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AEPSchmitt

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A member registered Sep 07, 2023 · View creator page →

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The highest I have seen for sure!
(other than Snoop Dogg)

I usually like a difficult platformer, but getting that key on "9-ghost" almost made me ragequit.

Love the creativity of the changing mechanics, especially the level where you suddenly had to jump ON the spikes. Replaying the same (or very similar) level with different mechanics was a fun take on the theme. The main character bird is also really cute. Nice little rage inducing platformer you made here.

Incredible work for a weeklong jam! So much juice and small details everywhere, that makes the gameplay feel great. The upgrades also clearly have a lot of thought and love behind them. Very well-rounded and polished - definitely a game I will return to.

Saw a couple of transparencies that doesn't fit the theme, but that is a minor detail and probably an artifact of font/sprite scaling (I have a similar issue with fonts in my game).

Reminded me a lot of Peglin which is one of my favourite roguelikes. Highly recommend if you enjoyed this.

Best puzzle designs of the jam for sure! That was a perfect balance of challenging and fun with a great difficulty curve. The concept of having to return shopping carts is also a really funny "story reason" for the puzzles.

I love the use of backspace to undo moves too, clever choice.

"Vegan friendly" Duck Hunt with awesome 1-bit graphics? Yes please! 

The gameplay is simple but super well implemented, which makes it feel just like an old arcade game. The sprites are incredible, really great work - I am always impressed when someone manages to squeeze this amount of details and personal style into a 1-bit constraint.

My only complaint is that it takes a page refresh to replay after a game over (and I wanted to replay a lot!) :)

That was awesome! I really love the 1-bit style used for a 3D game. The way that the style is merged into the mechanic/way you progress is also crazy creative and makes for some fun and mind-bending exploration.  What an enjoyable experience - I could easily see this as a larger, full game.

Definitely the most unique of the games I have played. Great job coming up with and building this.

Mightier than the sword, indeed!

Any chance you could add a web-build? The name "Color Down" is really intriguing for a 1-bit jam :)

Very impressive for a first game! Going for a  VVVVVV-like game is brave - it requires some really good level design to make work and to make fun, and you managed to do that. Nice job! Love all the visuals too. 

(The smiley-faces were a nice touch too, to keep the mood up after dying to the spikes for the 100th time :)  )

Interesting core concept that is well implemented, but I don't think having the flip happen on a timer makes for good gameplay. It makes the player feel without control and it quickly just gets a little annoying. I would recommend changing it to be based on buttons/areas in the level or a player-based trigger with a cooldown or resource. 

The visuals and presentation is great! So much cool art and small details like the particles floating up from the ground or dripping from the platforms. Makes for such a thick atmosphere and creepy vibe. Nice work!

Simple but fun, which made it feel like an arcade game - and that fit the 1-bit theme very well. Lovely idea to use Z's as health too. Overall very creative and good execution.

Yet another game this jam that challenges my bad eyesight... Had a lot of fun with it anyway.

That was a nice little jam game. Love the art style and vibe.

I was already sold at first with the combat (nailed the old legend of zelda style combat btw), and then the fun little twist and meta humor took over. Glad I played this :)

Happy to hear you enjoyed it! I will try your game now :)

Amazing art! So many great little details, like the white outlines around the horse and other important sprites. Simple yet brilliant design decision, that makes everything look clean and great. The gameplay itself is not original or super exciting, but it doesn't matter at all, I could look at this art forever.

I now want to make a RDR2 mod that makes your horse run faster whenever you hit a rabbit :D

Nice amount of juice with the particles and screen shake when mining! The little explosion after a mining combo is also really satisfying. My eyesight had trouble distinguishing the gold and regular mining blocks, but that only made the simple game a bit more difficult.

The main character is also super cute. Fun game :)

Thanks a lot, I'm glad you enjoyed it! You nailed my inspiration which was "Balatro meets Bookworm Adventures".

I haven't had too much time to playtest, so please comment if you find broken combos or just have fun ideas for new upgrades.

Gwueble Jam

Penguin suicide-bombers were not on my GMTK Game jam bingo card this year. 

Adore all the 3D models - very cohesive style and they fit well with the post-processing effect. The chosen UI font and design also fits this style nicely.

Gameplay was easy to grasp, fast-paced and fit with the jam theme and the whacky visuals perfectly. Lots of juice, feedback and sound effects every which made everything feel very polished. Impressive work for a solo-jam.

An almighty bean game! These are a requirement for any good jam. Congratulations on handing in something for a jam for the first time. Best of luck with future jams, keep creating!

This is a great example of a perfect jam puzzle game. A core mechanic that is easy to grasp presented in a simple style. Then it is explored in an interesting way through puzzle design and then by twisting the mechanic with the new shapes. Really forces you to think ahead in the best way, but without being needlessly punishing if you fail.

Brilliant! Reallly nice work with this one.

That was a lot of fun! Perfect scale of game loop and progression for a jam game. The loop of  discovery, then upgrading and being able to discover even further is really satisfying and fun. Also a nice way of tying the theme directly to the core mechanic.

The level design hits the balance of looking good while also forcing you to use all mechanics, and gives some intriguing looks at places you will be able to access later with upgrades. That is very tricky for a short jam game, great job.

Very impressive work - especially considering you did it solo. 

Reminded me of good old flash games on Newgrounds. The arm always going to the cursor/hand is really funny and fits with the visuals. The visuals have a lot of character and the musics fits the aesthetic. Nice work!

