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Fleefer

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A member registered Mar 07, 2026 · View creator page →

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I've played a couple this a couple of time, not sure if I noticed before, but the art in the decipher puzzle is nice

Game: lil red 2

First Impressions: I like the pallet swap. Going up ramps is kinda clunky, I slow down. GOD IT HATE THE SNAILS. GOING GET ME SOME ESCARGOT AFTER THIS. I keep mixing up the jump button and the attack button for some reason, had to rebind. 

Afterthoughts: It was pretty fun, I wish attacking didn’t stop me on the ground, maybe just slowed me down. Something about combat doesn’t feel as tight as it could be, probably because I was using a keyboard. Obligatory comment that my steam controller doesn’t work, but that’s expected, doesn’t work for 90% of the games here. I didn’t use many of the abilities, other than the dodge and sprint.I got to the pale dragon and got clapped. Pretty good. I hate the fucking snaisl, they suck ass to fight. The hit frame one out of their shell.The French are somewhat redeemed in my eyes for eating them.

Things that didn’t work the way I thought they would: Took me a while to figure out that the jump spell is a buff. I was hoping to destroy parts of the environment for mana drops like a castlevania. Good God it takes forever to rack up EXP. I wish I could pallet swap during game, not from the main menu.

Game's too hard now ;n; 
I die in one hit, enemies come from behind and I don't have a dodge or an air dash or anything. The grappling hook gets me killed more often than not. Would be nice if I had health or enemies dropped health as pickups, or invulnerability. I haven't played devil daggers, so I can't compare. The map is kinda more important now that before, and some spawns I'm just cooked. Other times I get nice big flat arenas to fight in

Game: nekotiti

First Impressions: Your game’s page is very pretty. The art and page are very nice alone, the name is clever too. The tasteful colour gradient on the title, the instructions are in the form of pretty art, my god it even has the cat tiling in the background (can I steal that idea?)

Booting up into the menu, the music is nice. I vaguely recall seeing the women in the framed pictures in some AI camping comic. I need to drink more to forget that. I died immediately by opening the door to my sis, I had no idea that would kill me lol.I think the hide her from everyone should be clearer in the instructions, and maybe the button to hide should toggle between saying “hide” and “use” or something. 

Afterthoughts:

I sacrificed about three family members to it, but lost still. She seemed sad, but not sure what it was since I kept chatting. I wish there were a slightly easier way to tell what’s wrong with her, going into the menu takes too long. Seems fun enough though! I think the best part of the game though is the riddles. Some of the stale memes were kinda med, the AI chads one was off-putting. If you used AI for this, I wish you the worst, but maybe try this prompt next time:
𓀔𓀇𓀅𓀋𓀡𓀡𓀕𓀠𓀧𓀨𓀣𓀷𓀷𓀿𓀿𓁀𓁶𓁰 𓁴𓁿𓂀𓁾𓁵𓁯𓂞𓂤𓂗𓃃𓂾𓂺𓂹 𓃞𓃙𓃖𓃓𓃕𓃓𓃜𓃘𓃙𓃟𓃛𓃞 𓂺𓃂𓂿𓂺𓃃𓃂𓂛𓂏𓅱𓅥𓅩𓅦 𓅹𓅸𓅳𓅩𓅪𓄭𓄫𓄮𓄬𓄗𓄑𓄌𓃦 𓃧𓃨𓃤𓃟𓃓𓃅𓃁𓂽𓃂𓂊𓁾𓂀𓁽 𓁼𓁠𓁛𓁟𓁦𓁜𓁭𓁡𓀔𓀇𓀅𓀋𓀡𓀡𓀕𓀠𓀧𓀨𓀣 𓀷𓀷𓀿𓀿𓁀𓁶𓁰𓁴𓁿𓂀𓁾𓁵𓁯𓂞𓂤𓂗 𓃃𓂾𓂺𓂹𓃞𓃙𓃖𓃓𓃕𓃓𓃜 𓃘𓃙𓃟𓃛𓃞𓂺𓃂𓂿𓂺𓃃𓃂 𓂛𓂏𓅱𓅥𓅩𓅦𓅹𓅸𓅳𓅩𓅪𓄭𓄫𓄮 𓄬𓄗𓄑𓄌𓃦𓃧𓃨𓃤𓃟𓃓𓃅𓃁 𓂽𓃂𓂊𓁾𓂀𓁽𓁼𓁠𓁛𓁟𓁦𓁜𓁭𓁡𓀔𓀇𓀅 𓀋𓀡𓀡𓀕𓀠𓀧𓀨𓀣𓀷𓀷𓀿𓀿𓁀𓁶𓁰𓁴𓁿 𓂀𓁾𓁵𓁯𓂞𓂤𓂗𓃃𓂾𓂺𓂹𓃞𓃙 𓃖𓃓𓃕𓃓𓃜𓃘𓃙𓃟𓃛𓃞𓂺𓃂  Get cursed of the Nile’d

