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AnimatedRNG

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A member registered Mar 09, 2020 · View creator page →

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Enjoyable little platformer game. I liked it. Would be nice if there was a little clock over the player's head indicating how much time they have until the next checkpoint.

Does it just go up to 18, out of curiosity?

Yup, was a ton of work (especially getting it to vaguely run fast enough). Thanks for playing!

Heh it happens :) glad you enjoyed the game

Thanks! And thanks for the feedback. Other than the supernova, there are a few indirect "countdowns" in the game -- fuel, missile / debris / ship impacts, the solar strike, but I agree that we could have been clearer in presentation to fit the theme better

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Thanks! Our inspiration visually were these old Voyager visualizations from the pre-texture mapping era. So timeline-wise, not too far off from Elite :)

Heh thanks! Was a hectic weekend for sure :)

Thanks for the kind words!

Really well done art and UI. The minigames were also incredibly well done and engaging. The entire game felt super polished and professional. Not going to lie though, I was stuck on the drawing game for like 30 seconds cause I thought you were supposed to draw over the person's face haha, didn't realize you had to cover the whole screen

Ooooh I love this one. It's funny, has the right level of complexity for a game jam, and is appropriately stressful. My only extremely tiny nitpick is that I kinda wish there wasn't the simulated blurry eyes at the start of the game as it kinda gives me a headache given how many times I have to play through it haha

I like bullet hell games, what can I say :)

This was neat, albeit a little trippy. I struggled a bit to get the bullet punch timing right but I mostly figured it out as the game went on. The rewind mechanic took a bit of time to get used to, I think it might be helpful to give another example of how to use it at the start.

Probably my favorite game of the jam so far. Lovely art, simple execution, a few elegant puzzles. What's not to like? The only very minor nitpick is that the second-to-last spike puzzle (where you have to air strafe back into the spring) is a big jump in difficulty, but it doesn't take away from the game. Great job!

Thanks! I enjoyed writing these shaders :)

Alas, I'm a graphics programmer and we didn't have an artist for this game, hence the programmer art for the spaceship. It would have been a good opportunity to play around with some fun spacecraft procgen, but we didn't quite have enough time

Thanks! If this is interesting to you, you might find this recent minutephysics video interesting (as well as their previous video).

Awesome concept and execution! Visuals, sound, everything was solid. And a really good fit for the jam theme!

This game  deserves more ratings. I spent a good half hour or so playing it. Honestly, hats off for making a relatively complete 4X game. Genuinely absurd that a solo developer can do this in 4 days. Only one nitpick (I definitely could be playing the game wrong, so please let me know if so) but one thing I struggled with a bit was that after you dismissed some of the notifications, it's a little hard to remember all the damage that popped up on the last turn (for the purpose of routing engineers). Other than that, awesome work. I like the upgrades as well, they're a nice touch

This one is interesting and more than a little anxiety-inducing to play this on a touchpad haha. The little sound effects add a lot to this one. I also appreciate that you only have a few seconds (since you need to keep the crank going and the furnace cool) to see what all the upgrades are before selecting one, it's a nice touch

Nice game! The art style and music is cute. I got to the levers and then got stuck unfortunately. But I liked the platforming overall

Thanks for playing! And thanks for reporting that bug; most stat drain eventually causes your health to drain which should kill you; there must be a bug in the starvation hp drain.


(btw, if you're hungry, you can order food on dungeondash :) and even if you're broke, you can still buy a burrito with klarna)

I enjoyed this game. Didn't manage to beat it, but I thought the gun gameplay was fun. I think a minimap would be nice, as well a bit more variety in enemy types. I appreciated that the merchant responds to the things that you're doing when you come back, that's a nice touch.

Nice game! I appreciated the tactical simplicity of it (and the controls were pretty intuitive). Does the accuracy of the laser change based on how close you are to the enemies? If not, I think the probability of striking a successful hit is a little low; if the worm gets too close it can take 4-5 points off the hull. Also, is there a way to get more fuel?