Counting down the lives of a cat is a funny and unique take on the theme. The music made for a very creepy atmosphere, along with being constantly chased by the ball (usually its the cat chasing the ball).

Lovely intro sequence - the animations look well made and smooth. I am usually not into resource-management games, but this was just casual enough to keep me hooked. The meta take on the theme was brilliant too.

Also, twinsies with the green/purple aesthetic in our games!

Neat little platformer with a unique core mechanic. It really forces you to think every move through before going for it. Nice work for a game made in 12 hours. 

I tried that but it makes the game absolutely impossible after the first couple of levels. But I am cooking up a twist on this idea for a post-jam update.

You made all these models just for the jam?! That is incredible work. The murder of crows (pigeons?)  holding knives is my favourite for sure.

Honestly would have loved gameplay that showed the cool models off a lot more. Maybe an actual murder-mystery game? That said, I did enjoy the Hades-like roguelike arena battler that you went with. When you go for combat as the primary mechanic, make sure to add juice and player feedback everywhere. There is a little here with the particle effects, but not enough. Add some knockback, screenshake and every little place you can. Otherwise combat doesn't feel very punchy.

Overall an alright game with some exceptional 3D models. Shout-out to the artists on your team!

The art is absolutely adorable. The bee and its shit-eating grin might be my favourite visual of the entire jam.

The controls reminded me of good old "Achtung, die Kurve!" in the best way, and the speed really fit with the sense of urgency that the incoming storm adds. Really fun little game with a lot of personality due to the home made sprites. Great work!


The shooting sound effect is great. Pew pew!

The invisible walls probably should have had some fence sprites or something to make clear, especially considering how important placement and movement is for the core mechanic. Enjoyable little game, although a little unfinished.

Really nice presentation and pixel art. The gameplay is just not fun which is kind of shame, because I really like your style here.

One of the most unique takes on the theme and then it is also executed so well.

The drawn aesthetic, the intro sequence/tutorial, the sound effects, the feedback and details everywhere. Just perfect. Probably the game I have tried this jam with the most personality and identity.

The gameplay itself was not super engaging, but the creativity of the life events and voicelines keeps you playing anyway. Managing the different timelines triggered some video editing ptsd for me. Incredible work - I almost can't believe you did all of this alone. Very impressive.

Absolute madman that tries to remake FEZ for a 96 hour jam. Remarkably well implemented given the complexity of such a mechanic and the time constraint, but it also clearly left you without enough time for polishing the visuals or crafting more interesting level design.

I hope you decide to work more on this, and explore the dimension-switching mechanic much more through some thoughtful level design. Really impressive programming work on this game!

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This might be the best execution of the most boring idea of this jam. The aesthetic and the multiplayer aspect is absolutely perfect and interesting. Would have loved if it wasn't used for a simple incremental (i guess decremental?) clicker-game - but it makes sense given the theme of the jam.

Really great job implementing the multiplayer, the stats, and using collaboration as the core gameplay element. Overall one of the more unique jam entries.

What a lovely main menu. The way the clouds scatter to reveal it is such a neat little detail. The overall aesthetic and colour palette fits perfectly.

The gameplay is simple and easy to get into, and I really like the duality of the countdown both being triggers by movement but also by time. Made it surprisingly tense for a turn-based game. Would love to see the primary count-mechanic being used for more puzzles and secondary mechanics if you continue development.

That was a blast (both literally and metaphorically)! Love the effect of grenades blowing up and cacti being turned to smithereens. 

Having the player stand still while the train moves is a small but smart move, that changes the gameplay nicely. I liked having to only focus on aiming, timing and throwing the grenades. The upgrades felt useful, powerful and had some good variation to play around with and encourage replay-ability.

This might be one of the most fun 3D games of the jam, nice work!

Classic brotato-like arena autoshooter with a solid upgrade system and a lot of handcrafted sprites.

Love the style and look but it falls a little flat in the actual game, with oddly sized sprites that give them an uneven outline thickness. A shame for such nicely drawn sprites. Looks amazing and correct in all the ui and menus though.

That was a really creative and beautifully designed puzzle game. The riddles were really interesting and outside-the-box. Perfect difficulty to stump you at first, and then make you feel smart for figuring it out. This game is full of really clever level and puzzle design. I also laughed when the "Forgot password" button just fell off. So many funny details like that.

The theme implementation with the timer is a little thin, but it made for some extra tension.

Played this just after SNOOP.exe, a similar desktop detective game, but where you only have a terminal. Made this feel like a natural next step - upgrading to a GUI.

This is absolutely brilliant! An immediate jam favourite of mine already.

The aesthetic of the office scene is so cool and it fits the hacking theme really well. The low poly models and sound effects set the vibe perfectly, and the glowing countdown feels ominous and important. That and managing sending terminal commands while also looking over your shoulder for the manager worked really well to make for some tense gameplay. Incredible.

I teach programming and will definitely be using this for my intro to linux terminal classes. Great way to learn the basics in an interesting way.

(I also went for mechanical keyboard clicks as a key part of my game)

Really nice work for 24 hours. Major props if you made the 3D models yourself, they are really cute, especially the mode and animations of the main character... beaver-platypus-creature?

The "ai" of the geese also felt really good and balanced. They were tricky but not impossible to outmanoeuvre. Thanks for a fun game!

There always has to be at least one gravity flipper game in a game jam, i love it! This one is the first one I have seen where you could pick up and throw the gravity-changers. Cool concept.

The sprites were also very cute.