Thanks for playing! The dash can definitely be a little buggy, especially cause it's an instant jump and it's not always clear what happened. As for the bullet enemies, I liked the moments of really fast typing were you need to type shield, shoot, and some times even jump all in succession, it feels cool to think ahead and pull off that maneuver, but a lives system might have been a little less punishing. Thanks for playing though, and I'm really glad you enjoyed it! (Also, the C code is actually the net code for the original Doom)
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That was fun! Having to balance energy and motivation was quite interesting, and I enjoyed the challenge. However, I felt that the errors that opened up a window were a little to hard to hit because they're so narrow, which made it harder to shoot them 3 times as you had to line up your shots very carefully, which takes time. Other then that though, I enjoyed your game quite a bit. Nice job!
It's a cool concept, and you did a great job with the visuals, but there are a couple things that kept me from really enjoying your game. The block placing was a cool idea, but it was a little finicky, especially since you could only move it once. Several times this led to me placing down a block too low or too high and having to start over, as well as accidently releasing the mouse and having the block be stuck there. Also, it was unclear where to use the blocks, and i died more then once because i fell down a pit that you need to place a block in, which wasn't immediately clear. Also, the enemies often came out of nowhere at high speeds and cost me a life, and I gave up on the last part where you need to switch your gun to kill the corresponding enemies, because you can't see the enemies until it's too late and there's no time to switch. I did like the ideas you had, and I feel that with a little more refinement, you'd have a pretty solid game.
If you wouldn't mind, I'd appreciate it if you tried out my game and gave me some feedback
Thanks for the feedback, and I'm glad you enjoyed playing. I thought about adding the auto complete, but decided not to because I felt that some of the funnest/most exhilarating moments happened when you made it through a gauntlet by typing the correct commands barely in time. Also, from what I remember of Hacknet, a lot of the commands are obnoxiously long IP addresses and such, so I don't feel its as necessary, but that's just me. As for the case sensitive commands, that was totally my bad, all commands need to be lowercase in order to work.
Thanks again for playing!
Thanks for the feedback! I was thinking about adding a way to execute multiple commands simultaneously (by adding a space or something) but I never got around to it. As for the technical issues, I'll try and find out what's causing them, and fix them once the jam's over, so thanks for pointing those out. Glad you enjoyed it, and thanks for playing!
Thanks, I'm glad you enjoyed it! Visuals are definitely not my strong suit, so hopefully i can find a style that looks nice and also isn't too demanding. As for the jumping, it definitely is a little wonky at first, but once you get used to it, you can make most of the jumps no problem. Thanks for playing!
Its a super neat idea, and quite creepy! It looks super good, you've done a good job with the aesthetics and such. As others have said, I think some ambient noise would have helped, especially to give feedback on where you are. Other then that, it was very well done. Nice job!
I really liked the idea of a platformer where everything jumps when you do. You had some cool challenges where you needed to stop yourself jumping to get under spike blocks, which i thought were super neat. It was quite buggy however, and that did end up costing me a couple of attempts unfortunately. Other then that though, I quite enjoyed it! Very nice job on the execution, as well as all the graphics and music.
Its a cool idea, but I had a couple gripes about the execution. I felt that it was quite hard to accurately control your character, especially in regards to mid-air controls and changing directions. Also, I felt that the levels were a little cramped, and I would often hit my head on something mid jump and fall all the way back down. Other then that though, I had a lot of fun! Your game looks and sounds fantastic. Very nice job!
It's a really cool idea! I enjoyed having to be careful with my shots and setting up kills because of the bullet ricochet. However, the bullets despawning when they hit a box or an enemy kind took away meant that I never had to deal with the ricochet as a hazard, and I mostly used it to kill enemies on treadmills. Also, the limited ammo felt pointless, because each enemy or box dropped some more ammo, so I never really had to think about that.
Overall, its cool idea, but I feel that the main mechanic wasn't really emphasized too much. Nice job on the aesthetic though! I enjoyed all the candy themed items!
That was a super cool concept! It took me a second to understand what was going on, but once it clicked, oh man...
You had a lot of interesting challenges, and I found the fact that you could move diagonally, super cool. Sometimes it was kind of hard to imagine what keys I needed to press to go anywhere, and I died a bunch because I couldn't link it to where my character "was" on the number pad.
