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Achie

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A member registered Apr 01, 2017 · View creator page →

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Thank you for the lovely detailed feedback! Glad you had fun with it even if it has it’s flaws!

Indeed the game was aimed to be a frantic “omg what do I need to do with this one” kinda game! Love to see you pick up gamelay ideas, items do get more frequent as the rules “relax” in the lategame so it is kinda a balancing power (that said they seem to be still too fast for some sadly), and is the reason behind the rules being hidden unless you are close enough. Wanted the player to experience the “oh shit can I throw this? I forgor” moments and the eventual triumph when you can lock in and defeat it.

Pickup being janky is a genuine design mistake in the meaning of I wanted to invoke old janky controls, because no game controlled perfectly, but now I see that it just gets in the way of the player, a very hard lessons learned through all the feedback x)

Items piling up is somewhat of a choice meaning I liked the idea but didn’t really have the time to tinker/try others, def. something that I’ll have to deal with in some way with a post jam update!

Cute and fun mashup of a beat’em and a shoot’em up, had a blast yeeting barrels and keys. If I had to come up with one “bad” point is that either keys despawn to fast, or enemy spawn to quick, but it is not a big issue, just as forced “say 1 negative thing about it”. it was over quick, not sure if the design was this way and just scoped well, or you ran out of time, still it was fun.

Graphics look lovely, neat color palette and nice sprites! Loved the bitcrushed effects and the music, it was a bit too loud though.

overall cool game, well done!

Cute and fun mashup of a beat’em and a shoot’em up, had a blast yeeting barrels and keys. If I had to come up with one “bad” point is that either keys despawn to fast, or enemy spawn to quick, but it is not a big issue, just as forced “say 1 negative thing about it”. it was over quick, not sure if the design was this way and just scoped well, or you ran out of time, still it was fun.

Graphics look lovely, neat color palette and nice sprites! Loved the bitcrushed effects and the music, it was a bit too loud though.

overall cool game, well done!

I really liked the idea of the tomb and some of the puzzles, all this is soured though with two doors that if you through while holding the button(going down, holding down) and you immediately fall into he hole, because there is not enough room on the other. That is not a great design decision, there is nothing the player can do their for the first time other than die, and killing the player because they don’t have a 2 frame vision is just negative gameplay experience, frustrating for no payoff. I learnt nothing there and died for playing the game within your rules.

Graphics wise the game looks lovely and has a cool environmental art and design cohesion.

SFX and sounds was nice with a cool bitcrushed voice part I do wish there were some volume controls though.

Overall not a bad game, just has a few bad game environment design decisions.

I really liked the idea of the tomb and some of the puzzles, all this is soured though with two doors that if you through while holding the button(going down, holding down) and you immediately fall into he hole, because there is not enough room on the other. That is not a great design decision, there is nothing the player can do their for the first time other than die, and killing the player because they don’t have a 2 frame vision is just negative gameplay experience, frustrating for no payoff. I learnt nothing there and died for playing the game within your rules.

Graphics wise the game looks lovely and has a cool environmental art and design cohesion.

SFX and sounds was nice with a cool bitcrushed voice part I do wish there were some volume controls though.

Overall not a bad game, just has a few bad game environment design decisions.

Why play with my heart like this >:[

The overall idea is really neat, I do wish the 1.5 (or 3 block hohever you look at it) lift was a bit more clear/explained but you can figure it out quite fast. Puzzles felt neat as the introduced more concepts and quirks around the movement with the balloons.

Graphics wise the game looks lovely, I still don’t like the white flash transition and the sprites are crips, well done on those.

I do wish there was some music for the game, that is the only part I miss, but the sound effects are neat.

Lovely theme interpretation, good story, shame on you (/jk), well done!

Why play with my heart like this >:[

The overall idea is really neat, I do wish the 1.5 (or 3 block hohever you look at it) lift was a bit more clear/explained but you can figure it out quite fast. Puzzles felt neat as the introduced more concepts and quirks around the movement with the balloons.