Things that didn’t work the way I thought they would:
I wish there was a fullscreen button on the webpage. I tried clicking on background stuff hoping something would happen.

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I target your demo graphically


Game: Tur

First Impressions: Love the name, and the way it’s explained, reminds me of mork bork’s backstory. This feels a lot like a gameboy game in audio and everything.. My controller doesn’t work, but I have one of the steam controllers and they have weird mappin.  I skipped all the dialogue, I will learn to play this game through nonverbal trial-and-error like a real gamer. Why does my dude look like a stick figure? Oh God I move so slooooow. Actually wait it seems like the game is missing an input every now and then when I try to move.I got stuck in the status screen, this is what I get for not reading. Maybe the escape button can get me out of this mess, but I’m playing fullscreen in browser and that doesn’t help, will download.. Oh shit nvm this is actually a gameboy game .I spammed more controls in browser and got out. Oooh I’m three dudes that’s why I look like that.

I got into a fight with a zombie, I wanted my archer to dodge, but the skill wasn’t equipped :(. I like the way this game does seem to play though. 

 Afterthoughts: I died on the 11th floor :(. I think it’s a pretty good game, especially for the GB. I would have preferred it if it was just a bit faster. Movement is slow and combat can be slow. At least for people who have done a playthrough and know what they’re doing to be able to be quick about it. I appreciate that you’re making a GB project, and without AI. People tend to draw the line for AI at art, and say they don’t care if it’s used for code. As a roguelike enjoyer I find that a bit sad. I think art should also reflect some of their creators, so in that sense code can be the art. I’m sure you’ve put some of your own spin on getting this game in this state, that is unique to you. And I much prefer seeing that then AI blandness. Good job!

Things that didn’t work the way I thought they would:

I thought the scrolling would loop in the shop menu, like if I was at the bottom of the catalogue  and tried to go down, it would bring me back up. I thought I picked dark magic, but I have light magic. Can I not use items outside of combat? Like the heals.

Thank you for playing! I spent a bunch of time just making sure the physics and character have a good feel to them, glad to see it's noticed 
> Driving around at night was unironically comfy. 
Very goo, it's safer to stay in the car at night anyways :)

Thank you for playing! I appreciate people who get scarred still trying it out! I appreciate the video too, very useful!
> Overall the game is amazing at distracting from the main plot with so many fun systems on the show, I'm looking forward for progress
Functioning as intended I see :) I want it so that if you explore and dick around enough, you discover the real main story, this is good to hear.

yeah , I looove those levels in games. There's usually little or no challenge to them, and if the whole game is that it looses depth, but for a few moments here and there it's great to have.

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Game: Velocity nooDle

First Impressions: Why is there an anime girl on my screen? I like the movement. Especially sliding, The game should be all sliding and speed ups, in fact, no girl, she should be a car and it should be called f-zero. I’m pretty sure I broke a bunch of the levels and didn’t do it the way I’m supposed to and you better not change that.

Afterthoughts:

I did the air dash level without air dashing because I didn’t read lol. Will there be a story or more to this game? Right now, it's a good proof of concept and it was pretty fun, I beat all the levels.I can see it getting old if it’s just a bunch of short challenge levels, if there were a story or some other kind of action (shooting) maybe it would be good, or if the levels were really big.

