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&Strange

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Hey! I also chose to not use an engine. I coded my game using the LÖVE framework. I'm not familiar with any engines and didn't want to learn how to use one just for this. I have some experience with programming but no formal education in CS. I've been learning Lua/LÖVE for a month or two so this was a great opportunity to put my new skills to the test.


I learned that I like the logic and problem solving-process of coding from scratch. I felt like it made it easier and more interesting to reframe "game actions" into "code actions" (as one super basic example, the idea that 'moving' is really 'draw this picture each frame to these coordinates that increase/defrease when a button is pressed' ).

My sense is that using an engine as a beginner brings along issues of scope creep because it's easier to do more, but more doesn't mean good and more doesn't mean better than less. It was easy for me to avoid that problem because I had to spend more time making each thing work in the first place (not that I don't have sloppy code or numerous things I want to improve/add).

Finally, our success was built off a fair bit of pre-planning. We did not plan any aspects of our game before the jam started, but we made a development timeline (like when we will have our idea finalized, when we will have our first "shippable" version, when we will stop adding content and switch the polishing for submission), a schedule (wake up/go to sleep, meals, snacks, breaks, progress checks to make sure we're on track), and we took stock of our skills and preferences. Then, when the jam started, we made our list of need-to-haves, nice-to-haves, and assigned priorities, then we stuck to the plan! We actually really got into the project management side of things and that made it so much easier to handle the inevitable hiccups. it also made it way easier to relax and have fun because we knew what we were working on and needed to do at any moment. 

I really loved the level design here! It was great to see some of the humans and have to discover how to reach them. A pretty wild ride! First try was 149!

We actually used the LÖVE framework for gameplay (and the art was all done in Illustrator). We haven't messed around with any game engines yet but are interested in trying out Godot in the future. 

I got 42 on my first try! Didn't get anywhere near that in my next few tries. I love that they can hit the clouds and walk on top of them. This is my ideal jam game: easy to pick up, easy to keep playing over and over, and just so well-polished! Great work.

So cute, so fun! Love the lil slug :) I enjoyed the pacing a lot, you nailed your goal on that one. I wish the movement had been just a little more nuanced, it felt difficult to control sometimes and I just found myself holding the mouse button and pointing around. I definitely want more of this. Feel free to play our slow-paced snail game as well!!!

The music and sound effects were fantastic. The game fell so polished for such a short jam. I really loved all the people trying to get run over by me and the random cars that would come out of nowhere.

I love the background and the environment! A small detail that kept catching me off guard is the small delay between hitting an obstacle and the game over screen. There was always a moment where I felt like I'd made it and then my hopes were dashed.  Fun and challenging, great work!

We are huge fans of David Lynch! Even though we didn't have him in mind specifically, it's cool how it came through for a few different people. We haven't seen Fantastic Planet but WOW, we LOVE the style. We will be watching that ASAP. Thanks so much for playing and commenting, we'll let you know when we start pushing out updates :)

We have some balancing of the gameplay to do in future updates, but "slightly unsettling" is pretty much our north star. Thank you so much!

I love the art and the simplicity! It's easy to throw together something simple and have it come off as hurried or sloppy, but this did not feel that way at all :) For a beginner to make in such a short time, this makes me excited for your game dev journey to continue!

5 star appeal, I want more!! Very cool idea, just the right amount of frustration before the payoff. Although I liked getting through it without any hints, I feel like I'm pretty patient so it might be a consideration for future updates!

It makes sense that you'd try for that! We definitely wanted to frustrate attempts to rely on conventions like that, so I guess mission accomplished haha. Hope you still had fun!

Thank you for taking the time to play and write such a thoughtful review! We're so glad to know our intentions came through. Achieving the slow pace, deliberate movement, and lonely atmosphere were our main goals with this one. I guess the "silly" part comes with the weird player and the unconventional mechanics. We're really proud of what we came up with and these kinds of comments are so heartwarming!