Graphics wise the game looks lovely, I still don’t like the white flash transition and the sprites are crips, well done on those.

I do wish there was some music for the game, that is the only part I miss, but the sound effects are neat.

Lovely theme interpretation, good story, shame on you (/jk), well done!

Gotta join the disclaimer being true group, the game is not easy for sure. overall I like the ideas and the execution here, the 2 biggest “problems” are the wobbly screen effect, which is the lesser evil, and whatever makes my screen flash cymk twice second. That should not be part of any game, nor should miss a “warning flashling lights” from your gamepage with it inside the game.

Graphics wise the game looks neat, has a dirty grungy look, which I enjoyed. Sfx were neat and while music was also great, I’m pretty sure it is beyond conventional gameboy music.

Gameplay wise the only thing that I’d wish for a small tutorial/writeup is maybe the support system, which is quite hard to figure out during gameplay but is vital to it.

Overall, a good game, needs some tuneback on visual effects though.

While I had fun clicking buttons and seeing number go up, the game does suffer from the classic jam issue of “what the hell is going on”. I had 7 miners(?) and only saw 1 do stuff, who knows, might have been a productivity upgrade.

Graphically the game is okay, has a cool scheme, nothing not to like here. Same music wise, but after the initial screen I don’t think I heard any other.

Overall it is a nice ideas, needs a bit of a “here is what is going on” band you are golden!

While I had fun clicking buttons and seeing number go up, the game does suffer from the classic jam issue of “what the hell is going on”. I had 7 miners(?) and only saw 1 do stuff, who knows, might have been a productivity upgrade.

Graphically the game isokay, has a cool scheme, nothing not to like here. Same music wise, but after the initial screen I don’t think I heard any other.

Overall it is a nice ideas, needs a bit of a “here is what is going on” band you are golden!

Super glad you commented under my game otherwise I could have missed this lovely game! Banger soundtrack, cool and nicely scoped ideas paired with a neat visual representation!

Graphically the game looks love, even if it is a stereotypical pinup design I still love the design of bell and the ingame sprites are also super crisp! Colors scheme is neat as well!

Music and sfx bangs, I feel like the sfx is way out of the volume level of the music, thankfully we do have volume settings

The game is tight and has a very well defined scope, which resulted in an awesome experience! Well done!

Super glad you commented under my game otherwise I could have missed this lovely game! Banger soundtrack, cool and nicely scoped ideas paired with a neat visual representation!

Graphically the game looks love, even if it is a stereotypical pinup design I still love the design of bell and the ingame sprites are also super crisp! Colors scheme is neat as well!

Music and sfx bangs, I feel like the sfx is way out of the volume level of the music, thankfully we do have volume settings

The game is tight and has a very well defined scope, which resulted in an awesome experience! Well done!

Ahh, okay good to know, updated my ratings then! I was just scared to fullscreen due to the warning, but still wanted a visible size for the recording :D that is why I left the fyi so you can look into it!

Sadly the platforming code is anything but smooth here. At least we have coyote time which is a good point for you, but jump feels awkward, like the character loses momentum randomly upon touching things, and it also feels like it lacks the vertical momentum for most jump as you are struggling o make even 2 high clear jump from time to time. Which is very because when the platforms align nicely, the momentum feels okay, but there is something wrong with the core of it.

Graphics wise it looks minimal nothing wrong, nothing crazy. SFX were present, but I dont enjoy the music at all sadly.

Overall would be a cool platforming challange but gets some core things somehow wrong. Tinker a bit with it and then you have a cool core system to build upon.

Really liked the grandmas coat, I loooked incredible in it. The game is fun, not sure if there is a person to person haggle rules or they are chaning over time, but the variation made the game fun. We need the police implemented though :P appreciate the joke there

The game looks and sounds and to me it feels like it could totally be a gameboy game.

Overall lively jobs, needs the spice of the police!

Really liked the grandmas coat, I loooked incredible in it. The game is fun, not sure if there is a person to person haggle rules or they are chaning over time, but the variation made the game fun. We need the police implemented though :P appreciate the joke there

The game looks and sounds and to me it feels like it could totally be a gameboy game.

