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AmeliaAltor

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A member registered Sep 09, 2024 · View creator page →

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Like every one else said, this is really cute and I found myself playing again to try and beat my high score. I did find it got rather hectic as the game went on. But I loved watching the little flowers bloom! My highest score was 56, I think. 

Ah, that was my fault. I was trying to make sure the digging patch worked and forgot to test the slider. Turned out the background was absorbing mouse clicks on the slider. Hopefully the music wasn't too loud for you. 

I enjoyed this. I really liked the little pea shooter art. A couple of things. I feel like the game is a little slow. On the one hand, the characters are zombies so that makes sense but especially in the early game, it feels like they move too slow. I do think it would've been better to use a different font for the credit page. It looks nice and I can read it but especially for credits and ui, I think the font should be something a bit easier for people to read. Also, I wasn't certain on this but was the shovel meant to be a last minute defence for the plant if the defence systems weren't enough? It did seem like I was deterring them by hitting them over the head.   

I really liked the take on the theme. I do wish there was at least one more level though I see how it would be tricky if you had to create art and dialogue for every customer. I think this could be a fun concept for a longer game. 

Like other people in the comments, I would've liked to have checkpoints. That being said, once I knew how to solve a puzzle, it was pretty easy to just go through all the other puzzles. I did like the commentary every time you failed. I thought that visuals were nice but I think there should've been some music. Maybe a little thing but I was a bit disappointed that the trap always came in the form of spikes. I would've liked if you were sometimes dropped into a pit. I must admit, though my mind was screaming at me to not go for the obvious thing where I came to the lava room, I still tried to jump on the platform.

I'm so used to following instructions and ended up pressing a button multiple times before my logically brain kicked in. I feel like this is a prime example about how you don't need to have really fancy art to have a good game.Sometimes simple can work really well. I did struggle but I might not be very good with puzzles. I figured that I shouldn't let the whole level load but I kept thinking, maybe I should wait for some things to load? Or maybe I have to place the exit sign on top of the door? Or put the exit sign over the pit so falling makes the exit? I feel like this is the sort of game that rewards out out the box thinking.  

I enjoyed playing the rhythm game portions, though I felt that the difficulty spike for at least one of them. I think the biggest thing for me was the dialogue. There were times where there was a traditional dialogue box and other times where it was just a square. Because of the game window size, I often had to lean in to read the small text. I wasn't crazy about having to scroll through text either. 

Oh, thank you for that tip about force closing! It's not an issue I come across often but it's good to know for the future!

I liked it. I would've liked to have seen a more plain background. The pattern can hurt your eyes after a while. But that's just me. 

I can't believe I got defeated by a hole in the ground. Not a critique of your game, by the way. 

I thought the 3d models were really nice and I was impressed that there was an opening cutscene. However, I found some major issues. First one is the final effect before the blackstar explodes. There's an intense white flashing that could cause seizures so having a warning for that would be the first thing I would suggest doing. The game starts in full screen and when I tried to quit to the main menu, it just took me right back to the opening cutscene and I had to force shut down my computer to regain control. The instructions were quite confusing and I wasn't a fan of how the game was running even as I was trying to read everything. There were also times where alarms would go off and then stop even if I didn't do anything, leading to confusion as to whether or not the problem resolved itself. I would suggest making a web build of future games so that's it's easier for people to play. It would also avoid that menu issue I mentioned before. 

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This was really great! The instructions made it seem like it was going to be tougher than it actually was, I found. Once I got into the game I found it was as simple as, apply bandage, replace dirty bandage, repeat until wound is closed. I like the transitions of the hospital privacy curtains. This is a tiny thing, but I noticed that in the instructions page, you were using buttons as a sort of background. I know for my Godot game, I was using a Color Rect. I do think it was the right call to have a background instead of a plain Label node because the striped background would have made a plain label difficult to see. I liked the music but it cut out shortly after I finished reading the instructions. I'm assuming that looping might have been turned off. Oh, and while I'm talking about nodes in Godot, I think I would've liked to have seen a TextureButton with the first aid set as the sprite instead of overlaying a plain button on top of the kit. Just to sell the idea of taking bandages out of box instead of clicking a button to dispense the bandages. 