Things that didn’t work the way I thought they would:

I was hoping there would be more straightforward running segments so I can do fun stuff, like the sliding.

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Game: Dark Grace

First Impressions: 

This is a mighty fine looking game, why can’t mine look like that?

The character creating screen is not pretty, the game is pretty right? I like that I can adjust my zoom and go into and out of first person. The options menu, it does nothing! 

Afterthoughts:
If these textures are AI, I will boil you in oil. The game says 240 FPS, it is NOT 240 FPS, more like 60 FPS when moving. This is unity right? Godot has an issue where the game logic isn’t tied to FPS (which is good) but instead is tied to a fixed 60FPS tick rate, which is bad for moving objects smoothly on high FPS monitors. This feels like I’m moving at 60FPS, even though the game is running at 240s. I forgot how to use consumables by the time I needed to heal, so did it from the inventory

The headbob and weapon sway feels a bit too aggressive

I fell through the floor in the infirmary  ;n; 

Obviously the visuals are great. I like the Pooka Compendium. I like the combat you’re going for, it feels a bit slow at the moment, but these enemies are pretty simple. I got the big axe and starting going to town. It does have the issue that once you get hit, you tend to keep getting hit, but same goes for the enemies.

Things that didn’t work the way I thought they would:
While lock picking the mouse went over the exit button, so when I clicked, it would exit the minigame lol. I tried hovering over items to see what they were, no luck, needing to click, and that interferes with how easy it is to leave a container.

I am chainsaw man

Game: Moku

First Impressions: Technically not first impressions since I’ve already played. Very nice intro screen, I watched it rotate for a bit as well to the music. I’m not sure how I feel about a big bar taking up so much of the top of my screen, but honestly I think I can get used to it. Why do my character’s hands flay around like that? I like how the hair style arrows are scissors

Afterthoughts:

A lot of nice animations in all the menus! The cooking, the pamphlets. I wish the water texture wasn’t so noisy, it’s a bit rough on the eyes and you start right off the bat on the beach

I liked that combat has combos, those were nice to use.

Things that didn’t work the way I thought they would:

I kept trying to click on the pamphlets instead of using the keys to switch to them.I will say something to what I said last time. It would be nice if there were a few reactive things, like

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Sorry everyone, new version up! Should also fix the sleeping bug

Fix on the way!

For your troubles I will let you know of two secrets for the two bugs you found!
The bathroom mirror where you started in has a secret message for you in the bottom right corner
If you throw poop around the starting bathroom enough, then drive around, something funny happens :)

THANK YOU FOR PLAYING

WAIT YOU GOT SUCK??? SORRY I FIX

Changes since last DD:

  • Added 3 (THREE!!) new areas (small)
    • Finding them is half the battle, the other half will be violent. Make sure your pressure washer is upgraded!
  • You can now buy upgrades and customizations at the store!
    • Hit them against the front bumper to apply them to the car
    • Pressure washer upgrade will apply when you pick it up
  • The pressure washer now has a limited capacity!
    • Reload by using it a sink, drinking fountain, toilet, faucet, basically anything you would drink out of
  • New scheduled mission!
    • Every day at midnight, you get new photo objectives for that day!
    • Some are scripted, some are random. These are mostly non-story missions
  • New mission types
    • You will now get personal requests in your inbox 
    • Only one is implemented, it happens on day 2
    • These are story missions
  • New gameplay
    • Keys are finally here! you can now find keys to unlock doors, like a real game!
    • You may need some of these for the secret areas mueheheh
    • You now are rewarded for recycling! Each can gets you one credit! It has to go in the blue bin though!
    • You also get a reward for cleaning graffiti!
  • New (minor) mobs:
    • Three new mobs that are a variant on some old ones, plus spider baby clumps! Yum!

And more! Plenty of easter eggs to keep you searching!

