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AEPSchmitt

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

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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.

Love both the main 3D scene and the desktop style you created. The keyboard and mouse presses mirroring the ones by the player is such a sweet detail. Really creative take on the theme too - very relatable having to save a hundred projects in a hurry.

Seems like your team had a lot of fun building this little gem of a game. Very nice work!

This is what the hacking games in Mass Effect should have been!

Love the design and colour palette, it fits the cyber aesthetic really well. Gameplay was easily understandable and fun, but the presentation is really what sells this game. 

A character creator for a jam game?! That is so cool.

Honestly wouldn't have minded a game that was just designing pixel people with that editor and sending them into the world. The actual counting-children-and/or-sheep-as-a-job gameplay was a little confusing, and I kept getting replaced by AI (which I guess is kind of the point, right?).

Had no idea what to expect from the thumbnail.

Didn't expect a brotato style arena battle roguelike like this. Super well made with lots of feedback and juice everywhere. The camera-shake when shooting is key. The art style and ui design also fits the game perfectly. Well done!

You made this alone in a week?! Seriously impressive. The cards in your hand counting down is a fun take on the theme and twist on the Balatro-like genre. Took a little while to get the hang of, but it made for some fun strategies.

My only complaint is that the UI doesn't fit the cool style of the cards. Overall a cool and complex jam entry, nice work!

Wonderful game design. Simple core mechanic that is easy to understand, and then you explore it in fun creative ways in the level design with the breakable blocks, buttons etc. Great difficulty progression too.

The colour scheme, tight controls and polish made for a professional and very finished experience. Nice work!

Brutal little platformer in a cute monochrome disguise. Really good level design for a jam game! Perfect in the way that it slowly forces the player to use newly introduced mechanics, and that the new mechanics can be used for shortcuts to get back after you inevitable die.

Timing the bomb-jumps was fun to master and fit the theme nicely.

I just made a game with a similar fuse mechanic (Barrely Making It). It is not an easy system to get working properly, good job!

The sprites are really cute and the levels have a nice difficulty progression. Especially the flammable walls add an interesting puzzle element, and could be explored a lot more with more time. What a fun little challenge this was.

That was awesome! The artwork and animations are so good. Love the way smoke comes out of an imps mouth after an explosion. The actual game loop is very simple, but it is so full of juice and feedback that it doesn't matter.

Incredibly impressive work for such a short jam.

Cool style for a 3D platformer! The charge-up jump didn't really flow with the parkour, but made it feel more like a puzzle game than a parkour game (not a bad thing!). I would maybe add an indicator right below the player, so the landing is a little more predictable.

I would love a full scale parkour game in this style, maybe with a upgrade-system like this other jam entry

Oh boy, I did a number on that warehouse.. Sorry boss. 

The controls were all over the place, but that fit with the silly presentation and humor of the game. An impressive size of game with many different systems and assets. The intro sequence was really funny too. Nice work!

Hilarious plot twist. I was spamming the quack button and suddenly just shredded my 3 old followers.

Really funny, cute graphics and nice polish on things like the quack speechbubble and the countdown timer.

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We had similar ideas with very different executions. Love seeing that in a jam.

At first, I thought 45 seconds and having to hit the exact result would be impossible, but it turned out to be surprisingly doable (thanks to the accuracy mechanic). And a lot of fun!

Love the presentation with the small enemies, the overall colour palette and having to decide your way up "the spire".

Impressive work for a game made with Scratch, and a very unique take on the theme. I like how you added fitting indicators and sound effects for everything, made the game feel really polished.

That last level is brutal.

Nice work for a 10 hour game! The core mechanic is a really solid basis for a puzzle game. With some extra time spent on the visuals and then polishing the level design, this could make for a very interesting game.

The recipe for a great jam game.  A simple game loop that is elevated with a cool and coherent style, and lots of player feedback everywhere. So many great details and the way the theme is used is fun and unique.