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A member registered Sep 23, 2024 · View creator page →

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The idea of merging everything into one number, and how it can reward the player for risking time to recoup ammo/money or vice versa, could present some level design opportunities if you keep developing this.

I love how polished the movement is, and how that the checkpoints simply set the time remaining, instead of adding to it. It makes for some very interesting level design implications.

Very satisfying when waiting for the pickaxe to charge pays off, especially when narrowly escaping death. To make the game fairer, it probably shouldn't be possible for the same column to be selected three times in a row.

I think there could be some cool mechanics relating directly to the actual time signature of the songs and the subdivisions of beats (maybe reward the player for hitting arcs on the downbeat or something), and being able to return to the menu mid-song would be nice. Also the ui is insane!

I love the mini password game while signing up - only adds to the stress! I would suggest adding a way to write down codes and phone numbers on some sort of note pad.

The chord progression in the slap bass section of the first one reminds me of the Inception main theme! (i v VII IV)

The texture and mixing is well executed, despite the huge number of sound layers I don't think it ever feels chaotic. I also really like the key change towards the end!

A beautiful chord progression, and a rare case of 'percussion section actually gets to do something' in an orchestra. I think the drums could be made louder, but otherwise good work!

I love the synth solos and all the sfx/ear candy!

Great art and overall polish, I especially appreciate the balance between automation and manually picking up coins or killing enemies. 

Really interesting concept! It would be cool to be able to put goblins aside for a later round to prevent having to sell them off to save space. Also I found that the card's tooltips would not always show, at least on firefox

If you're trying to prevent sprites from snapping to pixels, setting stretch mode to canvas_items in project settings (display -> window -> stretch) will solve that

Great gameplay and polish, but might need some rebalancing as the rangers are probably a bit cheap for how powerful they are. This game deserves more attention!

I would suggest highlighting simon so you don't have to guess who you're controlling, but otherwise good puzzle game.

Nice game, but could use some polish, such as jump buffering, and more visual differentiation between the switching and non-switching spikes. I would also zoom out the camera to show more of the level and prevent obstacles from suddenly appearing in front of the player. 

So far the only game engaging enough for me to fully complete! Just one small issue - sometimes there would be no bugs on the screen after clicking 'quick restart' (at least on the web build). 

Really impressive for using scratch! Out of curiosity, how many scratch extensions did this take (including things like turbowarp)?

Generally they do, but some sort of price floor/threshold would prevent a $20 upgrade showing up later in the game than it should - otherwise great game tho

Excellent visual effects and gameplay, although I think the upgrades should scale with the amount of gold earned as they can be too cheap or expensive

Nice simple concept. Is each pixel a separate object? I wonder how busy your scene tree would be with so many nodes.

That level is kind of dumb lol, it probably needs an easier version before it to teach the player the mechanic. Glad you enjoyed it!

the pan flute in 'procastinated' and deep bass and percussion near the end in 'is this even bg music' are just perfect.

i like the interesting tonality and synth in the second half! 

i can tell a lot of attention went towards the percussion and vocals (especially with the portamento at the end)!

such musical cookery would surely deserve a better thumbnail 😭

the distressing nature of this song is a perfect reflection of what it's like to walk around milton keynes

good builup of tension with tubular bells and bass drum. i think handpans would make it sound even better! (i find that they're really good for rain-themed pieces)

nice work! good call and response between the viraphone and guitar in the second half.

very nice motif in the first one carried over to the guitar in the third! also good use of the vibraslap

quite my tempo

awesome felt piano and accelerando/ritardando in hang glider and piano motifs in the other two! 

excellent use of what sounds like a blues/minor pentatonic scale in the second one. absolute symphony.

I will definitely make a mobile version in the future, thanks for the feedback!

I had the exact opposite problem while debugging inside of godot where the integer "WORDS" amount would be one less than the gamemode would suggest - it's probably got something to do with the score update loop. It seems the +1 offset may not be necessary in exported builds, I'll look into it after the jam.

There's definitely a way to limit words to be a certain length in godot, or I could curate the list of words - there's only 1000 words, and I've already corrected some of the spellings to be closer to AU/UK English, it wouldn't take too long to scroll through it and remove the shorter words. I'm not sure if the trackpad on controllers is read as a mouse input, if it is then it should work with this game without any changes. Thanks for the feedback, I'll find some time to look at your entry too :)

this concept has a lot of potential for interesting level designs. would love to see you continue working on this!

i wish i had more time to play this! the artwork, gameplay and narrative premise is solid - i hope you keep working on this.

one of the more creative takes on asteroids - i like how the 'penetration' bullets bounce of the asteroid before hitting another. this could use some music and it would be cool (or maybe hellish idk) if you could die from your own bullets. it would also be good to see when the cooldown is over. nice game!

great concept, reminds me a lot of sam hogan's cell machine and could definitely be expanded into a proper game in the future. great work! (the gifs really helped with understanding the mechanics, thanks for adding those)

shame about the audio, but i really like the artwork. i'm know there's a proper way to play this, but seeing the income not immediately drop while selling nothing but pudding was pretty funny. if you continue working on this, it would be great if you could buy more plates.