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Archmalgam

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A member registered 39 days ago · View creator page →

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Very funny had fun!

I really like this game and it's one of the few that have stuck with me until the end of the jam! 

Especially, the music and the vibes! Did you make the music yourself or did you source it from somewhere? Would love to hear more of it!

Thank you!

Yeah unfortunately I ran out of time to introduce a proper tutorial ToT

And sound effects were - admittedly - because I was too much of an amatuer and ran out of time to actually properly implement it (I mean, it's space. Sound can't travel in space, so it checks out XD)

I... eh... ahh... erm... hmm...

What the hecc...?

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Thank you! Glad you enjoyed it :D

Was actually a bit worried as there were only 2 enemies and I thought they weren't enough XD

Thank you! Glad you enjoyed it.

Your game's a nice cozy break :D

Thanks for trying it out!

Well, the game does have a climb! I actually tweaked the enemy spawns and their healthpoints across a 4 minute long, 4 phased game. If it's not too much trouble, and if you have the time, I would love to hear more elaboration on this! Feedback would be greatly appreciated. :D

Thank you! I'm glad you found it so!

Hoping to polish it in the future!

Thank you for trying out my game! Yours was a dopamine blast too.

Those... are fascinating suggestions! I will definitely look into them. 

Thanks! I initially was gonna make it 3 guys to start, but thank God for playtesting XD

What a cute little, wholesome story!!

At first, I thought this was going to be a puzzle game.

But then you introduced jumppads and quickly turned it into a hand-to-eye coordination-based game. And admittedly I don't think I've seen a concept like that enough in today's games.

Great take, had fun! But it's criminal that it's so short. I was amped to play more levels D:

Very simple, very nice.

Dash is GOATED.

This game has so much meme potential. It has so many small details I love. The main menu. The tutorial text. The combat segment's silliness (The cow flips LMAO). The unserious music. 

A bit too slow for me, but this is insane polish for 14 days. With more content you can probably put this up on Steam as a mini cozy game or time waster. (Is calling a game a time waster insulting? I hope not, I didn't mean it like that.)

I want to enjoy the game. I did enjoy the game. But for some reason, when I get to level 3 ("Right click on red characters"), I run into an issue where - even though I have right clicked the characters - I take damage regardless and lose the game. D:

Not bad at all!!! Really simple.

Only hiccup was that I thought the clones mimic your movement no matter where you were. Got a tad confused at first when they didn't move after I ran them into a wall XD

Also highlight Simon!

(P.S. if you look closely enough, Simon wearing the crown looks like an old geezer with a mustache.)

That last level was pure unfair rage. How the hell did they even get to such an advantage given how terribly they were playing the strategems

Great stuff! Maybe instead of 30, 25 would have been a fairer number...

Also, the AI is too aggressive for its own good. I found that they exhausted their resources too quickly and lose easier.

Great enjoyable game though!

This.

Cute. Simple concept. Got mildly confused on lvl 4 when i can't go through the right door, but that was because I needed 3 lads first

 Tad buggy... when I ran out of moves, I can't open menu or restart...

Reminds me of Baba Is You... even though they are very different. Since you enjoyed puzzle games, figured you would like this too!

Simple yet enjoyable. Great stuff XD

Congrats on submission!!

I'm... so sorry... I really tried to make sense of it, but... I just can't. It feels like a mess to me. A lot of aspects, such as pathfinding and walk speed, are just not it for me...

Even I got stumped on the first level... I wasn't sure what I was supposed to do. I drop him on the right, nothing happens. I drop him on the left, and the box drops on him and I have one less guy. I tried thinking, "shake him out?" but to no avail...

A brilliant concept done injustice by time and experience constraints. There were a number of bugs such as ghosts not following perfect pathing, and cues not communicated well enough (Soldier aiming, crate only being able to be picked up once)

Still, this is a great concept! I felt a particular sense of satisfaction looking at my guys play out (and seeing how humorously, painfully slowly it took me to navigate to certain key points in reverse XD)

Music was well done! Keep at it! I'm certain  you can make this a full polished release if you wanted!

Stardew Valley? Stardew Valley.

Immensely polished. Fun cozy game. Can go on Steam as a short free title :D

Unfortunately I haven't played the full thing but first impression was not bad!

One of the cutest games  I've seen on the jam!

This is fascinatingly simple! And the iterative tutorial is good stuff for game design!

The only complaint I have is that there is no reset button...

Great game overall!

Tutorial was great! Controls for movement felt well thought out.

Shooting was a tad clunky, though...

The music's a vibe and a bop. Lovely tune. And the game is supremely creative. I don't think I have seen anything like it!

However, as someone has said... it's quite hard to control where anything goes ToT With a little polish and some methods of agency (i.e. making the item curve left / right through input), this game can become a lot more interesting :D

I'M TRIPPING BALLLLSSSS

I CAN'T SEE NO MORE D:

But it's plenty fun.

