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actuallyalys <3

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A member registered Jun 24, 2018 · View creator page →

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I'm curious how the doscember community and jam organizers feel about updates after the deadline. I'll probably keep working on it after the deadline—I actually thought I had a few more weeks—but I don't know  if I should hold off on publishing them until Doscember is officially over. Regardless,, I'll keep a version of my game as it was at the end of the jam available for download.

Thanks! There is some buggy behavior, but the controls are counterintuitive in one spot. After clicking the initial plus, you have to click outside the plus  (i.e., where one of the directional arrows would be).

Huh, it definitely works on Linux, as that's what I developed it on, but the controls are counterintuitive in one spot. After clicking the initial plus, you have to click outside the plus  (i.e., where one of the directional arrows would be). I don't know whether that's the issue or if it's broke on your machine for some reason. :( Sorry either way.

Thanks!

Yeah, I considered adding a demolish feature (at the cost of another week of time), but I ran out of time.

Really fun and creative game! The minigames are a nice touch!

I wasn't sure how to do the water check (and not sure exactly what I was doing wrong). Overall, interesting concept, and I liked the graphics!

I know! I was hoping I would be able to finish that part by the end of the jam.

Thanks! Yes, I really wished I could have gotten the animation working in time.

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Definitely a lot of fun, even with the bots cheating. I think a bit more unpredictability would help the bots be harder to beat. Kudos for putting together a multiplayer server and deploying it during a game jam!

Really well made overall, although I struggled a bit to learn the mechanics.  The graphics were great, too.

Really clever concept. I enjoyed learning the timing. I think it would be cool to integrate the system of other rhythm games where you get more points for being more exact.

Thanks! I feel like I struggled a bit to learn the sound tools, so I'm glad to hear it turned out.

Yeah, I was disappointed that I wasn't able to fully implement that part of it in time.

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Thanks! I definitely did not make the controls as clear as they should be. Regarding the open-endedness, I'm not sure it's you, I think the game could do a better job of nudging the player toward different things.

Cool art style! I'm excited to see where this project goes.

thanks! my goals were primarily vibes and learning 3d procedural generation so that's good to hear.

yeah, LÖVE is primarily 2d. i think all 2d engines use 3d under the hood (sometimes indirectly) now. LÖVE is no different and in I think version 11.0, they exposed the 3D parts which enabled people to create 3d libraries like the one I used, Groverburger's 3D library.

I used your tracks "Alone" and "Lost" in my game Violet Sky. Thanks for sharing them!

I haven't really played with this particular cellular automation, so this was fun to explore

Congrats on your first game! It's quite fun with just the sand and water.

Nice mechanic! I kept getting stuck at level 12.

I've used Unifont in a previous game, so it's nice to see it somewhere else.

I liked it! There's a good variety of flower shapes and colors, which made it interesting to keep playing.

I think it would be easier to see patterns if there were more flowers at a time. Some sort of replay (maybe a way to save it as an animated gif?) would also be neat.

I haven't actually tried to make a LÖVE engine game resizeable. Pretty sure it's possible, but not sure how easy it would be.

The space thing is left over from the prior game I borrowed code from, which might mean it's a bug in that too.

Glad you liked the job descriptions. Writing them was a lot of fun.

Fun concept. I really liked the artwork for the bunnies, the trees, and fences especially. 

I liked the music, but it seemed a bit fast paced for this game

It would be very cute if your bunny buddies played with each other or if you could play with them after befriending them.

Love the art style and the parenthesizing mechanic. The hand-drawn style (including the graph paper) is really cool.

I found that holding the button to shoot made the game easier (maybe too easier?). You may want to adjust the difficulty or how shooting works to compensate.

Fun game with some really charming art and good sound effects. I thought the map selection was a nice touch, too.

Nice concept and nicely polished! Carp's been on my radar for a while, so it's neat to see someone make a game with it. Also, I like the font on the page!

Lots of fun. I happened to log in when other people were on. Cheers to whoever guet was, you were a worthy opponent. :)

As another data point, I didn't have any issue running it on Firefox 113 on Ubuntu.

Solid clone of Pacman! As a very bad Pacman player, the simple AI didn't bother me much (although I did notice the AI getting stuck sometimes.)

I haven't heard of Wisp before—interesting concept!

No, unfortunately, I am not a pixel artist. The sprites are by Jessie Munguia, LuizMelo, and Dreamir here on Itch and free for everyone to use.

I liked the music! I think the models have an interesting cartoony look.

Yeah, there's definitely a lingering bug or two with the hit detection and that part could use some fine-tuning, too.

You're welcome! I don't have a lot of experience with coding that sort of mechanic, so I definitely could have focused more time on it. It's definitely one of the things I want to come back to and fix up after voting ends.

All around very well-polished and enjoyable! Kind of a cross between Pac-Man and JezzBall.

It's confusing at the beginning, but I was able to figure it out. (But it sounds like there's a tutorial coming to address that.) I thought the music helped set the stage, and I liked the potion descriptions. And of course, I like that it's in Fennel. :)

Overall, a neat game with a lot of nice touches to contribute to feeling like you're in front of a terminal of that era. The server meltdown effects are great.

I did find it a little demoralizing how many points you lose or making a mistake relative to how many you get for successfully allowing people in. Maybe those could be brought a little closer together?

I liked the music and the end screen. Docking a ship for refueling is an interesting take on the theme. And it's nice to have built-in instructions.

I found the controls pretty difficult to use so I wasn't able to ever actually refuel.

I had the same bytecode issue, but on Linux running Löve 11.3. The game loads under Wine, but some things I tried to follow from the walkthrough didn't seem to work. Maybe I'll try under Windows later.

I like the 3D style and the UI for the message dialogs feels very fitting.

Hmm. It definitely slows down over time (I think because Cljlib's immutable tables add a lot of overhead when run in the browser), and this might be a symptom of that. Thanks for letting me know!