Thought the 3D models were very well done and I like how they were textured. The city outside the window looked a bit chaotic but the city was not the focus so I'm not going to judge you for this. Plus, from what I know, 3d games have far more difficulty than 2d.  I would've liked a little bit more feedback when you select a new colour. Maybe a sound effect or something. Just to confirm that you swapped to a new colour. Had a fun time scribbling! I could see this game having levels where you have to draw certain shapes or something to pass. For the theme, it took me a while to understand why the world was shaking and my vision was blurring. Also, I'm not sure if there was a goal or if it was just meant to be a scribbling game.

I did like the main menu where you had to swipe through the game modes. I would've put the start button more in the middle however. 

Great job!

Like other people said, the game was quite short but I think there's a lot of potential. I really liked the ui directional arrow changing to reflect the direction I was moving. The art was simple but since you're depicting something that so tiny in size, it makes sense to have simple art that gets the point of the microscopic thing you're showing. I found myself disappointed by how short because I really did want to play a bit more. I could see this being a fun casual game with more levels added. Great job! 

Nice job. I would say a big thing was with ui. I liked the idea of creating the impression that you're playing the game on a computer but I think I would've preferred if you just had the desktop icons in the menu, instead of having a giant arrow directing you to it. I noticed the desktop was Windows styled in the beginning but then the ui in the game seemed to be something I expected with Linux. The ui bar with the search bar and everything was a nice touch but it seemed to largely be aesthetic, so for that reason, I think it would've been better if it didn't take up as much of the screen. 

I did find myself a bit confused as to what to do. I knew that the button controlled the log blocking my path but I couldn't quite glean what conditions were to get the log out of the way. I sort of bumbled my way through. The best I could think was that you had to time the button press with the lights on the modem in the beginning?

I think this is one of those situations where a game just needed a bit more polish. Hopefully this doesn't come off as overly critical. I'm trying to find a balance between constructive criticism and not making it seem like I disliked everything.  

Amazing job! Loved the tiny details of the character going to lie down every night and the sound effects and distortion of the game over screen. If I were to give any advice, it's that I would have liked to be able to hover over the cards that I drew to see the abilities, rather than just seeing them the abilities when I go to the shop.

Really liked the robot sprite! I noticed that there were times when the robot wasn't making contact with the ground. Only slightly, but just enough to be noticeable. Considering that you move using the keyboard, I think it would be nice if you activated the terminals by pressing a key, rather than moving with the keys but activating the terminal with the mouse. I think if the controls were stated at the beginning of the game, rather than placed in the credit scene, it might have prevented those instances where people were saying that they were solving the level without activating the terminals. 

This was quite lovely, though quite sad. I do agree with other comments that I would have liked to have seen more of the art work. I think I would've liked to see it in a dialogue box so that I could see and better envision the world. I also liked the inclusion of the sound effects for key moments. 

I liked that the good ending was just to hug the reactor. I noticed the audio cuts out very quickly. Considering that I could get most of the endings very quickly, I found myself just sitting there waiting out the timer to get the last ending. The ending that involved parkouring up to the door that leads outside felt the closest to game play I found here. Most of the endings involved just interacting with something. I feel like I 'd have liked to have seen you lean a bit more into the parkour angle, just so that the player feels they have a bit more to do beyond pushing a button. 

I was impressed to see a 3d game. I had a tricky time with the antigravity. I would clean some goo and then get flung out into space. I didn't see any indication of when the goo would explode but maybe I missed something. The first time, I was fumbling to just out of the ship, so that took a while. Once I cleaned too goos, I got the line that preceded the ship exploding, in my second playthrough much sooner than the first, so the explosion doesn't seem to be based on the time you spend trying to clean. 

