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Alan Robinson, Developer

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A member registered Sep 27, 2019 · View creator page →

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That's some pretty wild music. I don't think I've ever played Othello with a better jam set to it . Did you make it or is it an asset?

Perhaps a loose definition of what counts as a color?

Ironically I'm sure that in many ways a great project page is more important to success than a great project . Sad but true. Also don't look at my project pages for inspiration they are definitely not great either.

Just a quick clarification I saw that you had credited JSFXR, What was lacking was more of a explanation as to how it differed or what new it brought. Kind of like what you just wrote! :)

I'm already familiar with this online version: jsfxr - 8 bit sound maker and online sfx generator

I'm not particularly clear on how yours differs from the intent and utility of that port, although obviously the UI is a bit different here. If you could expound on how it differs that would definitely make me more interested in giving it more of a try. One thing that I noticed that could definitely use some improvement is that when playing around with the randomize button I often get exceedingly long sound snippets that play for way more seconds than anyone would want for a random experiment.

Since I only ever make HTML5 games my in browser slot is already used so I can't really make much use of this if any. However it seems like a good idea for people who make EXE games. 

This looks potentially handy but since I am not a Renpy user I cannot evaluate it at all. Such is the risk of hosting a tool based jam. There's a lot of diversity in needs and environments.

Oops what I meant to say is ha ha what do you mean 180 years it's clearly states right now that it's going to be eight days until the voting Is over. it Is preposterous to ever think that it ever said anything else.

That's interesting. I have no idea how I made that mistake although it does seem like it could have put some kind of reasonable limit there. Or at least warned me I don't know if I can easily change it afterwards but I will take a look.

I don't see how that's better - your official suggestion is "respect the rule but not the spirit"?  Wouldn't it be better to just ditch the rule and not make us spam itch with duplicate games? 

cool! this was fun! I agree you couldn't stretch to 100 levels just with this mechanic but also agree it was over too soon. Good work!

interesting. Supersize me! now the reverse.  Obviously there's not enough here to make it a real game yet but I could see some potential for sure .

awesome!

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Love the trail of blood! Got stuck on scene two (lv 7). 

Am I the only one who's getting mild sausage roll vibes here ?


I enjoyed this for sure. I did have some annoyance on about half of the first 6 levels though, because it was a little bit unclear what the win condition was for the different levels?  

yeah. Other "celebrate our asset store" jams (including one going on at this very moment) give out something usable as a base, even if it's thin. This just feels like a cash grab. If they are looking for "fans" this is how I become the opposite. 

Neat! more colossal cave than zork, it sounds like. I'm more into the mid-era infocom games personally (enchanter, the lurking horror). I'd hate to have to type those moderately longer sentences in here. 

hmm, could be it was the first time I saw the wall. i was using the web version. 

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well that's the softlock part. Or perhaps you prefer "hard lock" for this situation. But the music still played. 

Very nice! I finished all the levels but mostly (only?) used the mage as a extra stepping stone. Whatever, it was fun even if it was perhaps not the intended solution.  These puzzles were just the right level of difficulty. not trivial, not painful. 

only suggestion; because of the superimposed 4way arrows the volcano and pusher tiles look too similar. 

ok I have a2nd suggestion: reset option. 

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do you ever get something with more "pow-pow" than the handgun? I got tired spamming the mouse button and gave up after my first death. 

Ah but it isn't. I could have left this up for an hour (I suspect, but did not test).

Wow. This had the potential to be so fantastic. I really would have liked to have played it more but the tight timing meant that not long after I climbed the stairs I always died. Especially given the interesting aesthetic why not have a baby mode where you can run around more or less at your own leisure? Think of it as a walking sim, with the jumping characteristics. I might even pay (99 cents) for that game, depending on how much content there was. 

Of course your game, your vision, just a thought.

maybe there's a control I'm missing? I can move but there's no other clear form of interaction. Then: death. 

Agreed. this is nothing like VVVVV(VV?)V. 

This was a lot of fun to play. I've seen some similar ideas but this was very well executed and sometimes a old idea becomes a new just because it's done really well and I think that's roughly true here. I did see a one a really big issue that I would love to see fixed though which is I hate your keyboard map. Enter space and wasd are not something that I can reach all the same time. And given the Split Second timing this sometimes requires that's just not okay. Luckily that should be very trivial to fix and so I'm not letting it affect my rating.

