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A member registered Aug 25, 2016 · View creator page →

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This is very yes, I approve!

Yep!

I mean, sure, you can submit it to multiple jams.

I'd say probably The Oeuvre, with which I won 1st place and a lot of attention...

Let's hope Skyfall can beat that record and actually earn me some cash (not very probable tho...)

Sure. Just make it good.

Welp, time to extend the deadline I guess, I didn't anticipate this

I'm not sure about motion controls, people in general seem to dislike them... cuz they're usually poorly executed... but if you play around with it and think it's fun, then go ahead. Do remember to always have others playtest it, though.

I'm remaking Focus, in parallel for the Notice Me jam. Hoping to get some of that sweet sweet prize money. The game's pretty much done, I just have to implement the sound effects and export a working version to the Opera GX thing (which I left myself 2 days for).

Sure, go ahead!

That was great! Too bad there was an actual, proper bug when the narrator told me to draw the castle, which didn't happen. Also, to be honest, the sinking sound was a proper jumpscare that I feel didn't really fit... and it destroyed my ears... I don't know if it's too much to ask, but it would be really cool to access the microphone and have the player record the sound effects as well. I can totally see this becoming a full-fledged "Draw a stickman"-style game.

To be honest, I didn't notice the space pirate change apart from there being 1 more pirate near the end, you could've made it more pronounced, and possibly change the number of meteors as well (for some reason I felt like the meteors decreased near the end? Maybe you accidentally swapped 'hard rock' and 'soft rock'?) Maybe also make more smaller meteors spawn near the beginning. One final thing: please add an option to make bullets bigger, it was so hard to aim at stuff!

This was really fun, although it does run into the same problems as many Roguelites due to the difficulty decreasing as you play.  One way to fix this would be to artificially raise the difficulty in tandem with the player getting more upgrades. Maybe add mouse control as well to make the ship easier to move around and point at a specific spot? Apart from that, though, I don't really have much to say, it was cool!

GMTK has a good video on roguelites: 

This was really nice, although I'd like it if there was more you could do to the arena - add more platforms, more boxes to throw, spikes etc. One thing that still bugs me from the first version of this game is that sometimes pressing Z on a box doesn't pick it up, which can be quite annoying. Still, I really enjoyed it!

This was actually quite enjoyable, even if there were only 2 levels (or something broke in the second one). Some things I'd change: multiplying the force given to the ball depending on its size (bigger balls are currently harder to push), maybe changing the color palette button (at first I thought it depended on *where* you clicked, and was so confused when the "pink" button gave me a red and green palette), and disabling normal controls when you're clicking on the buttons, because every time I wanted to change something and the ball was in mid-air, it would just stop. That's apart from more levels and customization options of course, I wouldn't say this is the most customizable entry out there.

Thanks! By the way, I think I made this a bit too hidden/non-obvious in the game itself, but if you turn on the "randomization timer", the game will automatically randomize these factors in-game (which is where the name comes from).

It's fine, just describe it in the field when you submit your game.

Sure! I wrote on the page that you can start before or after the jam begins.

I think you could've spent more time on level design. Level 3 has a very easy exploit where you just move the cursor to the left... level 1 is surprisingly the hardest. It's a fine concept but could be better executed: more levels, better difficulty curve, some storytelling inside the game, and more polish (sound effects, screenshake, particles, stuff like that).

I think there are definitely ways you can make this more engaging: some kind of animations for the letters, maybe making the character in some way symbolic to the story, maybe add some words in the background, falling down and describing the environment and the man's feelings. I feel you could've simply done more with the idea of words as environment.

I think that because of the small amount of options (which are repeated for each sub-option), it gets stale and predictable very quickly as you start just going through the options one by one to find all the endings. The 'end of the world' ending surprised me, but you could've done much more than that. But really, it's just a problem with the amount of content.

Yeah same, I thought I'd have time for an additional ending, sound effects and more ambience, but time is relentless...

The only things I'd improve are the basic gameplay. For some reason running half-into a wall greatly increases friction, both horizontally and vertically, which meant that jumping into a wall immediately made you "stick" to the wall and lose your vertical speed, which was annoying. Walking into a wall was also considerably slower than I'd expect because of that, so I had to walk away from walls, but that meant that on the tightropes of the level with the difficult puzzle I kept falling off. It didn't hurt my experience that much (still 4 stars), but it's something to consider.

Honestly? Apart from changing some of the text colors so they're more visible on the background, I have no other criticisms. Great game.

Cool! Maybe you could make some better background ambience so it loops better, but apart from that I don't have any criticisms.

Sorry for only coming back so late, but if you're still interested, I did a little hack... I made the levels beat on par even if you didn't actually get it under par, if you want to see the finale. Just re-verify all the levels and you'll unlock the Red Room.