It's a super cool and well executed concept, nice job!
I would have liked to have had a way to close out, cause having to hunt it in task manager wasn't too fun.
SO SICK! The game felt really good to play. I had a blast slinging asteroids around, blasting back huge masses of bullets, and blowing up ships with missiles. The core game play was super solid, and I loved all the extra bits like screen shake and particles that made it feel even better. I think it's a little to easy, as your gravity well is quite large, and there's no reason not to have it on constantly. Other then that though, I really enjoyed it! Very nice job!
It's an interesting concept, but I think it needs just a little more work. I found getting Emily to do what I wanted was a little finicky, and I couldn't tell how close I needed to be to get her moving. Because of that, I found that precise platforming wasn't really the best fit, as I would often get a little to close to her and she'd just walk off the edge.
Its a really concept, and I dug the aesthetic, especially all the little icon! I did have some problems with mouse control, however. I found it a little frustrating, especially when you needed to perform precise jumps, like in level five. Also, the screen wrap doesn't work when there's an enemy on the opposite side, as your character ends up running into the enemy because your cursor is still on the other side.
Other than that though, it was pretty fun. Nice job!
I'm not really a huge fan of turn based tactics games, so there wasn't much here for me unfortunately. It was interesting, having to focus on maneuvering and keeping your party alive, and I did like the teleport and rescue spells, and I think I'd be all over that if I were more familiar with the genre. Nice job though!
That was super cool! I loved your take on the stealth genre, and the theme was super flavorful. I understood the light/shadow mechanic and the dummy mechanic, but not the talk mechanic (I think it causes all the humans to look at you?). Also, one of the scaffolding platforms was bugged. If I jumped while under it, I caught in midair and was then able to spam jump to get on top of the level. Other then that though, I had a lot of fun! I really enjoyed all the different puzzles that had to do with manipulating the enemies, especially once the buttons were introduced. Also, the game just looked really great, the sprites looked good, and the whole thing was super polished. Nice job!
I had some issues with the core game play. It's really hard to get enemies to kill each other, because there's no way of telling when they're going to fire, so you just kind of need to stand between two enemies and hope to get lucky. Also, the enemies fired extremely small and fast projectile, which again, made it hard to get the enemies to kill each other. Also, the parry timing is super precise and really hard to pull off because of the previous two issues, and I was disappointing to find that parried bullets didn't harm enemies. Also, the exit is open from the start, so you have no incentive to kill anyone and I ended up running through each level. Its a cool concept, but those issues really killed the experience for me, which sucked, cause I wanted to like your game. Overall, its a neat idea, and I really liked the Godfather-esque theme, and the cut scenes.
That was pretty cool! I really liked having a checklist of different actions that you needed to perform in order to get to your waffles. However, I did find the "platforming" to be a little inconsistent, and I would often get stuck on things that I couldn't see with the grappling hook, or hit some small corner of a hit box with the rocket jump. Also, I found it hard to distinguish between background and foreground.
Other then that though, I think you did a really nice job, especially with the aesthetics and art!
That was a super cool idea! I really liked the direction that you took [PLATFORMER] but no [CONTROL], I think the whole positive/negative reinforcement was a super unique concept.
However, I did have a couple gripes. First, having your parrot turn around randomly and then go back 2-3 screens felt bad, and the increased game speed didn't help to much with that. Also, often times when I would try and heavily influence an action (aka spam up or down), the action would switch, and I would end up punishing an action that I wanted to reinforce or vice versa. It was also a little unclear when my parrot would start to "see" something, which made it hard to plan ahead.
Other then that though, It was super cool, and a lot of fun. Nice job!
It's a cool concept, but I feel that their wasn't very much to do with it. All the shooting yourself mechanic did was essentially make it so you're immune while shooting, and I feel that you didn't do anything that would make that mechanic more interesting.
Its an extremely simple mechanic, and yet you do so much with it! It felt very fully realized with lots of different ideas that you showcased well throughout your levels. Also, unlike VVVVVV, I enjoyed the emphasis on momentum, and you came up with tons of cool ideas that explored it. Not much else to say, other then very nice job!
That was so sick! The immediately fell in love with the concept and premise. It's a super cool idea, and think the mechanic you chose fit really well. it was fun trying to maximize your loot to weight ratio in order to make it out.