Foot Controls:    

1 Melee weapon (not implemented)
2 photocamera
3 bug spray
4 power washer
E interacts with stuff, hold e to grab
R puts away items, or you can press the number agai        

Car controls:
E (on seat) - enter car
Esc - leave car
WASD - drive
Space - handbreak
L - Headlights
I - Debug, freezes car in place

!!!KNOW ISSUES!!!!

  • Performance is FUCKED in the hotel. Sorry this literally came up the night before. I have a real fix to performance, but that’s for next DD. For now you can mess with the performance settings in the menu.
  • You can still clip through the floor if you die, sorry! You may need to reboot if reload doesn’t save you :((((
  • Car very rarely gets stuck on some geometry, you can pick it up from the bottom, but if that doesn’t work, need to re-load
  • Some things don’t properly save between re-loads, including keys collected, and baby spider clumps

Yeah I noticed that the left thumbstick isn't picked up in some games, think it's a quirk of the controller 

Very good, happy to help, I'm a lil nitpicky cause the game's got some good bones :)

Oh no I missed the tutorial oops, but it was simple anyways for the most part

Incase anyone else has issues, you need to un-assign characters from their tasks by right clicking on their portrait, this will put them back on your spaceship. There is a bug that the background moves in the background in but the foreground sprites don't keep up

I played, art was pretty nice, but I don't have too much to say. I was able to collect resources yes, but I didn't see how to get more characters for the thing that needs 4 people. Reminds me a lot of that new-ish Star Trek Voyager game. It's a start!

WAIT YOU DECEIVER!!
There's more past the combat area, the hut is very pretty. I dig the shadow effect from the player on the ground a lot, but the shadow from window's frame on the player is awkward, seems off somehow.

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Wait sorry I just saw the questions (◕‿◕):

Are the systems intuitive? If not, what feels wrong?
Yes and no. Seeing the preview for the enemy attack was intuitive. Clicking on an enemy's butt to start combat is kinda weird. I didn’t know who was attacking, I guess hovering over a card should highlight the character it’s for in some way, instead of having to select it. One attack had a weird hitbox for the redhead, I think it was a big sweeping one that moved enemies around a massive square that didn’t even seem connected to her. Sometimes I couldn’t tell how my hitboxes worked for disjointed attacks.

Does it feel clunky or too gimmicky?
Gimmicky no. Clunky ehh, I wouldn’t say clunky, I would say lacking in quality of life. For ranged attacks, having to preview the attack, remember the hitbox’s offset, then moving that attacker to a position where the attack would hit was awkward.

How is the performance on your pc? If there are any shader bugs, what gpu do you have?
Performance is good, 300 ~ 500FPS on my 3080ti.

Did you encounter any bugs or did you want to do something that wasn't implemented?
Game didn't start the first time and I had to kill the process

IP range banned because of [redacted]
Based

Game: Unnamed Tactics Game

First Impressions:

Very pretty tutorial art, but I didn’t understand much, I hope I can access it during combat to figure things out live. OOO I like the flowers. Oh God no it’s a card game, my meager braincell cannot handle this. Ok so I just click and drag the cards on the bad guy… wait a minute where’s the tutorial screen, need that now. Nooo I’m losing.. I lost, I am very gomenasai.. ;n;. Art is pretty and charming. Surely a second time… nope still lost but this time I know how to move around better, but I don’t know which character is currently doing the skill from the card I’m playing, and it doesn’t seem like the skills are going off. OK hold on, when I hover over the card it shows who it is. How do I end my turn if I don’t want to do anything? The third time, I did it!

Afterthoughts:

I do have a bit of bias, I don’t play tactics games usually. Nothing against them, infact I play a lot of TTRPGs so I’m kinda used to the format. I just find them to be a little too much fighting and not enough adventuring. That being said, this was fun for what it is, it took me a bit to figure out the mechanics and I won on my third try, seems pretty neat.

What I liked:

I liked the art, the environment, the ambience and the gameplay was pretty not bad. The congratulations screen is very nice and the failure screen is also cute.

