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astroindie

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A member registered Nov 28, 2020 · View creator page →

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Good game! I got to wave 47, and only really stopped because I couldn't die and I was reaching like 5 fps.

The contract system is fun in theory, but it felt like the best strategy was always to pick the big contract, because as long as you kept picking big contracts, you would have enough power to always survive them, making the risk-reward part of the game fall sort of flat for me. I really liked the design and mechanics of the black cat things, and would love to see more content past wave 10! I also think it would be fun to add more variety to the modifiers, besides standard risk-reward changes (for example, having a modifier-exclusive enemy  could be interesting, or if that would be too difficult a modifier that changes the distribution of the enemy types). I also really like how your fire rate increases as you get close to 0 time, as it leads to more close calls, but my strategy meant that I didn't really get to engage with that system very often.

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Thank you so much for playing my game, and for making a video of it no less!

The disorienting nature of the collapsing platforms seems to be a big issue with the game, because it's hard to tell if you're falling when you are moving with the platform.

About the water-based double jump, it's supposed to happen whenever you press space mid-air while the "emergency double jump activated" text is displayed (the double jump activates whenever you touch water). It seems as though some kind of bug may have occurred there, but it is hard to tell because it seems to work as intended on my end.

I think at some point you mentioned collapsing a region on purpose, and that is actually how you get into the "water caves" in the bottom-left (the enclosed set of regions that you couldn't get into)!

Again, thank you for playing my game! After the jam ends, I may do an update where I add more background elements to make the falling platforms less disorienting, and maybe add a hint that you can collapse regions on purpose. I might also add a way to read the tutorial without restarting the game :P

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Awesome game! It is a disservice to your game that you only have 8 reviews at the time of writing this. This is one of the best games I have seen in the jam so far, and the art direction in is fantastic. The movement in this game is also incredible, though it is a bit of a shame that you are forced to use less of your moveset as you progress, not more.

My only major complaint with the game is that there seems to be a bug that can freeze your entire computer in niche circumstances. The first two times I encountered it, it happened because I looked away from a demon near the beginning immediately after throwing a knife at it. The third time, it occurred when I backtracked to kill imps after reaching the end. Turning off my computer and turning it on again allowed me to unfreeze my computer.

Even with the bug, this is still one of my favorite games in the jam, which is a testament to how fun this game is to play.

I liked the intro scene at the beginning of the game, and found the fact that the level was procedurally generated to be cool, but I think the game needs a lot of polish (polish basically being how cool and "professional" the game looks). I have some constructive criticism on how you could improve the polish of the game:

The intro scene is anti-aliased, which makes it look blurry. I think there's a setting to disable anti-aliasing somewhere in Unity, but I don't use Unity anymore so I can't tell you where.

When you jump into a wall, you don't fall down. I'm not exactly sure why this is the case, but if I were to guess it is because you are changing the player's position directly instead of changing their velocity. This causes the physics engine to freak out a bit, because when you walk into a wall you aren't colliding with it, you are repeatedly teleporting into it.

When you die, you have to re-watch the unskippable intro animation, which makes failure feel pretty punishing. If you restarted at the beginning of the platforming part of the game instead of being brought to the menu, then you wouldn't have to re-watch the intro. You could also make the intro scene skippable instead, but that would be a bit more difficult.

I haven't actually seen how your game is set up, so take all of this advice with a grain of salt. There is also a chance that you knew a lot of this already, in which case I'm sorry for being patronizing.

Also, I just took a look at your other game (MacroVoxel) and it looks really cool! I still haven't figured out how to use perlin noise for procedural generation myself, so the fact that you figured out how to use it in your first game is really impressive.

You definitely got me to feel the emotions that you intended in the chase sequence XD. The game was really fun! I liked how smoothly the red monster moved, the fact that the monster didn't seem to be moving like the rest of the world added to the sense of uncannyness.
Fun fact: You can actually go faster if you move diagonally, because the speeds of you moving sideways and you going forwards are added together. I personally enjoyed that quirk of the movement in the game, because it added more depth to running away, but if you want to disable it in future games you can "normalize" your movement.

The idea for the game described in the how to play section sounds really cool, but it seems like you ran out of time for making the game. I unfortunately wasn't able to get past the part where the hut tells you to press E, because entering it just teleports you to what seems to be the inside of a black platform.

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The game feels very polished, but it was very laggy for me when I tried to play it. It would have been nice if there was an executable version of the game in addition to the browser, because that would probably have ran more smoothly.

Edit: I also would like to say that I really liked the way the game introduces the enemies, and found the sound effects to be very satisfying! I also think the inclusion of an easy mode was a really good idea, though the game still takes a lot longer than the average jam entry to complete, even with the easy mode.