Overall lively jobs, needs the spice of the police!

Never seen a surboarding pirate before, so that is something new. WHile I really liked the idea, the wave rules seem to be inconsitent/not explained. ost of the early game suggests that waves are 3 high, but later you have 6 or randomly even 8-10, which kinda threw me off a bit. Otherwise neat little platforming. For next game look into camera buffer zones, it is a neat way to only move the camera if it is really needed, so it is not glued to the player and dragged left-right all the time you try to macro adjust a jump.

Graphically the game looked neat, no real complain on that regard, could totally see it as a gameboy game.

SFX and mx wise maybe sound effects were a tad louder than they should be but didn’t really bother me that much.

Overall a neat little platformer challange!

Never seen a surboarding pirate before, so that is something new. WHile I really liked the idea, the wave rules seem to be inconsitent/not explained. ost of the early game suggests that waves are 3 high, but later you have 6 or randomly even 8-10, which kinda threw me off a bit. Otherwise neat little platforming. For next game look into camera buffer zones, it is a neat way to only move the camera if it is really needed, so it is not glued to the player and dragged left-right all the time you try to macro adjust a jump.

Graphically the game looked neat, no real complain on that regard, could totally see it as a gameboy game.

SFX and mx wise maybe sound effects were a tad louder than they should be but didn’t really bother me that much.

Overall a neat little platformer challange!

Lovely little story that captures a serious problem and has nice metaphores around memory loss with gameplay, loved the ending part.

Graphics wise the game looks just out of a gameboy with a few exceptions. Not sure if I’m the only one here, but both the transitoin effect and some textboxes were out of the resolution restriction. Played the game on firefox with a zoomed in screen, not sure if that is what caused it.

Sfx and music were nice, they tied to the story and the mood really well!

Well done!

Lovely little story that captures a serious problem and has nice metaphores around memory loss with gameplay, loved the ending part.

Graphics wise the game looks just out of a gameboy with a few exceptions. Not sure if I’m the only one here, but both the transitoin effect and some textboxes were out of the resolution restriction. Played the game on firefox with a zoomed in screen, not sure if that is what caused it.

Sfx and music were nice, they tied to the story and the mood really well!

Well done!

Was funny to realise I can shoot coins as well after beating a game, some parts felt oddly “difficult”, now I know why! The idea of a platformer is cool, for future project look into camera buffer zones so the camera is not moved with the player all the time, which can cause motion sickness and eye fatiuge as you are trying to line up jumps. Not a big problem, but due to the speed of your game it is enhanced.

Graphics are clean and mostly, some stage elements do need experience to realize what they do (spikes and bouncepands weren’t fully clear at first) but it is not a big issue.

Sfx and music were okay, I do think your bass line sawtooth could be decreased in volume as it should be a supporting part of the track not in the forefront.

Overall lovely idea cool little game!

Was funny to realise I can shoot coins as well after beating a game, some parts felt oddly “difficult”, now I know why! The idea of a platformer is cool, for future project look into camera buffer zones so the camera is not moved with the player all the time, which can cause motion sickness and eye fatiuge as you are trying to line up jumps. Not a big problem, but due to the speed of your game it is enhanced.

Graphics are clean and mostly, some stage elements do need experience to realize what they do (spikes and bouncepands weren’t fully clear at first) but it is not a big issue.

Sfx and music were okay, I do think your bass line sawtooth could be decreased in volume as it should be a supporting part of the track not in the forefront.

Overall lovely idea cool little game!

Lovely little puzzle screens with cool abilities for the player. My two biggest issues here are the lack of explaining on how to choose an ability (had to come back to here for the comments) and the fact that every sub scene you reset the selected abilities. It would be also nice to keep the player on the last player overworld node.

Graphics wise the game looks charming has a simplistic but clean style. Music and sfx were great, I didn’t fully enjoy some of the “instruments” (flute on last stage for ex) but it is not anything offensive.

Overall, lovely little puzzle game, well done!

