may i ask for an extension of the end date til Friday or Saturday?
Mac.o
Creator of
Recent community posts
1. always love loading screen blurbs (completely serious, it turns moments of waiting into fun blurbs from the dev that feel like love they didn't *have* to put in)
2. sometimes (when first moving the ball) it is not responsive
3. love that you can see how long before enemies spawn in.
add ons...
enemy compendium?
multiplayer?
fun!
1. always love loading screen blurbs (completely serious, it turns moments of waiting into fun blurbs from the dev that feel like love they didn't *have* to put in)
2. sometimes (when first moving the ball it is not responsive
3. love that you can see how long before enemies spawn in.
add ons...
enemy compendium?
multiplayer?
fun!
1. is smoove (polished and responsive/snappy ui) +++++
credit fonts do not match (it's not highly relevant the rest of the ui is mwah(chef's kiss))
2. should disable clicking or other wise give indicator when about to upgrade other wise in the heat of battle, a choice pops up and i'm still clicking at an enemy and poof
3. the music is good. however, it seems oddly ultra serious for me to be a bubble shooting buttons with more bubbles.
1. is smoove (polished and responsive/snappy ui) +++++
fonts do not match though
2. should disable clicking or other wise give indicator when about to upgrade other wise in the heat of battle, a choice pops up and i'm still clicking at an enemy and poof
3. the music seems oddly ultra serious for me to be a bubble shooting buttles with more bubles
1. very snappy and responsive !!!!!!!!!! 2. clean(ish) interface (crunchy but also simple) (some times ui doesn't pick up mouse entry though) over all very easy to digest ui.
3. you can click under the buttons meaning you can plant thing in those areas then they become inaccessible
4. if you full screen it stays in the corner
5. music gets repetative
lots of fun, but also quite a few places to get snagged.
1. big plus, instructions. minor minus, *instructions all at once* :dizzy: - perhaps instructions on hover, after like half a second, with a note to hover items for more information/help
2. immerssive! at some pont i forgot i was analyzes and was just having fun!
3. i love that (it seems that) everything is drawn :heart heart heart:
4. slow mouse drag but i think thats a browser issue
5. music is befitting!
crunchy to look at exceedingly fun to play
1. big plus, instructions. minor minus, *instructions all at once* :dizzy:
- perhaps instructions on hover, after like half a second, with a note to hover items for more information/help
2. immerssive! at some pont i forgot i was analyzes and was just having fun!
3. i love that (it seems that) everything is drawn :heart heart heart:
4. slow mouse drag but i think thats a browser issue
5. music is befitting!
crunchy to look at
exceedingly fun to play
1. so far i like the gameplay but the visual style is incohesive.
2. ui is clear and easy to read and understand, text is a bit small but that more of a me problem than the game problem. 9/10
3. profanity breaks immersion. it feels semi apocalyptic/semi-medieval and then bam random modern day cursing (got goblin event)
fun to play, would play again, quests add an extra challenge
1. so far i like the gameplay but the visual style is incohesive.
2. ui is clear and easy to read and understand, text is a bit small but that more of a me problem than the game problem. 9/10
3. profanity breaks immersion. it feels semi apocalyptic/semi-medieval and then bam random modern day cursing (got goblin event)
fun to play, would play again, quests add an extra challenge
Pros:
- love the pixel graphics, and also the random changes
- The music feels fitting and so does the ui.
- I also thought the text on the ground was useful without being intrusive or cumbersome ++ :thumbsup:
- the reuse of the splat in different colors it resourseful way to indicate to the player that they've been hit
the thick outline around the player character is really nice :chefs kiss: for both stylistic and practical reasons
Cons:
- lack of valume control
Bugs
I would like to point out if you go to the exit door and decline, all other escapees have the exit prompt appear when you try to save them.
Notes:
in one of the rooms there are these glass board with notes on them that have enemies behind them and it would be neat if the wall blocked bullets.
also would be cool if the player could find notes in the lab that give bits of lore/context.
another is if the melee crabs could have a little bit of a tell just before or even during their attack.

