setup. It's very cool to see a dynamic growing tree for sure. I do wonder about the inner workings personally.

As for gameplay though I will say there at least to me, didn't see to be too much I could do every little bit to influence the tree. It was mostly just waiting, although that's likely due to the fact that it seems like the tree doesn't actually grow every 10 seconds, it just attempts to, which lead to a lot of stretches of time without it growing.

That and I wasn't entirely sure how each tool might let me get the result I was looking for if that makes sense. Since I could impact it but I don't really know what each change does to the rest of the tree. Ex. the trimmer it shrunk the tree, but does that make the other pats grow faster does it prioritize regrowing the trimmed part etc. I'm not entirely sure.

So maybe a little more clarity in explanations as to h9ow the tools impact the growth of the tree for example. Ex. it sounds like trimming branches lower down can cause faster growing up high. Which I wasn't sure about, I thought might work, but I don't know enough to really say.

Otherwise though a nice short little story with a very calm atmosphere and a chill gameplay loop that was nice to just play and chat with people.

Radar Rider by 3LSTMsInATrenchcoat 2022-10-09T07:09:05Z ♥ 1

Definitely a very unique concept and a very tough game for sure. Had me running into a lot of mines and a lot of deaths and a lot of just press and pray I guess. Can't really spray and pray so that works.

Though at times it's definitely a little crazy difficult I'd say, so some sort of mix up on the radar might help. Possibly multiple smaller radars (a suggestion from hittaus) or maybe, and this is just me, but a echo location sort of thing where you can try and find some stuff on the map just barely, maybe circles or zones around them to give you an idea of what you're dealing with, or even if it was just something that shows the general zone that the ship is in. Not the environment, but just the ship.

That would just make it a little easier to pilot, since a lot of the game was sort a just as I said, praying that I went the right direction. But making it so you can always see the ship would definitely kinda invalidate a lot so not really helpful. But maybe on a timer or a cooldown having the ability to do a short range sonar to get a slight idea of where you are.

Heck, even if it just showed stuff around the player and you have to guess which way you're facing. That way it still has the difficulty of you could run into the enemies, BUT it does give some sort of location as to where you are. That way letting you at least know distances, if not direction.

Though another way to do it would maybe be some sort of change in the enemies on the radar based off distance. Some sort of, light up or something else like they're attacking for example. That way there's a indication of your location as well as their distance to you letting you figure out where you are based off of that.

Overall though a very difficult and very interesting, I guess puzzle game. A nice setup and a very interesting execution that definitely adds some interesting difficulty. It takes very good advantage of the limited information it gives.

Tense Conds by Wendel Scardua 2022-10-09T06:34:44Z ♥ 1

More crazy platform games it seems, was not expecting to see an NES game but apparently I'm gonna have to change my expectations when it comes to Ludum Dare. It's a really fun one though with some interesting references and mechanics to the different conditions/ Also the name is great, especially after I was told the uh, trick to it I guess.

As for the gameplay it's got a interesting setup where you can stall the conditions which is nice AND they can be walls to protect if so. Which I abused like mad. A little too much. But you can also just let them go and try and avoid it, which is interesting especially with some of the modifiers that pop up, the uh, I think "cube" modifier, that essentially made me slide, was definitely a weird one.

Though the only real.,. issue I sort of would have is the fact that you're pretty defenseless for most of the game. There's no like, grab something here to be able to fight or anything like that, it's just. If you get a sword block. Then you will get swords for a bit, and they get auto used sort of like a shield. At least if you're looking at the enemy, I think. I always was looking so I just sort of assume so since it points in front of you.

But maybe adding s0omething that allows you to fight back more, possibly some sort of, acivate a cond early for a weapon etc. could be 9nreresting. That way you're trading the fact that you have to deal with a cond but you get some way to fight it. Which lets you at least deal with it, though you can playa round them normally it's just really luck based. Though that's also due to the limitations I think especially the fact that the mobs can spawn on top of you, unless you're lucky enough for them to miss yo8u forever. (happened to me a lot)

Overall though a really interesting mechanic mix that lets you do some interesting strategies and was surprising to see on NES stuff.

Watch Wizard by monika 2022-10-09T06:05:55Z ♥ 1

Probably the most unique setup for a game I've seen at least use wise since this is the first time I'm seeing a game that someone put on a fitbit. Was pretty cool to try, unfortunately I didn't actually have a fitbit, so that was unfortunate, but playing it with tank controls was still interesting to see. Especially considering the limitations I assume it was made under.

