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AtlasGrey

114
Posts
13
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10
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A member registered Jun 30, 2019

Recent community posts

I love that little Mac animation at the end! Wasn’t sure how I felt about the character since his gameplay sprite looks a little sans-ish at a glance, but I’m starting to see him as his own character through the other bits of art and gameplay elements. More and more I’m seeing the unique theme and concepts shining through here!

I like the gimmick concept of the quiz but I wonder how it feels in execution. Personally I’m not much of a quiz guy, but that aside I find the problem with quizzes is once you know the answers it takes away from the fun, since recalling an answer is less engaging then actively remembering it. Of course, I could be wrong and many players might like the reward of getting a guaranteed bonus for knowing the answers off by heart, but that’s just me.

I know it’d be a lot (a lot) of extra work but perhaps you could consider adding an active element to the quiz to keep it spicy. Each bonus could have its own memory game or problem solving element attached. For example, one bonus might show 4 ghosts on screen at once with different names, hide them, then the quiz question might be “who was wearing the yellow jacket”, or another might have a line of cast members each do a jump/series of jumps and then ask questions like “who jumped first”, “who jumped highest” or “who jumped twice”.

Like I said, I know it’s a lot of work but it would keep the quiz segments actively engaging, and take away some pressure off remembering everything about the world and instead focus the quiz on the moment. That way it doesn’t matter if the player is on their 10th run or grinding their 500th battle, the quiz will still be engaging like a warioware or Mario party mini game.

What a charming game! So much to love here. I especially like how you captured the different types of bug's character so simply and effectively in both visuals and mechanics. Great experience!

Wow cool truck and environment design! The islands in the sky are definitely dream-like. I could definitely see a full title built on this concept and visual style, it's lovely.

Plays nicely! Surprised to see a full upgrade progression system and leaderboard. I liked the regen ability haha, it was a game changer that kept me going longer than I otherwise could have... but my dude kept throwing the corn the wrong way haha. I had fun with this, thanks for the game

Hey! Neat game! Cute art and a decent amount of puzzles for the jam timeframe! It was a satisfying twist to turn each level from dark to cozy. I particularly liked the bed/box physics, it felt good. Some of the boxes were invisible on level 2 & 3 though, but they could be completed based off the sound and animation. The pesky ghost at the end almost tricked me into restarting haha

Woah you got a lot done for the jam, pretty impressive! The art and music work well together to create a calming atmosphere.  Nicely done and well on point with the theme!

Wow, you got a lot of mechanics in there! I'm pretty bad at these sorts of games but I pushed through to the end just for the story. The opening line of dialogue really set the tone haha. I died in every way imaginable too, even finding out the portals worked both ways just to spit me out into a new death. Great stuff!

Hedgehogs definitely live a cozy life! Collecting leaves and sticks (and other animal things) to build an underground dwelling before the season changes is a wonderful idea. The cute artwork with their little backpacks really made it work. Nicely done!

Damn, that hit harder than expected. I can totally relate to the memories of the past bringing me to the same places time and time again. Nicely done. 

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Nice game! Took me a little while to figure out the controls and how things work, perhaps you could add those details on the game page to help others try it out. I was especially confused about getting the honey because I didn't want to accidentally place things/pick up the apiaries. Eventually I got the hang of it though and cleared out a nice little section of forest for myself :)

Neat! Cute interactions between the robot and inhabitants. I liked the robot design, I instantly got the feel they had been reactivated after a long time with the moss growing on them. That the robot stores inventory items inside of itself was a really nice touch. I wasn't sure how I felt about the perspective at first, but it grew on me. Birdbears looked pretty cool as well!

Wow very calming vibe. The environment had a lot of character and was much bigger than I expected! I like how the potions progressively encouraged searching different areas of the forest. If you added actual potions like you said, I could totally see that adding a lot to the game by opening up different areas for exploration through potion use. What a great submission!

Maximum mud levels achieved! Loved the panels and character design. Had a kid's book coziness about the whole thing. It put a smile on my face!

Wow nice gameplay loop. Seemed a bit unusual to read the attack button was the down key, so I was pleasantly surprised at how simple yet enjoyable that turned out to be. You took the cozy autumn theme and literally made it about fall(-ing)... genius!

