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A member registered 65 days ago · View creator page →

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cool idea. i think too complex start (too many possibilities). it would be good to give less option initially to build osmething that works. a bit like introduction. more restrictive but more involving. 

cool idea. i didnt know idle could be so fun. a bit hard to read ui and unclear initially what to do. also not sure how to improve statistics. but i think its a ui/ux thing to fix and you are good to go. 

i wish it would be more intuitive but in general minimalism and originality wins here.

i played. i rotated upside down and then it blocked my movement so i could not make a 360 and crushed. also feeels a bit slow. but i love the minimalism and atmosphere you want to make. i would develop it further.  it has potential 

love  it! i wish there was a revert or back button/shortcut

I love this game! a bit confusing on what to do to progress but figured out. 

oh damn, i cannot play in the browser or on mac. my win just burnt out after exporting to win ;/

such a cool funny game :D

first i was not sure if it has english, but no problem - maybe start default as english if its meant to be published in eu/us. i am not a fan of card games but i played little bit to see. look feels a bit ai (no judgement here), my advice is to generate art with code instead, make it original. so my rates are  1, 2, and 2x4, depends which aspect of the game. i hope my feedback helps. not to criticize but improve. 

cool and complex. a bit too complex for my time boundaries, but i love how it is presented. 

hard to find out how to do things and whats are the small goals on the big one. buttons were not doing what i thought they should. so dropped it. but i felt nice when i started so visually it was appealing. 

oh great feeeedb! you mean hint about hint teleport? or what exactly was not clear to make the gameplay meaningful or not confusing?

thank you.

it is a cool mechanic. and i saw you actually spin in the gameplay videos so i was like wow i cannot do that :D

it is cool, i love the cute graphics and icons. i was not sure why i cannot move some tiles, they will knocking each other. also the explanations could be more intuitive, visual, not with text because it isa casual game, right? not rpg. but i think it isa nice blend between retro rpg and casual tiles breaker. i give plenty of stars.

i gived a lot stars, but not max, because i kept dying and then levels were repetitive. soem randomness would ease that, and stop pepple from leaving. also could use a bigger viewport. unsure how it is chain reaction... maybe i didn't get there yet... but i keep dying on spikes haha

hey is there any control over the outcome? or is it purely random? I like the experience although i could not understand how to control it

It is unfinished! and it absolutely should be finished, because it is cool :D more games like this.

yea because you know the mechanics and what ticks to win.  but it is still very interesting to explore and learn, just not for everyone. 

whoa! simple fun and so entertaining. i love this type of games. i think you will love my too. nice to meet you.  nice twist!

very cool, and challenging. i think there should be some hmm easiness. it is like snooker, but im quite good in the snooker and here im not hahaha

I love this feeling game creates like from CAT company - the shoes I used (offtopic haha). SOunds and graphics and hud, all cool. how did you manage to build it all in such a short timespan?! it was hard for me to continue because i didnt get what should i do...i also could not twist properly, so maybe it is my fault or not easy to pick up, but i know mastering it would be fun!

yea i cannot update version yet haha that thing happens in the wrong moment or slightly not enouch space to pass through safely if you dont have protection frame :D

thank you Maks! 

hahaha. how far did you go?

Thank you, Pawel!

the game is very basic and feels stiff in control/movement...
but on the other hand it has the undergoing mood and feeling that emerges i dont know from where. it reminds me that retro era perfectly because of these flaws. it can be a hardcore game if polished or just you know like keep it basic in some aspects. today many games are just smoother, with advanced graphics in comparison to old retro games, but those old were the ones we continued playing. now players are changed, experienced advanced games. so i think balance of modern and retro in these aspects would help you. which aspects of retro games difficulty should it keep?!

I am not a fan of this type of games, because it strips action dynamic game to imagination, like tabletop rpgs were doing back in the days, which is good on the contrary, but i cannot play anymore haha. even saying this i know it is personal experience, and i enjoyed how tactile initial screen is on click, how game looks, gui and graphics. visually it goes somewhere, nice. tips instructions were hard to read. and hard to find what should i drag to to turn on bind button. i think it could be more intuitive by being dynamic, time based, reaction time to avoid danger... or like slow motion and time warp in Super Hot

thank you very much. i needed these words. i was working on it two weeks full time. everything is coded, no graphics, animations, sounds, all in runtime.  

softening experience. first i didn't know, but reading helped. then it went smooth. cool idea. could be more intuitive and be visualized by better graphics, but yea, different scope for this timeline i guess, I liiike it,

the sound of jumping is cute! i climbed the tree which reminded me the feeling of playing game Dizzy on Sega Saturn i believe... i ended up in the locked room, drank milk, got sick and turned off :D

oh man so cool. i love it. works perfect for me. also very inspiring, because you minimized to the your form, what i have been thinking in other directions. thanks

it does yes. basically higher speed gives bigger blast. so pink bouncers improves it, especially when you bounce from other elements one after another. higher height of fall also means higher speed so bigger explosion.  and blast radius grows on every level too... 

I like how it felt like it is almost burned out but suddenly it blows out and spreads across zones immidiattely. in a chain reactive system.  

compliment well taken! but also motivational feedback was right in place. that is what i should do anyway :D

The first feeling when i heard music: This war of mine! and it was a good feeling for me :) I keep digging...
i think main concern for me is to have more control on how fire can move, now it feels like after soem upgrades it does not matter much where you start it, right? or am i  mistaken? and initial upgrades came too quickly when i figured where to throw it to burn everything and earn coins.  so yea the goal is spot spot the place with most flammable materials and watch it burn while upgrading between. so it becames easy to oquickly, maybe more complex labyrinths of zones would help. at least for me. but it lands very nearly my own game, so we are aligned in approach to how things work. it is very enjoyable to play, and it is the game that kept me the longest so far. i played only 12. 

yes! i still hunt down those moments where it is impossible to pass and when randomness is changing difficulty range too much instead of just adding variety.

there was no time for animations at this time. system was most important. thank you. that is next step for sure. 

I catch myself on this also, obvious things for us, for others not.  

Wow, it feels like the game landed for you well. 

yes thsoe early levels need to be reworked for the purpose of replaying them when you die, that is when it gets boring, not on first run i guess.

there were so many versions of progression and finding where something isnt working because of growth speed and amount of those kilelrs and its placement, that i still have to find those moments where somethign just cannot be win. so thank you a lot for finding this. i fixed already, but of course cannot udpate the game loaded on jam, haha. 

I didn't want to give too much early, i am sure you are an advanced player, so i want this game to be more enjoyable for beginners, just need to make it more interesting as experience, more visual enhancement i think or soft things that grab attention on those levels. So yes, the shield later was a design decision. but also implementing more objects at this stage of development would destroy balancing and progression, and would cost me more time in development... so i could not afford it atm. 

i will make the teleport pulsing :D on your request! 

probably you didnt get the colorful destruction node yet! 

Thank you! i think there is a lot of work to put in! but depends what will happen next 

it can be a great game! i had difficulty with dragging cable, i don't really know how or when to do it.