How long would you say it took? We wanted the movement to require careful, deliberate action, but it is certainly not immediately clear. We're working on how to better communicate that to the player, we hope you check out our future updates! Thank you so much for playing and commenting!

We definitely appreciate a game that forces you to take it slow and think about what you're doing. I liked how one of the previous comments put it: "I wasted some time thinking I had to build up speed. Guess that's on me for wanting a snail to be fast:D"

Thank you so much! Those are exactly the kind of games we want to make. We really leaned into our strengths on this one (between the artist and the coder, can you tell which of us is  actually a professional??) 

Really cute, nice job! I do agree with the other commenters–I think if you play with adjusting the speed of the bird, the speed of the obstacles, and maybe widening the field of view a little, that might help.

Thank you, we're really happy with it! Thanks for playing

I was so motivated to get this cat some pizza and had a lot of fun getting there. Great game (especially loved the chorus of meows!)

I was so motivated to get this cat some pizza and had a lot of fun getting there. Great game (especially loved the chorus of meows!)

that was super fun! I was clicking furiously to shoot the veggies, so when the time ran out and the upgrades popped-up, I ended up accidentally spending all my money based on the upgrade my mouse had been hovered over. Might be good to add some sort of buffer between a round ending and the upgrades coming up (idk what that might be tho!)

Thank you! We definitely went hard on setting the tone :)

It's so hard to strike the right balance between challenging and intuitive! We're glad you still enjoyed it though, and thanks for taking the time to comment!

I'm glad we were able to assist with diagnosing your keyboard issues! That said, very possible that it was an issue on our end. Really glad to hear the vibe landed! Thanks for playing!

I'm so glad you played! The movement was tough to get down and we're hoping to update after the game jam. Be sure to check it out!

We are so grateful for your feedback; it's exactly the kind we were hoping to receive. Thank you for the compliments and the time you took to write all that out. We love this little game and want to see it take shape outside the confines of the 48-hour game jam. We've been thinking a lot about how to tighten up the code or expand on the visuals but it's been harder to identify those more fundamental principles of good game design that we can start to improve. You've given us a great place to start and the ideas are already flowing! Come back and check it out sometime! 

This is great, the wordplay had us exclaiming in surprise and delight! 

The music pulled me in deep. I lost myself inside this game. Very silly and VERY fun. The design of the different rooms was delightful and it was enough to get me to brave a room full of baddies just so I could keep exploring. 

I found myself getting very disoriented during the scene transitions (such as when you first exit the tutorial room). It was also difficult to tell how close the enemies really were and at what distance they would start to cause me to lose sanity.

Overall, though, this was just a whole lot of fun!

That means so much to hear. Eraserhead / David Lynch / Weird films in general are such a huge inspirations for us!! Yessir we will carry the torch of weirdness! 

thank you so much Cowbo 🥹

yup, thats gonna be 5 stars across the board for wedginald's new pair 

actually laughed at the end, so good lol

This was so much fun! I LOVE this mechanic, so interesting (and chaotic!)

The art was my favorite part! Overall the gameplay is so impressive for a weekend game jam and it was FUN! Unique concept, not like any other game I've played during this jam. 

this is tough! but fun! 

You'll get the hang of it! Thanks for the compliments, we're really proud of how it looks :)

That was the sweetest thing ever! We hope you try again, it can feel rewarding to get the hang of. Check back some time and we should have some more content, too. Thank you for playing , looking forward to trying yours next!!

Thank you for playing! We felt the same about yours!

Thank you for the kind words! "Visuals and ambience" are exactly the things we wanted to focus on. And yeah, it's definitely not easy to get the hang of! Somewhat intentional, but we're looking forward to polishing it up. Hope you come back to check on our progress some time!

Could not get past the first crack lol! But I oddly had fun trying to figure out which types of steps were best. Sort of landed on short, forward shuffles vs trying to go for the long strides. I already feel like I want to try and master it