I love games that use propulsion for movement, great stuff. I found the big wasp to be a bit hard to deal with due to the limited movement, but that's probably a skill issue. Pretty solid all around.
MaHnHia
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I like controlling a bullet hell game with the mouse. Unfortunately, after realizing the levels were copy-pastes of each other in terms of bullet placement, pattern and timing, the appeal wore off. Put a bit more variation in the levels and you've got a cool bullet hell game. As it is, it's a good start.
Cool game. Wiping the bug guts off my scope is a brutal and hilarious mechanic. This game suffers from quite poor balancing. It's hard to tell when/where the bugs are coming from, as they only make a sound when they're already attacking + there's no indicator of where they are. Also, I feel like I'm constantly hitting headshots and I still lose due to me needing to wait to clean the scope. Still fun, but too demanding for me to finish.
Cool little game. With a few tweaks it's great. Having some indication of where the bee is facing is seriously lacking here, and it's quite disorienting trying to figure out where I'm going before it's too late. I do appreciate the unwieldy control scheme though: it's fun to control with limitations!
Really fun once I got the hang of it. My broad critique of this game: It gets lost in itself. The whole writing style and framing of the game is very abstract, which is fine in a vacuum, but it gets in the way of gameplay. The tutorial uses this vague phrasing even when describing game mechanics, which makes it more of a burden (ha) than anything helpful. For example: The tutorial vaguely points in the direction of crafting existing, but doesn't sufficiently describe how to actually perform it. Other than that, having to memorize the names of all the different elements and what they do is a bit tedious, especially since the names are equally abstract and long. I understand the choice to not have a complete list for the player, as discovery is a part of this game, but making each element's essence more obvious would smooth gameplay a lot; I can't tell at a glance how circle and shiny circle differ without memorizing it or constantly checking their tooltip.
I realize while writing these comments my longest comments are reserved for games that are outstanding, but have one or two things holding them back... I want to make it clear that you have something cool here. The presentation is great, just needing a little more focus, and the gameplay is a lot of fun. I believe you're planning on iterating on this further, and I can't wait to see what you make of it!
Love me some dark fantasy. This game's a bit barebones, and feels like it needed a bit more time in the oven in order to be great instead of just ok. The music is a bit distracting, and the pot break sfx 'bout ripped the soul out of my body. Despite not much being here, I still really enjoyed just exploring and smacking enemies. Good start.
It does drop you right into the deep end! We thought keeping the control description vague would allow players to discover themselves how best to pilot the plant, but according to a lot of feedback the trade off is initial frustration, especially if the player doesn't ultimately end up getting a solid grasp at all. Thanks for the feedback!
Cool stuff! I really liked the visuals and especially the sound design. I love that muted + bit-crushed direction. Occasionally I'd have trouble finding the exact right spot to dig up a plant and occasionally the lshift pop-up wouldn't appear for some reason. Also, a restart button would be nice. The game itself is very cool and fun, good job!
Excellent! The use of color under limitation was fantastic. Sometimes I found boxes/doors not being labeled with what color they correspond to to be a bit annoying to work through, though I understand that information being obfuscated is required for some puzzles to work. Music was also great. Congrats on this great entry!
Addictive! It's tough to try to keep all the light plants alive while keeping myself alive. My only "critiques" are that I found the map a bit hard to use at first: It's a bit hard to tell what levels the lights are at/when I should go refill (I could just keep wrapping around the map, it's not that large). Also, I'm pretty sure the different enemies give different petal amounts, right? Maybe a bit of visual distinction would help make that more obvious, though that's pretty non-essential. Great stuff!
I wanted to enjoy this game, but in my opinion it overstays it's welcome. Fights are dragged out and can easily spiral into the opponent shelling up, causing fights to last minutes. Since it's impossible to edit your deck directly, you're stuck with bricks throughout the whole game, and due to the long battle length discards dry up quickly getting rid of them. The art and music is fine, and it's a creative use of the theme, but it's a bit of a slog as is.
Cool idea fusing an incremental game with the theme. Took me a bit to understand that I was opening flowers that gave me more bees/better pollination targets, but it's a good mechanic. The upgrades options were few and I couldn't automate away the bee-clicking. I had fun with what was there, though.
Presentation is great for this: Love the art direction. The gameplay is a bit confusing to me, and there's some weird formatting with the web version. A bit clearer wording on the abilities/a bit more direction on what is happening (having everything on one menu makes it a bit vague on what exactly I'm doing) would benefit this game greatly. There's a good game here!
I hope making this game allowed you to formulate some complex thoughts into an interactive format. I certainly received a message! The gameplay is a bit 1 dimensional and the game could use a bit of sound, but it's not lacking without it. Also, I'm not sure how this ties into the theme. Well done conveying a struggle through cycles.
Cool puzzles! Pretty tough with lots of room to make interesting levels. Nicely done. The art is a bit hard to parse sometimes and could use some feedback when selecting/placing. Also, maybe some control of replacing flowers/undoing placements? I also liked the music, nice vibey tones for a puzzle game.
Fun! I like the bombs and their dual function as explosives and ground-covering. This game could use a bit of re-balancing: Maybe tweak the numbers to make the dodge quite as long or the enemies spawn quite as much (that 2nd to last level was pretty brutal). The base is very good though, and was iterated on plenty throughout the many levels! Great stuff.
I was not expecting a climate message! There was some unfortunate formatting issues with the visuals, but they were otherwise serviceable. The gameplay was a bit repetitive but I feel that's a bit of the point. I appreciated the adaptive music. A bit lop-sided on the whole, but the message wrapped the experience up for me.
Cool idea! Roguelike-platformer is a sorely underexplored genre fusion. I'm not sure if I was actually taking damage from the spikes, and my health in general was a little ambiguous. I liked having to die to get the power ups I needed to continue. Definitely a concept worth exploring further! Although the ending was a bit underwhelming...
Cool concept! Moving a flower with the mouse is fun. Also, the visuals were simple and clean. Waiting for the water to fall and for the plant to grow took a while and killed a lot of the pace of the game, although the idea is still fun. Also, I felt the level design was a bit plain and didn't offer much challenge, though I feel like this can be improved with a little iteration. Good job!