Yep, that one works.
Well, it's nice and chill, and I liked the effects. Personally I think it's Xanderwood's fault of not explicitly stating that a story is needed, since there's no story here, I had to give you 1 star for that. Apart from that, I think a bit more polish could be good: making the collectibles/notes in sync with the music, giving them some kind of animation or particles when you collect them, and some kind of end screen saying "you win" would make it a bit more complete. Apart from that, a nice little game.

Thank you for giving it a second go, and for pointing that out. I think it would work much better in a point and click game (which was the original intention). Sorry for the confusion!

I see, I didn't consider that aspect. I just thought that I had to add enough to not make the house seem empty, but there's fewer options later on.

It appears there's some area in the almost-last level that's outside the camera, so it's kinda confusing to beat that one. Other than that, I don't have much to say; there's little content, so it's difficult to rate the story, since it doesn't even have an ending. Oh, and 3 stars for artlessness because of the fishy.

The story itself wasn't 100% engaging, but I still really liked it. Two minor things I would suggest: Sometimes the ball would bounce back horizontally (change direction) when hitting a block vertically and vice versa,  this was annoying when I'm right above all the blocks and I'm about to destroy all of them at once when it suddenly turns around, and maybe reconsider the title? To me it seems completely unrelated to what the game is actually about. Maybe "Worry Out" as a pun on Brick Out or "Self confidence restoration device" or something like that. Cool beans!

I think something's wrong. All I can do is move left and right (hugging the left wall moves you slightly downward and hugging the right one moves you upward), there's nothing to catch. Is that the intention?

Not a very engaging story, let's put it that way, but certainly a very interesting (and well-designed) take on the "you are blind" game genre (which I also made a quite similar game for, if you feel like playing it). I don't get why the clock was classified as "danger", but whatever. It was fun, good job. (If only there was more content...)

Wow, this was quite amazing. I see you went along the same road as me and chose mental illness to engage the player. I really like how you can re-explore areas that you went through on the second run. Two little things I'd change - make the background white again when you go back to the start, and add more content. This is really cool.

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Uhh... most of the game is outside the apartment, and exploring it is only a small part of the intended experience. You have to take the keys from the nightstand in the bedroom and then unlock the front door to leave. You weren't supposed to get lost in the house, I had no idea the language was *that* confusing.

Now I just realized that you might be talking about the "white rooms", i.e. the intro to the game. Actually, I agree that that one might be confusing, since you only see the key when moving counterclockwise and only see the door when moving clockwise. I think I'll change that.

Either way, please please replay the game. Move right, forward, take the key, move back, left, left, and push the wall.

Edit: I just changed it so you will always find the key and the locked door. Just restart once you begin.

Oh sorry, I somehow missed your post. Yes, remaking your own game is fine, and perhaps even better as it allows you to see how you improved!

I started the jam with the intention of making the original game better in some way. Accessibility upgrades also count, so yes, a translation would be okay.

It would be perfect, if not for the really annoying gameplay. Almost every time I died felt like it wasn't my fault. There's no coyote time, so if you press the jump button 1 frame after walking off a cliff, you die. Also, wall jumps feel extremely punishing and precise, which makes the movement feel less fluid and easy to learn. Wall jumping and then dashing makes you face the direction of your wall jump and not the direction you're going if you don't wait long enough, and to be honest, that feels to me like the character is under my command, which is how characters should usually feel, especially in platformers.

Sorry, I really didn't want to leave a negative review, but I felt really frustrated. Everything else is class.

Pretty good, but there are a few key thing that I think kind of limit the grappling hook. Firstly, the swinging speed was unnaturally slow for me compared to the rest of the gameplay; this made it usually more fun to simply jump around normally. Another thing is that on the upper 50% of the hook area, you fall down until you're on the lower 50%, which (maybe not for everyone, but at least for me) feels like when you're swinging on a swing really high and then you get too high and the swing falls down and you lose momentum and it's really frustrating. Personally, I'd make the rope 'stiff' and make the player stay at a fixed distance no matter the position, but that's just my opinion. Lastly, a good thing add would be some sort of score counter: tricks, air time, anything like that. Adding scoring always makes players more engaged (and competitive). Still, it was one of the msot fun entries I played, so good job!

Pretty good! Only thing I'd still recommend is to add some kind of score counter to measure how many times you move the yoyo back and forth without it stopping on your hand or the ground, and possibly some satisfying sounds + visuals to keep players more engaged with the yoyo itself. Anyway, the little spider friend was a nice touch :)

I'd say this game could be truly fun if only it wasn't so... cumbersome to use. For example, if the character accelerated faster, or if there was an easier way to create boosters, for example by pressing down the left mouse button (making the character not move while you're holding) and then create a booster with the appropriate angle and force depending on where the cursor is once you release the button. Momentum-based gameplay and RGMs with boosters can be really fun, you just have to make it easier to build them in the first place.

The 3D might've been a nice aesthetic, but it does make it much harder to aim. Maybe create a line showing where your bullet will go or give them a bigger hitbox? Also, aiming locks you in place for some reason, until you press RMB again... but apart from that, with some more polish and feedback, this could be a really fun game.