It's really satisfying how fast you go when you activate your powers. I did have a bit of trouble understanding what it meant to complete a loop, though, and I kept feeling like the loop wasn't connecting when it should have (typically the two ends of the loop were parallel with each other, but just slightly off from each other).  I played the game earlier in the jam before you released the video, and the incredibly trustworthy rat encounter was one of my favorite parts of the game, it helped give the game much more of a personality.
P.S.: If you could play my game, that would be fantastic! (I couldn't comment on your video because I don't have a youtube channel :( )

Very fun! After I beat the game I immediately restarted to try to get a better time, because of how satisfying it can be to launch yourself with the orb to go at high speeds.
(P.S: If you could play my submission if you have the time, that would be great! https://itch.io/jam/gmtk-2025/rate/3775393 )

I love it! The music is really good, and the entire game exudes charm at every opportunity. The Deltarune references were also very funny. The upgrades system makes this game really replayable, too. My only complaints are that the player's hitbox is centered at their sprite instead of their feet, and the game isn't long enough! When my build started to get going, and the game ended, it left me wishing that I could play in that run for longer.

Learning how to intuit the solutions to the puzzles was fun! I mostly used the strategy of running the level and then calculating how far I would need to go from there to figure out where to place the loops. I do feel like the enemies were a bit too hard to intuit the paths of, I mostly ended up just randomly adjusting my path until I got around them. The enemies would probably be easier to work around if their movement had more of an exploitable pattern or if the player's sequence of moves was more easy to understand as more than a sequence of directions (e.g. ">>>^v^v^v" is way easier for me to understand than ">^^<v<^><v>").

I like the idea of using a character's moveset to solve a puzzle, and then using that same moveset to complete a combat encounter! I also think the mechanic of jumping a distance based on how far you hold space could be fun, but the fact that the animation is desynced makes it really hard to judge 3-long jumps. I think that it was a missed opportunity that the you always are only allowed to move to one specific space of the board- the combat level to me feels like a level where it would be easier to play with the idea of using your movement system dynamically to avoid obstacles (I am aware that the fire doesn't actually kill you in that level, I am pretending that it does for the sake of the playtest). I think that this game would definitely benefit from some audio and additional animations, it's crazy how much they impact a game, especially in a game jam.
It's cool to see that you've released your first game! Things get way easier after your first few games. I hope that you join next year too! (no pressure though)

I'm sorry about the upload not working - I will try to play this after the jam's over though, this looks like a good game!

This game was exactly what I needed after all of the stress of developing my game. The resource gathering is really satisfying! I love how it feels like you're working together with all of the past versions of yourself.
Also, how did you manage to make a play-in-browser 3D game (with gameplay recording mechanics) not lag at all, even on my struggling little laptop?

You can move on the title screen using WASD/Arrows, and you want to follow the black arrows to start.

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This game is absolutely superb! I would normally give you some constructive criticism, but I can't really think of anything to say, other than that perhaps that having to time / precisely place the circles can sometimes be a bit frustrating? But even that isn't a major flaw with the game. Great work!

This game is really cool! I like how satisfying it can be to chain together jumps to quickly cover an area, and overall the split mechanic is very fun to use. However, the difficulty is very high, and the hitboxes on the goo blobs are too small to hit reliably, making it potentially frustrating to make sure that you collide with a goo blob midair.

This game is absolutely fantastic! It baffles me that you were able to do this in 48 hours. I have a question, though: Why does the gecko's eye not have a shadow?

I think I have found a cheese for the second level featuring the glass glorbs.

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It is not allowed to advertise your game on somebody else's page. It is considered spam, and can get you reported (this could get you banned from posting comments anywhere on itch.io).

My only criticism: Too good. At first, I thought that I would just play this once, then stop, but there's so much hidden depth here, such as ending in the center of the screen to use the fact that you start in the same spot you ended the previous level in. The depth goes great with the simple, addictive mechanics to reach the absolute pinnacle of game design. *chef's kiss*

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Discord seems best to me!

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I could help!

I am thinking of adding horror elements to my game, which could include blood and gore. Is this allowed?

ok!

what do you mean?

It comes with "connection.app" inside the main folder.

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Open the folder "Connection"(with an uppercase C) , then open the file"connection"(with a logo on it and a lowercase C).

Here: pets-and-praises

Here: pets-and-praises

in less than 20 seconds

Ok, thanks!

Does the text need to be 8x8, or do I need a custom font?

Can I do stuff like: deleting the editor settings files, or changing the platform of the game, etc. After the jam?

Here:https://itch.io/jam/wowie-jam-3/rate/939687

Does that mean that I can do stuff like make the build take up less space by deleting the editor files?