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Oh and CAN Y'ALL STOP TAKING SCOPE CREEP OUT BACK AND SHOOTING THEM DEAD LIKE

Aa... There's  a... lot to unpack... I have mixed feelings... Wow, this game is so developed that a player can have mixed feelings... Ha... ha....

For starters, great game. Combat is innovative; a take on rock - paper - scissors in a way (Weak to bow, strong to charger, you get the idea...). Hella immersive too. Space to parry and there's a crap load of enemies. You have to time it right or get  hit.

In all honesty, I'm trying really hard to think of a game that has a combat system like this but (maybe it's because I haven't played enough games) I can't think of any. The closest this has reminded me of is Patapon, but I haven't played it and it's probably because it looks more artistically similar rather than combat like...

One of my gripes... I feel like bosses are a bit of a mess. And the freeze mechanic as well.

Bosses can have three rapid fire attacks, most of the time. But... that's not really choreographed well. I found that it was actually a bit stressful for me at times as it stopped being "Press space when you see exclamation", moreso "Will I have to press space 3 times because of (what is seemingly) RNG?" Couple this with how some bosses have underlings and it can quickly get out of hand.

(Granted, it could be deliberate that it's not choreographed at all and it's meant to keep you on your toes, but... )

Then freeze throws off timings so well. Initially, I thought  it was a benefit to the team (more dps, less time for enemies to attack.) But I'm starting to secretly suspect it's actually a debuff. The sadder part is that there's no indication to show that freeze is about to wear off, so half the time I'm anxiously waiting for the exclamation mark to blink before I can parry.

Admittedly, I've come to rage because I've thought the game was somewhat unfair at times.

Don't get these critiques wrong though! It's still a very solid effort. Theme is a hit. Presentation and story was executed well, as well as the lore. This can actually be a release on Steam and nobody would know.

Thanks for the game! Have a good day.

Wow! Suggestions galore! I'm gonna love this :D

Initially I was planning to make it a scenario where the moment a threat was introduced, a button would pop up allowing you to pause the game and it'll open up an infographic about what the enemy's all about. Unfortunately I ran out of time so I had no choice but to resort to what I did ToT

I had more enemies planned as well, like movable rubble that had a concealed laser that would mess up both the critters and the enemies alike. But I quickly realized that scope creep was about to breathe down my neck and had to make do with what I had done. Mistakes were made and learned from I guess ahaha

I was already struggling to finish the game as it is and the music was also on the day before the deadline itself XD

I planned to have phased music where it becomes more ominous as it goes along but quickly realized I probably can't finish it. I didn't have a solid DAW and Maestro was... a pain to work with, so there's that.

As for sounds and UI... well, since it's my first jam, I thought "We  can polish those skills later, for next jams or projects probably." And so it was. The fact that I even got the game out and that people found it fun was a one-in-a-hundred miracle in itself. 

I'm glad that I was able to learn many lessons in this jam, like managing scope better and cleaner code infrastructure. 

Thanks for your feedback! I greatly appreciate it. Would probably look into finding a solid DAW!

Thanks! The story was in my head for quite awhile but unfortunately I wasn't able to do it justice during the jam's time frame D: (for better anyway... it probably wasn't that fleshed out yet ahaa

Thanks for trying it out

I was actually quite afraid someone was going to find that out eventually XD

Early on I used UI buttons as a means of making the guys clickable, before finding out probably one or two days before the deadline that it was probably a disaster waiting to happen. By that point fixing such an integral part of the game was risky so I left it in XD

Thanks for the kind words :D

And to think I was going to make 3 the default XD (thank God for solo playtesting)

Thanks!

Thanks for the kind words :D

I'm assuming you mean the yellow guy? Yeah... the only tell I had for that one was a barely noticeable spark. Perhaps I can add an exclamation mark in the future!

I can't really blame you T-T

The tutorial was very rushed... I didn't even have a day left for that XD

I can consider adding a visual indicator in the future as I familiarize myself with the engine more!! Thank you for the suggestion :D

Thanks for the kind words! Hope the textwall wasn't too much...

Thanks, glad that you enjoyed it! That's the idea. They are stranded in space and are sitting ducks without an external intervention: You!

Right, adding this to the games where scope creep was taken out back and shot...

3D models are class. Combat feels class. Gameplay concept is class. Music and ambience is class. Even worldbuilding feels class.

One bug I found was that when i tried to add than 1 ingredient required to make a new Fillion, then it will not make the Fillion. In fact, it doesn't clear the queue after that... I can add the exact ingredients for a new Fillion and it will still not make a new Fillion.

I can also build a tower on top of another tower, but I think that's funnier than it is gamebreaking,

Wow... Just, wow...

O v O /// O _ O /// O o O /// IS THAT THE BITE OF '87???

I admit, when I first started I thought this was too easy. But then as the players started racking up, it actually got a bit more chaotic. The only problem was that it ramps up in difficulty to slowly T-T

P.S. I didn't think I would find someone who had almost the same idea as me here!!! What a surprise.