I also appreciated the Portal 2 references as it is one of my favourite games! 

I enjoyed this. The art is really nice and I was happy to see a tutorial. I feel like that's something that can be difficult to implement for short game jams. I did find that I had to switch to full screen to see the confirm button when writing my name. I did get a bit confused when I was trying to grab a beer and then my character picked up some martini glasses, even though I could only see beer taps. And then the tables were accepting martinis even when beers were asked for. So that was a bit confusing. But overall, really nicely done and it seems that you plan to expand this after the jam and that's great to hear as someone who plans to expand my own game after the jam.

Good job! I did find that I wasn't able to purchase as many tulips as I would have wanted because of the prices. I think I was only able to get a maximum of two tulips for a day because the prices were so high. I did get a bit confused with the selling mechanic. It says to drag a bulb to a hand to sell but I was always seeing three hands. Not sure if that was a bug, or if I wasn't understanding something. I did think the juxtaposition of the setting vs Gerald's modern speech was funny. I think I would've liked to have seen you lean into that a bit more.  

I really liked this. I couldn't quite get past level 3. I liked that the rock got unstable in response to crashing but considering that the rock also becomes unstable after a few seconds of gameplay, I found it tricky to get to the goal in level 3 because I was trying to race to get to the objective. I don't think it's impossible as I did get close a few times. But if that wall in the middle was just a little shorter, it might have made it easier to navigate. I think this one of those things where the rock's instability could be in proportion to the difficulty of the level. So for the first level, I think it's fine if the rock becomes unstable after a few seconds but in levels with more hazards, it might be nice to increase the time of the rock's instability so that people don't feel they have to risk crashing into walls in their haste to get to the objective.

I did really like that the rock would explode based on the force in which it would hit the wall. I noticed that if it lightly brushed against the wall, it would become unstable but would explode if I was rushing and got flung into the wall. And the rock itself was nicely done. I liked the glowing effect as it got more unstable.

This was fun. Reminds me of playing Galaxy Burger. It took me a while to realise that I had to put burgers on trays for them to count. I was originally going to make a comment about how it was unclear how long the burger had to cook before it was done before realising that the stoves were turning on and off. I liked that. I originally thought the unstable part was through stacking the burgers but adding instability to the stoves as well was a nice way to add to the theme.

I liked the humour in this. I did notice that the parasite horses seemed to be attracted to my cursor rather than just the horses. Not sure if that was intentional. And I think there was an instance where more than one horse was drawn to a single item but I can't remember off the top of my head which one it was. I also couldn't figure out if I had to do something with the goat. 

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Ah! Apologies! I must have missed it in the description. I did manage to lasso the horse a few times but I found it tricky to balance dodging the logs with also playing the mini game to toss the lasso  followed by the second minigame to tie it down. On the one hand, two minigames really made me feel like I could've really been wrangling a horse but given that the lasso can miss even if you succeed on the throw, perhaps I would have been a little less frustrated if getting the lasso around the horse was all I had to do. I'm thinking that maybe the solution was to slow the horse with sugar cubes first and then lasso the horse? 

I liked the creative take on the theme! Sadly, I couldn't manage to catch a horse. Perhaps they were simply too fast for me. I feel like I'd have liked seeing more sugar cubes so I could slow that speedy horse down. It would have been nice to have a lasso.

Lots of fun and great art and audio! I noticed in one of your comments that there's a bit of a Balatro inspiration here. I feel like I would have liked to see scoring goals rather than the objective being to just get a really high score. But given the time limit, adding levels might have been too large in scope for a week long jam.

I also was confused by the mechanics and this made more sense to me!

Really lovely art and music. I didn't feel like the occasional shaking of the planet and the fade to white really added anything. At least nothing I could see. I didn't seem to lose any items. It might add to the time?

