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aksommerville

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A member registered Jan 21, 2023 · View creator page →

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This is so cool! I haven’t been able to rope any friends into playing yet, but just on my own, it’s a lot of silly fun. I don’t speak a single word of Chinese, and that actually seems to make it more fun.

Failed to launch for me, on a 2019 i5 iMac:

The application cannot be opened for an unexpected reason, error=Error Domain=RBSRequestErrorDomain Code=5 "Launch failed." UserInfo={NSLocalizedFailureReason=Launch failed., NSUnderlyingError=0x600001346af0 {Error Domain=NSPOSIXErrorDomain Code=111 "Unknown error: 111" UserInfo={NSLocalizedDescription=Launchd job spawn failed}}}

Cute and pleasant. As others have noted, I thought the controls were pretty floaty, and there is an opportunity for hinting at the cats’ location. Maybe like the other barista points in the general direction of any remaining cat? Something like that, where’d you pay by taking the time to look at the hint.

But real nice on the whole, good work!

Real nice! If there was a clock or other scorekeeping, I’d probably play this half a dozen times to optimize.

One little thing that jumps out is that it’s much more difficult to play in egg form, and progressively easier as you approach birdhood. Which… well, that is how birds work, but we ought to have the more difficult bits at the end somehow instead of the beginning. A puzzle!

Real pleasant atmosphere. Given more time, it would be cool if there were more variety in the tasks instead of just “find the thing and press E at it”. But that’s understandable in a jam.

Great concept, great take on the Change theme. I struggled with the controls and the physics and gave up after 10 levels or so, there was just too much friction between the way I want the thing to move and the way it does. Tho it’s hard to pin down exactly what was going so wrong.

I really love the minimalist presentation. If only it could feel as good as it looks, this would be one of the best games here.

Nice and chill, and lovely art for the puzzles.

With everything the same shape, and the pieces’ aspect distorting when moved between the two zones, I found it was easiest to mostly guess-and-check. Drop a piece near where I think it should go and look at whether the counter goes up. That felt a little cheap, not the way I’d like to do it.

I think I ran into a bug, no idea how this happened, but the second puzzle came up 3 pieces short: image.png (i checked under the table, between the sofa cushions… nothing!)

Clicking on a destination to drive the boat is an odd choice. Would have felt more natural to have steering and gas. But it’s nice and pleasant.

Nice simple fun! It might be better to put the HP meter closer to the dots thing, to be easier to see in peripheral vision.

score=14

Great game! Everything fits together, it feels polished and deliberate. If you were to expand on it, adding hazards and a clock would give more reason to play twice. But as a one-off jam game, it’s just perfect, best I’ve seen here yet. Bravo!

Looks nice, but I couldn’t get beyond the first area.

Good clean fun, and it brings back some Pacman nostalgia. It’s an odd choice, to have her move automatically after still for a little. That caught me off guard a few times. Also, just kind of a pet peeve, but I really wish the menus were keyboard-navigable. Annoying to have to reach for the mouse between levels.

All in all, great work here!

Lovely graphics, got a real storybook style, and very consistent.

It’s even more fun than raking real leaves!

Nice! I got killed by the cow (in just one hit? cruel!), then I guess one has to start from the beginning again, so left it there. But it was a good time.

Visually, there’s mismatched scaling all around. Doesn’t impede gameplay or anything, but it’s a sloppy look. You ought to scale all the sprites by the same amount (or even better, don’t scale anything until the very end, just the main framebuffer).

You really do need to credit all of the 3rd-party assets.

Touching and sweet. I think the music most of all drove it home. Bravo!

That was my second attempt, the first ended tragically early :)

My HP was near zero when he had about a third left, and at that point I switched to a much more conservative strategy: Keep running, and fire the E-Missile as soon as it charges. That got really grindy but it did work, he didn’t hit me at all during that time.

Difficulty, I’d say is appropriate for a game jam, but in a real game you’d want to go a bit harder.

Real nice. I like the office graphics, esp the little “DO NOT ERASE” partially erased, oh it’s funny cause it’s true…

It seems like the second time you enter the puzzle, it still shows the first completed one and it wasn’t obvious that you have to “try again” to get the second.

Having the music build to a crescendo seamlessly during the win sequence, that’s a great touch.

Cool! Great presentation, and the gameplay is simple and satisfying.