I will say though I didn't really see the theme in the gameplay consistently, I do understand it, but the problem currently is that the mobs get very quickly outpaced and I honestly didn't see them for most of the minute. Maybe if the chests were a scoring system as well as a stun that could work ? That way the goal isn't just to survive it's also to get the chests. (I'm assuming that's possible?)

That and maybe a timer to show how long till the next chest and or a arrow pointing to a the closest chest. That way you can get to the chests, assuming they're also a reward, and you know when they've spawned. Obviously, that's a little.. crowded though so probably not.

Overall though a very unique experience that I was not expecting to see. Seeing someone make a game for a fitbit is definitely a first for me.

Beardadette and the Eternal Hiccup by Honest Dan 2022-10-08T07:56:57Z ♥ 2

Definitely a very interesting take on the theme and not one I was at all expecting to see pop up. But it's got an interesting implementation in the game and the storyline. As well as a mix between the two with some of the puzzles which is nice. Though, a bit vague at times, which to be fair makes some sense for puzzles.

As for the test though there were some definitely interesting uses of the limited mechanics. The picking up, putting down and hiccupping. Though, a little limited on the hiccupping I guess I'd say, at least till the end. Which to be fair lets you get used to other mechanics first which is nice.

The different enemies were also interesting and it does seem like there's some different strategies to deal with them which would be cool to look back at, which I may have to do. Maybe try and *not* murder all the, I think they're called hoarders? Though I dunno it was pretty fun to murder them.

Overall though a really fun setup and a interesting game to play through. Definitely a nice set of mechanics setup for sure.

Count Down Dracula by Guilloteam 2022-10-08T07:30:19Z ♥ 2

A really fun concept and a really polished style to the game for sure. Some interesting enemy designs and mixups as to how to avoid them. Though not too much variety in the direct combat I'd say, it sorta ended up just being right and left click all the time for me.

Which is unfortunate, but sorta makes sense, the first couple runs I did I didn't pick up as may damage upgrades and without them the enemies are quite tanky, even with some of them they're quite tanky. Which was a little weird.

Besides that though it was satisfying getting a dash worth of 30 seconds. As well as comboing enemies could be nice, and still a little dangerous considering the power of some of the ranged ones.

Though I will say the hitbox of the enemies is a little iffy "depth" wise. There were a lot of times that it seemed like I hit, but it didn't quite manage to collide due to how thin they were. Which, normally would probably have looked fine, but combo'd with the angle and the 2D in 3D sorta style it makes it a little hard to hit sometimes from certain angles. Though that's a bit of a problem with the setup in general so nothing specific.

Also a little annoyance I would say is that the camera has a ahbit of moving away to the middle when there are enemies at the bottom of the screen it seems like. Which led to a few situations where I was running in the dark trying to hit/find an enemy and not being able to see them off the bottom of the screen.

Other than that though a really polished game and a really fun one. The style is absolutely nailed and it definitely fits the idea in my opinion. Just a little tweaking gameplay side. But it's a jam, not entirely surprising.

Void Timeline by HexStart 2022-10-08T06:50:51Z ♥ 2

Definitely a really polished game and a kinda fun one with a turn based mechanic that at least I haven't seen before. That was kinda hard to work around at times. Which is always nice. Also a bit of a roguelike element I guess, though, not really since it seems like you get everything in a set order. But, still a bit with the runs setup, and I could be wrong on the order.

The only real thing I'd say is that early on the enemies were a lot more blatant/easy to read with how they were fighting, but that pretty quickly became less of a complaint as I got more attacks and I kept getting dang EMPd!

Though it is a little bit of a "just figure it out" game it's not terrible about, it was mostly easy to figure out what as going on after the first couple turns which is nice. Although descriptions of specifically what everything does or a accurate display of power usage per your setup every turn would be nice. For example I spent a bit not realizing that the EMP took power, and so I was using it then trying to use a titan beam and being confused as to why I couldn't. Thought I EMPing my own thing.

To be fair it did say energy cost on it, I just somehow didn't read it. For general planning it would be nice to have a little +/- for the power amount. That and.. and this might just be me, it might make more sense for it to be "energy" rather than power? Cause I assumed it was a buff, not a resource. Based off the name and the coloring being yellow.

Overall though like I said a really polished game that I had a lot of fun with.