Lovely art. It took me a bit too long to realise that I needed to hold down the M key to be able to properly mix up the drinks, however. 

Really enjoyed this. I feel like I could even play it as a full game. I noticed that after a certain point in the day the music cuts out. I think I might have been too good of a worker because I found myself with nothing to do around the end of the day. But I might have been having to much fun. I actually had to stop because my wrist started hurting from running my character around. If there's anything I feel I would add it would be the potential for the copier or coffee machine to break, which would slow your ability to get tasks done as you have to wait for repairs. 

I felt that the world was quite large and made it difficult to locate the pizzas. The timers were very short and made it difficult to bring them back before they went boom. I think it would've been nice to have at least 20 or 25 seconds. Also, after a certain amount of failures, I found that my car was just phasing through the pizzas and health pick ups.

I had some of the same issues with crafting and hitting the win condition even when I should've lost. But it was fun. Made me think about the show Pinky and the Brain. The font used is nice but I feel like it would've been more at home in a medieval style game. And maybe this is more a personal thing but I kept thinking that I would've liked to see this a laboratory setting. The big thing though is I feel like I'd have liked to see the unstable theme used more. Obviously, the characters are more than a bit unstable and they're creating a dangerous weapon but I feel I would've liked to see the creation of dangerous compounds used more instead of simply crafting something that you know is unstable. But great job! Hopefully this doesn't come off as too critical or anything.

Very cute art! I would say that the UI needs a bit of tweaking. I felt that the sliders in the options menu were getting a bit lost in the pastel background. The pause menu buttons needed to be bigger. I think I would've preferred the menu to be an overlay over the game itself. It would've made it feel less like small buttons in a huge empty space, if that makes sense. The dialogue text could've used a darker outline so that it could pop out more on the dialogue window. I did find there was a bit of difficulty spike with all the hills. I kept trying to go over the hills as carefully as I could but there were several times where I would push a button and the cart would go flying. I would've liked if there was more a gradual build up of hills as you go through the level so that the player is given more time to slowly build up their skills with navigating the cart. But great use of the theme!

I really loved this. Highlight was a run where I was about to fall into a pit only for the monkey to grab me midair! Sure I got eaten, but I was rescued as well. The one change I feel I'd make is for there to be an option to restart right away instead of having to add my name to a leader board every time.  I tried this multiple times and I only managed to get to about 40 or so. The different animations for getting eaten, or electrocuted or falling in a pit were nice as well. Great job!

Loved the transitions between the levels! I admit though that I only made it to level 2. I feel like there was a massive difficulty spike. I was trying to carefully tilt the table to avoid the giant pit in the centre only to realize there was a time limit. I don't mind hazards but I feel it would have been better if the pits start off smaller and more easily avoidable and then when the player gets the hang of things, then there could be bigger traps. On the other hand, I could just have a lot of difficulty with stuff like this. It might be that this is quite easy for another person. 

I was not expecting the dark humour from the doctor when a patient died. I do think that it would nice if the game would pause while I was trying to check the systems, but on the the other hand, maybe the time limit helps with the theme. I did manage to cure two patients so that was nice.

Had a lot of fun. The only issue I was having was with the font sizing of the UI. It felt a bit too small. Also, and this might be a personal thing, but I feel like the camera could have been placed a little closer so I could have a better look at the art. I loved seeing all the blocks form the dungeon.

This was a lot of fun. I loved how even the controls would change. I feel like you really incorporated the unstable theme in all aspects, not just in the gameplay. I was surprised when I saw the GDevelop logo, as it's not a game engine I see used often. Honestly, it's a really good example of how you can make something really great with visual coding engines.

Really enjoyed this. Not sure what the win condition was. I believe the description said about 50 metres? I got to about 31 metres. I wanted to mention the pause screen because I don't think many people would see it. I liked the tv screen effect. I did feel like some of the fonts were a bit tricky to read, however.