Not sure if there’s just no ending, or if it bugged out here, but when the ogre’s HP hit zero, he ended up floating, and nothing really changed: image.png

Pretty!

You really should list attribution for the music.

I think it could use some more feedback about what’s happening on each move. Like a little +/- number sprite appearing next to the opponent when damage is dealt, might make things clearer.

You could tighten up the layout, as is it looks sloppy. Little things like aligning text in buttons and eliminating dead space. It’s like a law of nature with game dev, the more attention you put into the graphics, the better it looks – so it’s always worth taking the extra time to polish graphics.

But a nice simple game overall, I had fun playing.

I was really hoping for something more rhythm-oriented, like plucking individual notes to the beat. What we have is more resource-management, like, you choose the right riff and focus according to remaining energy. I guess that’s more approachable for most, but kind of feels like a missed opportunity for us music nerds.

I do love the play on the “Change” theme as in “spare change”, clever!

Nice relaxing presentation. I didn’t really get it as a game though.

On the technical side: Some sprites disappear unexpectedly as the camera pans left and right, mostly the tree branches. Might be some too-aggressive culling.

Fun and pleasant, and a spot-on interpretation of the “Change” theme.

There were some little UI misses. I wish the whole thing were playable with keyboard, instead of requiring intermittent mouse clicks. And the error sound effect doesn’t play, and it creates an extra row at the end when one expects some kind of “poof, you’re done!” reaction. Minor points.

Where I had the most trouble was with the dictionary. It doesn’t declare which dictionary is in use, but it’s evidently one with lots of exotic words. Makes guessing difficult.

Super cute and colorful!

From the in-between-levels screen, is there a way to advance using the keyboard? It’s kind of annoying to reach for the mouse each time.

Oh also: Huge thanks for making it entirely playable with a gamepad! A mechanic like your bell, most devs would require the mouse for that, which would be a problem for me. Thanks!

Beautiful! Throwing the bell felt entirely natural, total bird move.

I ended up soft-locked (I think it’s the one you warn about on the landing page, descending from the tree), and gave up. But this is a great game! A bit of polish is all it needs.

Great vibes here, it’s the start of something really nice. But it’s a little too easy to spiral around the orb right away, and then you’re basically immortal.

Ooh 1-3 fish per outing is actually a great idea. You could add unlikely other things too, like catching a treasure chest instead of a fish. I think that randomness would make it a lot more interesting. :)

Sorry, no idea! My games always use a canvas with explicit width and height eg 320x180, and they have no choice but to line up right. I’m guessing your framework does something more complex.

Hilarious! I can’t stop giggling. The Thing’s sound effects are what really make it.

Super cool! I love the free exploration, there’s a real sense of possibility.

Ran into a bug, I think: The first time I talked to the crab, I offered 20 fish but he wouldn’t take them, the Yes button wouldn’t click (I had exactly 20 in inventory). So I came back with a harpoon instead and now he wisely accepted the fish.

At times, fishing started to feel like a chore. Might balance better with lower prices so we’re not chasing after so many fish?

I got stuck almost immediately by apparently walking off the edge of the map. It needs a reset option!

Nice concept, I’m surprised we don’t see this style of falling-things puzzle more often. As others have noted, it was pretty easy to spam the keyboard, you might want to add a penalty for false strokes.

One cardinal sin though! The score isn’t visible after the round ends, and doesn’t seem to persist. So unless you’re actually watching it at the final moment, you don’t know what your score was. :(

Took me a minute to realize the button is not in view of the embedded iframe, and you actually have to go fullscreen. That’s an odd choice, I mean, there’s plenty of room in the iframe to fit the whole scene.

Everything looks super nice, but no idea how to actually play. I wouldn’t usually argue in favor of more text, but this certainly needed a description on the landing page or something.

Great game! And the soundtrack is just perfect.

I had some problems with the input choices, though. Using a mouse is nearly impossible for me, but attack wasn’t mapped to the keyboard. Tried a gamepad, but my L1 button did not trigger jump (why L1?). Looks like you didn’t assume Standard Mapping and instead assumed some proprietary layout? It’s a real shame.

Still, this is easily among the best games here. Well done!

Such striking style! It’s easy to imagine expanding this with a greater variety of things to do. For the sake of a jam, just the unlocking doors is plenty. Well done!