I would have liked to see some more exploration of the weight mechanic, I liked the two different enemies that presented two different challenges (running from bats, and dodging fireballs), but I think adding some more elements would have made for some more interesting levels (maybe some timing based spike traps?). Also, I felt I never was in any danger of dying, and often I was just able to take a hit and keep going through the immunity frames (maybe only 3 hits instead of 6?)
Over all though, I really enjoyed it. It was quite fun, not to mention the insane amount of polish that was put into the sprites and the menus, and the interface. Well done!
That was super interesting! It's a very unique take on the city builder, and I think you pulled it off quite well. It's an interesting puzzle trying to figure out the best place to put your generators and constructors in order to max out your population as quickly as possible. I would have liked a pause functionality, so you have time to read what things do and plan out your moves, as well as an in game tutorial. Other then that though, is was a lot of fun! Nice job!
That was really cool! I think you pulled of the zero-g mechanic really well! It was fun trying to figure out a way to bounce around to get to the platform you needed to get to, especially since you could use your momentum to jump off at angle. However, I didn't like the fact that your controls were reversed if you were on the ceiling, but luckily it didn't cause any unintentional deaths. Also , the laser sound kind of clashed with the music. But other then that, I really enjoyed it! I dug the cutesy aesthetic and music. Nice job!
That was cool! It felt quite polished in terms of the visuals and feel, but there are a couple issues I had with it. Overall, i feel you did a good job teaching mechanics through game play, but when it gets to the more complex ones (whatever it is that the blue guy does), It doesn't come as intuitively. Also, as I'm sure you have heard before, I found the belch timer a little annoying to have to wait for.
Other then that though, it was a fun game. Nice job!
That's a cool concept, and the music is so epic! I would have liked to see some more ideas implemented, as all the levels played pretty much exactly the same. Also, some of the levels were quite easy because when it started there was a fully complete path the you could run your mouse across. Still, its a cool idea with a unique theme. Nice job!
Its a super cool and flavorful idea! Makes you feel just like an anime character. Once I understood what was going on a little more, I ended up just button mashing to break the combos, which made the game quite trivial. I'd recommend instituting some kind of cool down between button presses to prevent that. Also, a walk animation would have been nice, seeing your character just float around feels a little weird, but alas, 48 hours. Overall though, I thought is was a very original concept that you executed quite well on.
It's an interesting take on the rougelike genre! The graphics looked good, and the monster looked creepy as all hell. However, I found it a little unclear as to what to do at first, and had no clue as to what my ultimate goal was. Also, a couple times I went into a room with no objects to search, meaning I couldn't advance.
It's an interesting mechanic, but there were a couple of things that kept me from really getting into it. The motion blur was excessive. it looks really good when you're standing still, but when you're moving it looks bad. Also, i found the combat to be a little repetitive. You're just running around spamming "u", especially since you can't do anything to affect where the things spawn.
its a fun idea, having to mask the sounds of your ball and chain behind the squid, but I found it a little tedious to have to wait a couple seconds to step once, and especially since the guard is super sensitive, resetting just means more waiting.
Its a cool idea! The concept of a tower defense game where your "towers" are defeated enemies is super unique.
However, its hard to tell which units are yours, and I ended up spamming left click a bunch and seeing what died. Also, its not clear which cool downs are for which abilities. Some better icons might have helped.
Other then that, it was fun! Nice job.
That was a super cool concept for an endless runner! Music was a jam, and it looked great.
The scoring was a little confusing, and it took me a little bit to to figure you need to go clockwise. Also, i sometimes screwed up on which direction to press, as when you're upside down, you press right to go left, and vice versa.
Other then that, it was a lot of fun! Nice job!
It's good idea on paper, but its stupid hard. The enemies shoot extremely quickly, and they lock onto your new position instantly, so letting go of the slow time button is a death sentence, and playing the game in slow mo isn't very fun.
That's a neat idea! I think it definitely could have used more polish, it's not exactly the prettiest game to see or hear. Also, I felt that there wasn't anything to do while you were on the ceiling. There isn't anything there other then the holes, but then again they functionally do the same thing as an obstacle, force you to switch. I liked the coins as well, they kind of added something to keep track of on the middle, and not just the top and bottom. Its a pretty cool idea that could easily be expanded upon.