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Haha to be fair I've also been confused why it wasn't working when I've played through the game; we should gray the button out and give a reason

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Thanks for playing! The Cook ability only works if your brainrot is < 10 (there's a note in the upgrade description). We should probably make it clearer in the sidebar UI though (gray it out and swap out the button label with "Too brainrotted to cook" or something like that)

This entry is super polished and feels like a full-featured game. You even had time for cutscenes, inventory management, etc. Very minor piece of feedback, the pop-up on item feedback could be non-motion-blocking. That way you don't have to stop and click cancel as you walk by a dropped object in the hallways

A nice change of pace from the usual hack-and-slash roguelike. I enjoyed it. Also I love the color palette

This is fascinating. Kinda wish I had an oscilloscope to test it out :)

Thanks! Yeah we were going for a film noir look. It is bevy and Rust -- and yes, that is egui :)

We made some changes to item generation that should make this issue less common. I still sometimes see the generic result on "A Square's Flatland", but it doesn't happen as often anymore (and if it does happen, it usually only happens on level 1 of the dungeon). Monster generation seems fine, albeit not super creative. I think the model just has some trouble on this particular prompt for some reason :/

Fun game, and I really liked the art and music. They went well with the game. I looked over the github page and saw some of the features that you wanted to add. Here's a few other features that might also improve the experience.


  1. Some small animations. Doesn't need to be anything too dramatic, but an indicator that an attack happened would be nice. Or that you're being attacked. Otherwise everything feels kinda static.
  2. Some initial equipment might also be nice, just to reduce RNG. Or just spawn some random equipment around the player.
  3. I'm not totally sure how the armor calculation works, but in some cases it looks like certain armor is strictly better than other armor? In that case, should it just auto-equip? That seems like a nice default.
  4. As you said in the github README, it's very easy to wander into a high-level biome and instantly die in one hit. That's how most of my runs ended. As a game balance thing, I think it's okay to throw in some high-level monsters into a level, as long as there's a clear indicator that they're hard/impossible to beat, and you have some opportunity to run away from them. The enemy level indicator that's in the game helps a bit with the former, but yeah it would be nice if they didn't instantly kill the player.

Overall, great job! I especially appreciated the music and art :)

Very very cool. Kinda reminded me of the old flash game Motherlode, and had a similar gameplay loop (between having to come up to the surface to refuel, avoid taking damage from mining, a number of upgrades to each part of the miner, etc). Some small thoughts/tweaks that could further improve the game --


1) I think other commenters suggested implementing an elevator or something like that to the game. I think just reducing the fuel penalty for falling (or make it zero) and then an "auto-fall" feature might be nice.

2) Animations for bombs, rockets, etc. I think I saw some quick animations both, but would be nice to have a better indicator that a bomb was used, etc.

3) Maybe instead of using upper-case letters for the rock/ore types, those could just be filled tiles of a solid color? (like 1-bit graphics) Then the enemies can be upper-case ASCII characters and it might be a bit more readable. 


I'll add more if I think of anything else. I really enjoyed this entry though. It just needs some catchy music and I'd be hooked :)

Hi dard, thanks for the suggestions. Yeah, I think it's a bit frustrating that enemies can shoot in any direction but the player is limited to cardinal directions. I think it's probably more roguelike-y to limit enemies to cardinal directions.

Hi xyncht, thanks for reporting this to us! I was able to replicate some of the behavior that you're describing. The monsters seemed appropriate to the setting, but the items were generic, which suggests that something went wrong. My guess is that our item prompting is a bit too tailored towards traditional roguelike themes.


I tried a few variations on the prompt, and some of them also had the same issue, but not all of them. In particular, the prompt "Flatland: A Romance of Many Dimensions" or "Flatland: A Romance of Many Dimensions by Edwin Abbot" do not have this issue (although the AI definitely doesn't get the literary reference :) We can take a look tomorrow at the server logs and try to figure out what happened.