Le_Invaders by Neeko69 2022-10-07T07:50:16Z ♥ 1

Alright well first off I think I got the highscore of 150k. Ignoring that though I did find a bit of bug in that you can.. kinda become invincible. Though I'll save it cause my highscore. That and I showed it on stream.

On the review side though I will say the enemies spawn really slowly. Compared to the effects timer. I would've assumed that it would moreso be that enemies spawn every few seconds consistently and then an effect might buff them or cause a special enemy to spawn etc...

Rather than the enemies all spawning based off the effect timer. That and a few effects are very vague as to what is happening, which wasn't super helpful, but it didn't hurt the game too much.

A bit of polish would also be nice for the gameplay I'd say, though obviously this is a jam it's a little hard to fit that in, but maybe a faster fire rate, but lower damage to equal out would be nice and then enemies with attacks. But that's all 'content' so. Just throwing stuff out basically. Whatever you decide to add it is an interesting base for an endless survival game. Just a little weird on the consistency of enemies.

Also damage feedback when hitting etc. could possibly help with the weird fire rate feel.

Don't look back by spimort 2022-10-07T07:31:32Z ♥ 1

Definitely a very hard 3D platformer, with the gravity cranked to Jupiter. Honestly without sprinting I could not manage it, tbf I did find the but I probably should've read the game page first. But I found it so it's fine.

I will say though, the game is really unforgiving and honestly kinda evil at points. Those last platforms.. okay maybe not kinda. Just evil. Randomized buttons, that you have to stand on for however long, and then walk through platforms.

Ignoring that though, I will say the movement feels meh, and the fact that there's a "puzzle" at the end, is a little weird compared to the rest of the game. As well as the default move speed is pretty slow, and the run pretty much is the only way to make most of the jumps. Which makes some sense, but it does mean that most of the game you're sprinting.

I feel like if there was more variety throughout the game it would make the puzzles a little less crazy and out of place. But currently it's kinda just a manic rush at the end to not have to slog through the first bit.

Blades of Doom by Benjamin Halko 2022-10-07T07:02:29Z ♥ 1

Definitely a really difficult game at least for me, I didn't quite manage the two minutes for the leaderboard, but I got the minute :P. Was a fun one though had some issues with audio but web can be like that sometimes, that and it took me a bit to figure out the switching of the directions. Buut once I got it was interesting to work around. The flying saw was also a incredible and annoying death trap that got me way more times than I can count. But also added an nice twist. I will say though it would be nice if it was easier to see the blades coming from the walls. Some sort of indicator closer to the middle of the screen, an arrow etc. to give you an indication. Cause currently you have to focus near the edges as well as at the center which is a little rough at times.

Though I did end up managing it so that could just be a bit too easy if it was done, not sure. The only real things I'd say besides that would be more variety, some sort of other pickup etc. Though obviously it's a jam it's a little hard to do that during the time period so for what it is, it's pretty nice.

To Catch a Wizard by badcop 2022-10-07T06:15:05Z ♥ 1

An interesting take on the theme that had me stumped for way too long thinking I couldn't jump either way, then I actually made the jump, after falling the lava a few to many times. That and being baited by badcop in stream to go for the boots.

Also a damn hard final boss fight and some very very weird torches that had me confused until someone figured it out. Plus side though those boots do come 9in handy during it considering how slow you are normally.

Anyway though, review stuff, I'd say the boss fight is crazy hard, interesting, but hard. Also a little weird that it ignores the 10 seconds, it sort of makes sense, for letting you actually fight it, but also not so much. Also would probably be good to make it a little clearer that the way to fight the boss is to shoot the roof abvoice him. And tbh, I was sorta surprised that the final phase didn't end with you breaking the middle roof out from over him and having lava fall or something.

One helpful thing, that tbf would be a little powerful for speedrunners so maybe not, but being able to reset faster could be nice, sometimes. Cause there were a few times that I was kinda just dead, wait a few repeat for a bit. That or some way to "short" reset maybe. Just for fixing mistakes. That or a little more leniency on a couple of the pits.

Also on the clarity of some of the art I would say the door to the final scroll was a little weird since it didn't have a key, though it's the compo so I'm not surprised, but it would be a little nicer if it was a different door. Or I may have just missed the difference. That and, and this might just be me as well, the torches looked like lanterns, mostly due to how bright the wood was. So that confused me a bit.