sux
sux
Neat concept but not as cool as your other games. I hate stopping and doing math and conversions. would rather just see the final damage per battle, but that's not fun either.
It's just 2048 with slower movement and a really repetitive sound
Just not my jam
I was turned off by obtrusive shaderFX (which are cool, but annoying AF) and the need for timing that is really just guessing and checking.
Very nicely done for 3 days of work, but I'm not impressed with your take on the theme.
Also, there's nothing really sticky about Sam, he just moves until he hits a wall, there's clearly no gravity or anything that would require him to stick (at least, so far)
Extremely underrated game. I really enjoyed the level design and the ability to cross over straight paths added a lot of unique strategies to thew otherwise overdone snake concept.
Some of the levels were tedious, and you absolutely should have had a bunch of quirky hats that the giraffe wears as he/she collects them. but I really love this game
My usual compliments to Kenney, for his art contributions, of course
cool concept, usually pretty fair. I didn't like that he goes right back to the girl that broke his heart, though. would be cool to see this expanded
Thanks. It's their first date. The broken heart is from an old relation. I'm thinking about an expanded version.
I really like this game. The character is cute and the music is nice.
The controls are simple and the jump height/distance is very clear but the jumping seems finicky near edges.
Often times I try the first thing that comes to mind and I'll be surprised that it's the gold solution, this often feels like a waste of time. Meanwhile other levels are very clever. It's usually fun to aim for the gold score.
It seems odd that you can clear a level with negative money, I don't mind adding a level skip but this seems like the game's main resource is ignored.
Beautiful game, a lot of polish, great music and level design. It felt really floaty from the slow acceleration but it seemed worthwhile to keep going. that is until enemies were added, then it all felt really fumbly and annoying.
I'd rather you remove the bonus for killing all the enemies, it ruins the flow of the level. maybe it's because dealing with the attack is cumbersome, but I don't think thats the main reason
Really cool concept, great graphics and music but the wait between turns in really annoying. I got bored of tedious walking just after the skeleton.
Edit: I don't understand the how the spike floor will ever hit me, it never did. also it desperately needs a pause button
I don't like accidentally dragging things on the wrong square and having to restart. The keyboard is more precise but I don't like switching. I'd rather the game require me to release the mouse to accept my chosen destination, or have an undo (preferably both).
I find the levels more fumbly and tedious than actually challenging. I'd like to see a sequel to this with the kinks ironed out (and maybe some new mechanics). The dragging could be less clunky too.
The art and audio are fantastic, of course
This control thing is really complicated to find a point where it is totally perfect, I think the most comfortable could be to use the mouse to select and the keyboard to actually move, you really lose some precision using just the mouse. :t
Glad to see interest in a future release c: There's nothing planned for Arcandies yet, but new projects are sure to bring some challenge! c: Stay tuned!
Thank you for playing! ;D
Wholesome AF
Age 35
Corporate shill
Chicago
Joined on 4/1/03