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aksommerville

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

Creator of

Recent community posts

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!

Lovely graphics! And the underlying game is appropriately simple and pleasant. I got disoriented by the movement, though. Ended up just remembering which screens are connected to which, but it didn’t feel connected to the nav arrows.

Stunning production, really top notch. I didn’t understand at all how to play, but mostly took it as an opportunity to practice my french with the poetry readings :) Merci pour ca!

Needs some feedback on each entry, without that it’s impossible to know whether we’re doing things right. And a minor point, but the video seemed to scale badly, noticeable especially in the text. Might have come out neater if you’d worked at the 1152x648 resolution from the start.

I didn’t get the connection between the graph and the platforming. Tried selecting the whole graph, and that made lots of unplayable levels, but zeroing in on just two points was almost always playable. But why?

Great presentation, solid retro vibes.

I died around level 6 and wouldn’t respawn, and I couldn’t find any way to reset beyond reloading the whole page. (the exit had opened just before the fatal blow, maybe that has something to do with it).

Nice and simple, what I like in jam games. It could use some polish tho. Maybe add time after each offering? Or have the king change positions sometimes?

High score = 6.

Nice vibes. There was a little bug (?) where the previous prompt would appear first after making each choice, it threw me off once or twice.

Definitely an opportunity for more detailed feedback at the end. Even something as simple as “Ending 1 of 4”, or however many there are, that would inspire the player to try again and see what else can happen.

I had a lot of fun with this one, played thru it twice. You make good use of the limited hazards, like where you have to jump between ninja stars to dodge oncoming bullets, real nice.

There’s two adjustments I would make to the hero’s jumping: 1, jumps shouldn’t re-trigger when you hit the ground again if you hold the button throughout. And 2, the jump ought to cut short when you release the button. Gives the player a bit more control.

The graphics are great, they read nice and clear, but if you spend more time on it, it would add a lot to animate the hero.

Was it intentional, that you can ride the space bar to fly? I beat the first two level, leaning pretty heavily on that. At the start of the third level, I was floating off the floor and couldn’t move.

I did nothing but Train and pick the first choice, and after just a couple rounds was killing every goblin with one hit. I think there are some opportunities for more careful balancing of the stats.

It’s silly fun, in the way of Mad Libs. No idea how the scoring worked tho, or is it just random? By the end, I really wanted to like optimize my sentences, but no idea how.

A lot of the tiles are hard to read, is it solid or not? And it’s annoying that Jump and Talk are the same button. A few places, especially the tight corners of the village, I wanted to jump but had to talk instead. Those are minor points tho. Overall this is awesome! Great mysterious design.

Like others, I got lost after acquiring wall jump. But from your comments below, I think I know what to do now…

I love the looks of it, and the soundtrack is great. But after finishing the first level, the background went black and I couldn’t figure out how to start the next.

Great production all around! I never did land on a good strategy but managed to clear a few rounds by pure improv. Good game!

I pick the Annihilation upgrade and it seemed to bug out, blinking and making a bunch of noise.

Nice!

I ended up stuck at the Greed level, no idea how to get the crown to the devil.

You might do better by rendering into a small framebuffer first, then scaling that up. As is, the sprites often land in between pixels of the background and it looks off.

Terrific animation!

Cute and pleasant! I couldn’t get very far with it, but that’s a me problem (can’t really use a mouse). It’s a shame there isn’t a straightforward way to do this with keyboard input.

Thanks! The real trick to the snow, to make it stand out from the stars, is that each flake is strobing: 3 frames on, then 1 frame frame off.

Awesome graphics. Puts me in mind of the higher tier of HyperCard games, from the 68k Mac era. (in a good way)

I thought that buying the trophy would make me happy but somehow I’m not.

Nice solid survival game. Except for the whole purple-squares thing.

Score: 12

This was a whole lot of fun to play! I’d never thought of animated jigsaw puzzles before, but it makes a ton of sense. Found myself leaning on the animation in order to get pieces in their rough area first.

There are a couple minor technical flaws. Sometimes when two pieces overlap, you click and it picks up the lower one. Really ought to be the one rendered on top. And sometimes, I think just with already-connected clusters, they’ll sometimes not snap.

It’s a good thing you stopped at three puzzles, otherwise I might be playing this all day :D

Great presentation of a fun concept. But the formula is a bit much, and I think your instructions are flawed. It says D should be either N/2 or N/1, and then the final formula is Z=(D/N)*M. That means the Ns cancel out, and the total impurity is irrelevant? That can’t be right… But I didn’t have the patience to test it and confirm.

Great game! Just the right balance of math, danger, and cool sci-fi aesthetics. I had fun trying to figure out the optimal balance, like whether to eat a hazard for the sake of keeping my multiplier. It’s a challenge one can chew on, but not impossible. Well done!

Not bad. But too many animals looked too much alike. And I felt like it needed more juice during the eliminations, wasn’t always clear which tiles were being eliminated.

With these colors, honestly it’s painful to look at. And that’s a real shame because the sprites themselves are well made.

The dissonant take on jingle bells was great. Right on point for the game’s overall evil-christmas style.

I had some trouble with Santa’s moving hand, judging where its hitbox would be. I bet if you drew the hand a little squarer, esp around its lower edge, you could mitigate that confusion.

As to the game itself: Awesome! Tightly designed fetch quests, not much challenge, and a giant boss fight. Total NES style, I love it.

Just… seriously… the colors!