Lovely little puzzle screens with cool abilities for the player. My two biggest issues here are the lack of explaining on how to choose an ability (had to come back to here for the comments) and the fact that every sub scene you reset the selected abilities. It would be also nice to keep the player on the last player overworld node.

Graphics wise the game looks charming has a simplistic but clean style. Music and sfx were great, I didn’t fully enjoy some of the “instruments” (flute on last stage for ex) but it is not anything offensive.

Overall, lovely little puzzle game, well done!

No worries it didn’t, I just thought I somehow missed it :D

Hey hey!

I haven’t seen it requested here, nor do I remember it from my game as a rater. So far I have finished rating those who rated me, those who turned up on stream and all the game requested here. That is what “all the games that have a webbuilds” refers, people who asked here :D

I’ll either check it during the next stream or an offline recording session! Will always comment on your game with the feedback once I’m done!

With my last stream, all the games should be covered that have a webbuild! Thank you for your suggestions, they were fun! Tried to leave some encouragement and constructive criticism for all of them!

Cool game idea with a sprinkle of 4th wall breaking and inside jokes, well done on that part. The only thing I did not enjoy, was the fact that all the transitions used the same method: transition into the brightest color in the sun with the full screen to flashbang the player. While I undestand that this is a common thing on the gameboy the effect is very different with lit screens, as I’m basically starting down a lightsource. There are many ways to transition a scene, you could with minimal change just do it the other direction, go to the darkest. For me this was the biggest painpoint in an otherswise lovely game idea and execution.

Sprite and tilework looks lovely and almost straight of of a gameboy, could not really pick out anything here (flashes me the same way all the gameboy games do as well :P)

Sfx and musix were well made, liked them throughout the game. The story was fun with many jokes, good writing there.

Overall a really cool entry with lovely gameplay and one thing that could be fixed to elevate it to one of the gems of the jam!

Cool game idea with a sprinkle of 4th wall breaking and inside jokes, well done on that part. The only thing I did not enjoy, was the fact that all the transitions used the same method: transition into the brightest color in the sun with the full screen to flashbang the player. While I undestand that this is a common thing on the gameboy the effect is very different with lit screens, as I’m basically starting down a lightsource. There are many ways to transition a scene, you could with minimal change just do it the other direction, go to the darkest. For me this was the biggest painpoint in an otherswise lovely game idea and execution.

Sprite and tilework looks lovely and almost straight of of a gameboy, could not really pick out anything here (flashes me the same way all the gameboy games do as well :P)

Sfx and musix were well made, liked them throughout the game. The story was fun with many jokes, good writing there.

Overall a really cool entry with lovely gameplay and one thing that could be fixed to elevate it to one of the gems of the jam!

Sure bud, we can check it now!

The game was a bit confusing on what to do at parts, not sure where to end my qouta or such, made 4 barrels of oil and that is it. The radar is a smidge confusing in terms I don’t understand what difference it makes to choose one over the other as the scan or “travel” is basically instant. While the drill minigame was fun in parts, it’s sound effects were way too loud compared to music levels.

Graphically the game is simple, sadly it breaks the resolution rules with the text.

Overall an interesting concept, needs a bit more time in the oven though.

The game was a bit confusing on what to do at parts, not sure where to end my qouta or such, made 4 barrels of oil and that is it. The radar is a smidge confusing in terms I don’t understand what difference it makes to choose one over the other as the scan or “travel” is basically instant. While the drill minigame was fun in parts, it’s sound effects were way too loud compared to music levels.

Graphically the game is simple, sadly it breaks the resolution rules with the text.

Overall an interesting concept, needs a bit more time in the oven though.

I’m in a bit of a pickle with this one, because while the gameplay and the idea itself is not bad, I feel like the theme here is overgeneralized too much. To me the theme servers as an anchor point between other games from the jam (oh this is pirates, this is diggin gold finding treasures). Here I get the idea of old gold = old arcade games, but the game itself is very far from the traditional forms of the arcade snake games, so I kinda feel like it is pushing the boundary and is more of a “i wanted a weird snake clone” and needed some way to shove the theme into it. I hope you do not take this as me wanting to write the game down, I just don’t see the theme personally in the game.