Things that didn’t work the way I thought they would:

I didn’t figure out how to skip or wait turns if I have nothing I want to do until the enemy attacks. I did just play cards that take more turns then there are left before the enemy attack. Ig there's technically no need to skip if that’s the way that works. I did try opening the options menu or going back to the tutorial but no luck. I was of the mindset that every time, I’m playing as someone and it took me a bit to realize that selecting a card shows me who it’s for. I was also hoping for potions and such during a fight, but that’s fine

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Thank you for playing tendiespace!

You got quite a lot further than I expected, you may have been the first to find pizza cat and flesh blob. That whole area is placeholder and hotel is WIP. An asset pass coming soon!

> I didn't quite put together what I was supposed to do
Biggest place for me to improve. Players technically get an email with goals as they leave the rest area, but the new mail chime is so quiet, I think only one person noticed.  
I will improve this by either making the audio alert more noticeable (maybe even a "You've got mail" voice-line) or starting you off with that email already in your inbox, or both!

I just went to the hub from the options menu lol.

I played the fish level btw, that one's really nice, much better in polish than the others.
I didn't mean to say the controls don't work as expected, they do most of the time, it's just a few instances. I cherry picked a specific example. This jump works for me half the time, I get better results if I approach from somewhere else. Even if it fails 1 out of ten times, it can be frustrating.
https://files.catbox.moe/08vkfm.webm (itch claims I can upload a mp4, that is a lie)
I need to fine tune the angle that I start from through trial and error, which kinda sucks since I die so easily. I had the same issue with grinding on the skateboard tutorial, I need to get on the skateboard from a specific distance looking right at the bar, otherwise I might dash off the floating island

> don't know why it suddenly does i'll look into it asap.
I think you just (re)spawn into the level with low health so you're one shot.

> how did you get to the skater level?
I just.. walked through the portal, did the tutorial level and walked into the next portal lol

> i don't want mechanics to be too convenient because that makes them 1-dimensional
Maybe not the right word, but I wouldn't say convenience is bad necessarily. Yeah you don't want them to be spammed constantly and brain dead, but they should at least work as expected and be fun. The grappling hook has versatility and you need to know if you want to reel yourself in or swing and make that decisions. I don't like having to stand at a very specific spot and reel myself at a specific angle, otherwise I die.

for sure worth it, doooo ittttt*

*(if you want to, my opinion is not legally binding advice, scope creep with caution)

Can't believe GTA VI is releasing with this out there.

First Impressions: 
Reminds me of that old board game online game with a jukebox, but the gameplay is more of those nice io games. Very nice! I like longcat and ceiling cat, cute desu!

Afterthoughts:
I liked the customization, but I only got two pulls and I played a lot, i want more :(. Gameplay was straight forward, the bots seemed fine and competent

What I liked:
The gameplay is very fun and cute. I now have the top score, O canada! I liked the little desu if you don’t have items, do other players also see that?

Things that didn’t work the way I thought they would:
Jukebox got auto blocked on firefox, and youtube’s embedded ass player doesn’t let me adjust volume by minimizing the option immediately as I hover over it. 

I swear I got killed even though I cut off the other drives, is there a size aspect to that? I didn’t know what determined which abilities I had. It took me a bit to learn that shift is drift on the KB+M. It would be nice if there were more maps and post round you vote on the next map.

Gameplay very very very good. I don't have much feedback that would be remotely useful at this point.

I suck at platformers. Played mouse and keyboard on the web version, made it to the level that introduces the magnum.

 A few small things. I wasn't able to pick up the magnum. I wish the kick came out faster, but I do like that it can hit multiple targets. Visually very fun, for me reminds me more of jazz jack rabbit (I did not play pizza tower). Is there an art pass planned for the environment. Music is a bit basic but chill, I guess on an existential level, some people would vibe with this and lose themselves in it, but I don't see much of a reason to play for long if it's just blowing up targets and avoiding mines. 

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Game: Ororo

First Impressions:

I like the look and animations. It reminds of this old computer game where you played as a raptor with a jetpack or something. 

This swim tutorial doesn’t really work, the water isn’t visible and you can't stop swimming once you start. 