The other thing that I would love to see you fix later is some kind of continue as I would love to come back to this but I doubt that I want to finish it all in one session.

You've done a great job of setting the atmosphere here. It's amazing how getting that right gets you very close to a full game even if nothing else actually happens. I'm sure it is possible that something does, however after finding the first outdoor light I could not find the next one, if they're indeed is one, although I wandered around quite a bit. I'm mostly sure I just got lost.

 However it's a bit unclear that you should make it so hard to tell that you're making progress at the very beginning. I can understand making it more and more challenging as you go on, but having some sense that you're making progress early on is a good way to get player engagement and keep people going to the end.

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I couldn't move. is that actually want is expected? The game could explain itself better (and have a loading bar, as it took a very long time to get to the point where "something" might be possible). 

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There's a lot to commend here. I like the traveling wave of death. It really fits the theme. And the graphics, at least in terms of what's here, are are good. The music is fine and the controls are tight, perhaps the most important part of all. I also really appreciate that you introduced the controls as they are needed and in game rather than interrupting us, or front loading them all at the very beginning and overwhelming us.


One thing that would have strengthened this significantly is more variety in the graphics however. Because it's an Runner there's extended periods where not much is happening other than holding right and more gfx variety either in the foreground or background would have been nice. I think that from a gameplay perspective there's a little bit of the same issue: not quite enough variety. Here you definitely do introduce new mechanics of each level so I don't want to overstate my point. But I still felt like there could have been a little bit more going on. For instance it's nice that you don't actually have to run all the time but I didn't feel like that got used very much in the level design that I saw (I stopped around 5?). To be honest I'm not a huge fan of Runners so my advice here may well be poorly placed. However what I saw I enjoyed which is better than what I can say for a lot of Runners.

soft locked. I think I got stuck in the wall?

why are there zero screenshots?

unusable, at least on a 1080p screen. 

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for a jam that REQUIREs you only use your assets, the free selection is at best props you could use along side other assets if you wanted to make any kind of actual game. That makes this painfully close to Pay to Submit. I would have thought you'd be a little bit more generous to your participants than that, especially since this is supposed to be some kind of birthday calibration. 

looking forward to the level select in particular - would like to keep on playing but not at the expense of grinding thru the levels I already finished. 

yeah, it's custom js/html so I'd have to do every layout by scratch. Ouch. Including fallback choices for undo/restart it is beyond prohibitive. I suppose there's a reason why people use Unity after all. Also a reason why Unity takes 5+ seconds to load even the simplest game. I do enjoy the instant load my game offers, though the costs of not offering good keyboard support does cut into that :-/

Ah yes the downside of including WASD support in addition to arrow keys. I suspect that's true of a lot of games on Itch. Hopefully the arrow keys work at least?  Is it as simple as supporting AZERTY also, or is the list bigger than that? 

thanks for pointing out the walk animation, I guess I'm blind. I implemented a fix. 

Yes, good points all! thanks for the detailed feedback.

I think that it's ironic that five years ago this would have been considered the very best possible thumbnail you possibly could have made for a video game of this type. Well maybe. It does sort of represent it as being much more visually compelling than the actual in-game experience. 

As for the actual game I think you've implemented it pretty well. The real-time rotation is a nice twist I haven't seen in the genre before and I especially appreciate that you give us the CCW and CW options just by letting us choose whichever set of keys that we want. The one quality of life change that I think would really improve things is that doesn't seem to be a way to come back to where you left off, IE a level select / continue option.

I think that it's ironic that five years ago this would have been considered the very best possible thumbnail you possibly could have made for a video game of this type. Well maybe. It does sort of represent it as being much more visually compelling than the actual in-game experience. 

As for the actual game I think you've implemented it pretty well. The real-time rotation is a nice twist I haven't seen in the genre before and I especially appreciate that you give us the CCW and CW options just by letting us choose whichever set of keys that we want. The one quality of life change that I think would really improve things is that doesn't seem to be a way to come back to where you left off, IE a level select / continue option.

the interactions with the cyclops are later, I didn't want to overwhelm with mechanics. 4th level is definitely solvable.