Graphically the game has an intersting style to it, and the rendering of the snake(?) is well done! The spin on the controls (hehe) is cool, made controlling it tricky (unless you figure out that spamming the button will make you go almost straight).

Music is sadly missing here, but the sfx was not bad.

Overall a cool game idea, I just fail to see the theme personally.

I’m in a bit of a pickle with this one, because while the gameplay and the idea itself is not bad, I feel like the theme here is overgeneralized too much. To me the theme servers as an anchor point between other games from the jam (oh this is pirates, this is diggin gold finding treasures). Here I get the idea of old gold = old arcade games, but the game itself is very far from the traditional forms of the arcade snake games, so I kinda feel like it is pushing the boundary and is more of a “i wanted a weird snake clone” and needed some way to shove the theme into it. I hope you do not take this as me wanting to write the game down, I just don’t see the theme personally in the game.

Graphically the game has an intersting style to it, and the rendering of the snake(?) is well done! The spin on the controls (hehe) is cool, made controlling it tricky (unless you figure out that spamming the button will make you go almost straight).

Music is sadly missing here, but the sfx was not bad.

Overall a cool game idea, I just fail to see the theme personally.

The grappling is a very cool idea here, sadly my mortal brain and finger coordination is not enough to swing as spider man around. I also do not fully enjoy momemntum based ground movement due ot stuff Great Uncle Pixel explain below me. One last thing, next time please do not use the white flash transition as on the web it is a very harsh thing to experience, and can be an epilepsy inducer if used too much. There are probably other transitions you can use there. Keep it in mind for next time.

Graphically the game looks lovely, has a neat style to it! Nothing not to like here. Music and sfx were great, well done on those!

Overall cool idea that could use some tuning here and there. Well done!

The grappling is a very cool idea here, sadly my mortal brain and finger coordination is not enough to swing as spider man around. I also do not fully enjoy momemntum based ground movement due ot stuff Great Uncle Pixel explain below me. One last thing, next time please do not use the white flash transition as on the web it is a very harsh thing to experience, and can be an epilepsy inducer if used too much. There are probably other transitions you can use there. Keep it in mind for next time.

Graphically the game looks lovely, has a neat style to it! Nothing not to like here. Music and sfx were great, well done on those!

Overall cool idea that could use some tuning here and there. Well done!

Interesting idea that kinda flies over my head most of the time, sadly it does break a lot of rules around the jam. What is not rule breaking here is okay, I kinda it is hard to decypher every coworker as there are just many of them and you would have to remember every chunk that you sent down the line by memory, order and which order they are broken themself.

Really cool idea with the sailing maps and the little treasure islands. The graphics look lovely we have music that I can turn on, which a good change, and the puzzles were simple, which might be the only “criticism” that I can give, more elaborate/multi step maps could elevate the game even more! Lovely work!

Really cool idea with the sailing maps and the little treasure islands. The graphics look lovely we have music that I can turn on, which a good change, and the puzzles were simple, which might be the only “criticism” that I can give, more elaborate/multi step maps could elevate the game even more! Lovely work!

The game has cool puzzle ideas and tools to solve those puzzles, that said sadly the fact that coins cannot be pickup or earned, will leave you eventually with a softlock and not letting the player progress. Other than this big oversight the game itself was fun to play.

Graphics wise everything we had is okay, I kinda wish breakable walls and rotten boards would be more clear as the challange of a puzzle should not come from me having distinguish two tiles by 8 pixels, but from the mechanics overlapping in the game. It is not a big problem, but something to consider for a future game.

Music and sfx were okay and thank you for the sliders, I do still feel that they are not balanced around each other, minimum volume sfx is still louder than max volume music. Overall not bad, just something to consider yet again for next time.

The ideas here are great, nothing really bad except the softlocks, a little bit more tuning and you have a cool game on your hands! Well done!