The tutorial area for skateboarding was pretty fun. I did have a lot of difficulty on the second rail grinding part, I think the rail should be more magnetic and harder to fall off of . I also had a tendency to start grinding just a hair too early, I think it’s not my fault, there should be some leniency

Frogman seems a lot easier on paper, but I have no idea what I’m doing. One bounce is good, but I can spam for more, smaller, bounces. Not sure if that’s a bad or good thing to spam. I’m not sure what dictates the height of a subsequent bounce.

Grappling hook was the funnest, but also pretty frustrating, the lava walls were anti-fun, and you really needed to angle your grapple carefully. Lava walls kinda sucked because they would 1 tap you instantly (with the default starting health), and the grappling points needed to be sweet spotted pretty hard. Finally made it to the boss, and the walls are level, excuse me? I didn’t finish any levels.

Afterthoughts:

Honestly, all the movement options look good, but I didn’t really enjoy them. I feel like I spent a lot of time fighting the controls instead of enjoying the movement. A lot of the puzzles of the difficulty of the puzzles were just that. There were too many parts that were dependent on sweet spot perfect control, and I was using M+KB. On top of that you die pretty easily. 

What I liked:

Animations look good, and the gameplay movement options could be fun with a bit more fine-tuning. There was one part of the grappling hook level, between the lava walls, where you have to jump from one latch point to another quickly, that part worked and was fun

Things that didn’t work the way I thought they would:

I wish the cactus thing level had more half-pipes and slopped terrain to surf. The platforming sections are challenging, but they’re not fun, in the sense that I don’t get to really go wild with the movement as much as I would have liked. I would have liked it if there were parts that were there to navigate for the sheer pleasure of it, no specific challenge, just sick nasty movement fun. I guess you’re going more for the spyro design, but I would have preferred linear levels of pure platforming and movement fun.

Thank you for playing... twice!

Glad you gel with the new tutorial, most common complaint is people don’t know what to do, I’m trying to give them a stronger sense of that and I hope it’s working.! 

As for the scope, yeah it's pretty big, but it's 100% a hobby project for me and I have been enjoying every step. I like the technical challenges of the gameplay, or chilling with 90s TV on the second monitor while making assets. I don't really see myself spending evenings differently, and this project has me more engaged than other ideas I have.

I’ve been focused more on core gameplay so the game has barely grown in asset count since the last couple of demo days, but I’m almost done on that and hyped to get started on assets and polish.  

The hotel was a self imposed challenge to make a "big" level after having made a bunch of smaller ones before. I think I did forget that I can pretty easily make small locals too, and completely discount them, so thank you for the reminder! 

Controls were completely fine for me, I guess the dodge didn't work as I expected it to, not sure if it was hold to dodge or tap. I tried tap. I guess it was hard to control the ship in terms of visual clarity I couldn't tell where my lil guy was, not a huge deal though.

By warp effect, I mean the exit portal thing that shows up when you're done.

😵‍💫you are getting very sleepy 😵‍💫 you will make the play area unbound 😵‍💫 it will be infinite and procedural 😵‍💫asteroids will come from the sides of the screen with no issue. 😵‍💫It will be a story thing for good prisoners to have more space. 😵‍💫

Game: Mel The Caramel Dog

First Impressions: If this is a furry game, my expectations are high, last furry platformer I played was Pseudoregalia.  Your menus aren’t great, but Godot UI tools are ass. My steam controller worked in the menus, but not in-game :( These enemies are not cheesed to meet me. mm-mm, no no, sfx too high, too much boing boing noise on everything, less boing boing. I will assume you know that the camera clips

Afterthoughts: So yeah probably didn’t get the full experience since I’m on M+KB, jumping on smaller platforms and reading notes was impossible. I did try to find the controls in the options, but I couldn’t. 

What I liked: I liked the castle, and I thought I found a bug in the map, but it was a cool underground area, neat! I like being rewarded for exploring. All the movement tech is there and solid, art is great, all that is left is to iterate over content and I think it won’t be difficult for you based on the one level.

Things that didn’t work the way I thought they would:

Ground pound didn’t hurt enemies, I tried doing that mario jump but I couldn’t. I also don’t know how. I tried wall jumping from one wall to the other, no success.