Awesome! It plays really well, it was fun and I enjoyed picking the right upgrades to balance out my character. Started out with a focus on damage and speed and then needed to keep upgrading the leaves to keep up with my rate of fire haha. I got to 95000+ before I goofed up.

Great use of the palette! The sprites were adorable and the game worked really well. I liked the final round hype music tempo increase! Made me sell all my apple towers and switch them to acorns haha

Absolutely loved it. The art, humor, world design, everything! It was pretty much perfect. Can't get over how much the sprites capture that era in gaming. This would have been a childhood hit in a different time!

Cozy little farming sim! Cute visuals and music set a nice tone, the color palette was rather pleasant. I managed to complete the farm and find where the moo's from the screenshots were hiding haha. Took some time but I got there. All done in a hard day's work for a simple farming cat.

I like your pixel art style and tried the game but unfortunately it crashes on the godot logo screen for me :(

Very impressed. I like that the feeling of coziness came from a relationship more than from an environment. The dialogue and it's options were really good, it felt like a natural conversation. The little twist was unexpected and added a lot of flavor to the story. Cool stuff!

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Nailed it! Everything came together so well. The art and music made it more than just cozy, but I felt a pang of nostalgia for the dos adventure games I played as a kid - it had that sort of classic vibe to it. Probably the most overall polished/cohesive experience I've had so far.

Great art, character design, dialogue, music/sound, /everything! The vibes here were super cozy and the leaf vacumming was so satisfying. It's like an animal crossing infused reverse vampire survivors. Very well done!

What a lovely idea! I think the theme was handled really well, this was so very cozy. The adherence to the optional one room rule definitely added to the cozy factor... seems so nice to have a quaint little coffee shop on such a busy  street! I felt the cooking minigame was a little difficult for me to master, but overall I liked all the systems in play here. Bonus points for the mini schnauzer latte art!

Somehow you managed to make an intense bee chase into a cozy autumn feeling game! The music and atmosphere really bring the forest setting to life, and the buzzing bee swarm kept me desperately hoping for more boost bolts. The generation of the environment seemed really well done... all the jumps felt well timed and placed.

Nice! I love the concept of protecting an inn from night-time spooks! Chill music & I'm a fan of the isometric art. I was surprised to see an upgrade/repair system and so many levels. The dialogue breaks with the bald bird were entertaining and built up the world lore quite well! Overall a good entry that has great potential for expansion!

Yo! Awesome mechanic! It definitely adds charm and variety to a play through, and could have interesting gameplay effects. Imagine shouting at a guy on a cliff’s edge initiates a convo, but sneak up on him and shout and he could fall off the edge, die, and then you fight his ghost 👻 

I really like this mechanic!

No worries! Noticed you are in SA too so you’ve got my support haha.

Yeah any unique systems that feel rewarding & add a little excitement to the mix can help make a good game a great one!

I think you should listen to your gut on this and make each level up somewhat rewarding. Generally people like high numbers and feel they are a reward in themselves, when in reality they often serve as padding and lazy game design. Still, if you are going to condense the standard experience I think you really need to condense the rewards too. Give players a healthy payoff with every milestone hit, even if only every third one is related to a combat boost. Like for example, maybe each character has a unique overworld or dialogue-related ability that opens new avenues outside of combat. Eg, “John feels stronger!” on every other level up, allowing John to move increasingly heavier objects in the overworld which open previously unavailable shortcuts or areas. That way you can balance your combat the way you’ve planned it but also give the player something new with each star.

very cool concept! I feel like it adds a level of fun to the standard formula. It’d be cool if the offscreen ghosts/defeated ghosts could jump from object to object, with the spirit sometimes passing by the player’s screen as they transfer between objects. Then you could go ghost hunting! Also might be worth considering the implications if multiple ghosts end up on the same screen… for example it could spawn unique battle instances with more powerful ghosts.

When I think of great takes on the generic battle system Pokémon has to be up there. Not only do the game’s mechanics have you actively searching for random encounters in grass (whereas typically players groan and try to avoid such things) but they also have the trainers who’s facing direction is the trigger, allowing the player to potentially navigate around encounters they don’t particularly want. That kind of game design is genius because it makes busywork feel rewarding and under the player’s control.