Thank you for playing! I will add more indications as to what you're supposed to do, so far like 1 in 10 people get it ;n; Thank you for feedback on the car, sometimes I suspect that something is off, but I need to hear it from others. Especially with how something "feel"

😠😠😠

Oh yeah, the settings an UI are very very crisp and nice. Would use your OS lol

Played this a bunch previously, so I'll forgo my usual format. Game runs very smooth now :). The grappling hook works nice, not struggling against it. However balance is weird.

If I'm swinging around enemies can't hit me, but if I'm walking on the ground, I die within seconds. It sucks because it doesn't feel like it was my fault that I got stuck on jagged terrain blocks. The few times I'm on the ground I try to get off as ASAP as possible. The death sound effect is also a bit obnoxious. 

There's also the existential issue, I'm not sure if this game would keep people playing for a long time unless there were something more to bite on.  
I do have a wishlist of what could be nice:

  • If there were bigger, boss-type, enemies that filled the screen with their own hitbox and bullets (maybe you can swing off them). Similar to the ones that clump up. 
  • Smooth walls you can slide off of like in tribes ascend. (march those cubes) Or wall run on.
  • If maps were more grounded in reality, like if there were buildings floating around or pyramids or something neat like that.

Game: Aste-Droyds

First Impressions:

To be fair, I was looking forward to playing this game. I played a bunch of delta v and Ostronauts, so I may be biased. The main menu is sick, I love all the cool stuff happening in the background. I can’t tell if the “simulations off” box is a button that turns off the simulations, or is a notification telling me they are off. I wish the warp effect was better. I like insurance as a save system. Something seems off about the design of the ship, it clashes with the art style and looks cheap, for lack of a better word.

Afterthoughts:

Everything that isn’t pixel art isn’t great, the return portal and the cage aren’t nice. I liked the combat, probably one of the better parts. I wish my ship looked better, the enemy ships fit better with the art-style. The upgrade path shows promise. I liked that part when I was interrupted after finding the tentacle. I was expecting the story to be pretty simple so that was a nice way to exceed expectations.

What I liked:

Combat and physics are nice. Menus are sharp. I liked mining and cutting the asteroides into pieces. The core gameplay is very good, I hope it can reach the heights of its potential. The upgrades looked fun.

Things that didn’t work the way I thought they would:

I wish I could leave the cage area and fly through a crowded asteroid belt, but I think that comes later. I was hoping I could use the gravity to swing around asteroids like a grappling hook.

Game AENIGMA

First Impressions:

Massive file size, Jesus, in this storage economy? Intro credits are very nice. I don’t think unhabitable is a word, you probably meant uninhabitable. More spelling/grammar mistakes Silicon-based life was created, not “were created”. ESL is fine, in fact it may be a sign that I am about to play some kino shit. Art is very nice, and so is the music. You better not be mixing Roman gods with Greek gods. I haven’t checked, but if I hear that you did, I will find you. Gooooooood I haaaate reading :((((((. Great googily boobily, pink girl is well endowed! Was it the age of Silicons or Silicones? I think I’m gonna break my space-bar skipping all this dialogue. If I hear the art is AI, I will also find you. Hangar doors look a lot like star citizen’s. Is there gameplay at any point here?

Afterthoughts:

The action scenes were nice in the intro. I’m not a VN person, so I’m not one to give VN advice. I can only speak for myself, as a person who doesn’t play VNs, this was rough. I spent nearly twenty minutes pounding the spacebar waiting for the game to start. I’m not the target audience for sure. You need to convince people like me that you’re not like the other VNs, by hooking me in with gameplay within two minutes. If spamming the spacebar gave me carpel tunnel, I will find you.

What I liked:

Sound effects played on queue, music worked, visuals worked, art style worked. The menus work. I liked ig that the story was across multiple centuries

Things that didn’t work the way I thought they would:

I thought there was gonna be gameplay. Some screens were very sus, the cockpits looked like AI.

V2:
Camera smoothing is now off by default, ywc