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bleu_green

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A member registered Jun 17, 2024 · View creator page →

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The art is really nice, very nostalgic of old mobile games and children's artbooks. The music and sfx really fit the overall vibe. The looping mechanic is interesting, however a bit too punishing - even if I understand the solution it takes just one mistake to have to reset from the beginning. The controls and animations are really smooth, but the jump is a bit too much, and it could really use some QOL like coyote jumps and ledge grabs.

Thank you so much!

Thanks for the feedback! 

Great taste! I'd love to play the finished version.

So beautiful, and love the concept of being a translator - reminds me of 'Story of Your Life'. The puzzles itself are a bit too obvious and doesn't give me the feeling of trying to decode anything, but rather just finding and clicking the correct option (I assume it's a bug that all the correct translations appear at top-left). Still this is really inspiring for a jam game.

Solid mechanic and overall vibe is nice. Love the parallax stars background (but how can there be parallax if the universe is flat?) Controls felt a bit floaty, and going back to enable upgrades is pretty annoying.

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really creative idea, and gameplay is responsive and juicy. It's quite difficult to find spots where I could shoot to hit enemies from behind, and the bullets are a bit small. It's also hard to predict where the bullets come back from, especially with the low rate of fire (maybe a looping line of sight could help?)

really creative mechanic, loved it! I like how the node placement incentives certain strategies, but you have to update and try different combinations depending on the situation. My only complaint would be a lack of visual feedback of the 'event horizon' - most of the time I'm too overwhelmed by the other things and feel like I died randomly. The shields also felt a bit finicky, and asteroids seemed to pass through sometimes. Small upgrades like increasing number of allowed nodes, or maybe maintaining two loops at once could probably make this even more fun.

Very fun mechanic, and mixing up the arrangement midway really ramps up the difficulty (in a good way). It'd be nice if there was something more  to incentivize replayability (powerup system etc), and maybe there could be simple damage number indicator to give the big number satisfaction on maintaining a streak for longer.

really nice mechanic, and very satisfying to break asteroids and chain combos. It feels a bit punishing to cancel the combo on hitting a wrong colour asteroid though . The speeding up and the strategizing loop placement mechanics work a bit against each other - but you can get the hang of it decently quickly.

so cool, so much stuff for a jam game! All the gnome humor is peak, and the character designs truly capture the gnome spirit. It'd be nice if there were in-game tutorials to explain some of the mechanics, but they're somewhat intuitive and I got the hang of things after 1 loop. For accessibility you might want to really scale up most of the UI, it's too small here. I didn't understand the 'dig' minigame, clicking didn't do anything and I didn't get any noticeable change on screen (I assume I got some gold, but it wasn't very obvious).

really great concept, and the amount of content and development on the core idea for a jam game is really impressive. The core gameplay loop is fun, and the combo system adds a nice layer of strategy. I don't think the hp system is a great idea (especially since you restart at the beginning if you die) - and stopping the  flow of battle after every loop doesn't make sense, especially if there's no need to change the track. I also felt that the fight sequence beats didn't actually match the backing track. In terms of UI, especially in a rhythm game - it's hard to see anything other than the beat indicator, so any effects / combos popups that happen in the screen are kinda invisible  - maybe they could happen near the bar where the beat has to be clicked?

It definitely felt a bit overwhelming at the start, and other than the rotation and swap effects (which have really intuitive visual indicators) the others I had to figure out by trial and error.

Ah, you have to place them on the track itself, got it.

Thank you!

Thank you! The effect itself is a simple fullscreen shader on a color rect (I modified a shader I found on the godot shaders site, you can find a lot here: https://godotshaders.com/shader-tag/transition) - I attached a script to it to tween its shader parameters (how much of the screen is covered, and from which direction to transition). This color rect scene is spawned in by the SceneManager (autoload) whenever I reload or go to a new scene - so its independent of the levels itself.

The art and sound is perfect! REALLY interesting mechanic, felt somewhat rng but never really unfair. It's kinda hard to think too far ahead with wolf and tile placement, but its manageable  once you loop back. The  tile effects are a bit unintuitive for the later tiles (was there an option for seeing what they do?), but once you use them once or twice it starts to make sense.

cute game, and the concept of straight up throwing cows into the barn could be fun, as well as shooting them at bandits - but its quite hard to control in this case. I couldn't figure it out but is there a way to loop multiple cows, and eventually even bandits with your lasso? that could add to the chaoticness.

I'm clearly not good at this type of game lol - but i still feel the clouds disappearing after each run through is a bit unforgiving. It might be better to have a mechanic like neon white (keep trying until you use the minimal time / cloud steps, etc) rather than having to reset the progress if I messed up and got softlocked.

Great art and cute characters! The color pallete, character designs are really nice and nostalgic. The lasso mechanic is a bit janky though - I think it's just a matter of too many variables (the screen size restricts the lasso, both the lasso and the lassie take contact damage, and moving character and lasso anchor at once also causes some issues).

We had a similar idea to this, and it's coo to see it implemented here. As others have said the controls are a bit too janky (completely loosing control when launching and clicking on a small anchor gets pretty annoying - plus if you miss you get stuck in that direction with no way to regain momentum). I've seen a different approach  in a top down game where you simply loop around wherever you click - which could also work here. The art and sfx are great and fit the vibe. 

just from the music and design alone i feel this has so much potential, and the gradual explanation of rules is really nice. But unfortunately I couldn't get past the first level where you have to interact (it's most probably some bug, but i couldn't place the switch or activate it in any way). Really looking forward to a fixed build.

yes that's very true - our idea was to present the level as a static loop that you have to disrupt, but we kinda made the levels last minute lol. Thanks for playing!

yooo super creative concept for a puzzler - and a nice twist to the regular deck bulider mechanic. I like the improving score aspect by playing through with better cards - but (this is probably because i'm dumb) I never managed to get to the crazy high numbers, or was required to. I did manage to integer overflow my enemy's health though so that's fun. I think at least the 2nd last level, and maybe one more can just be solved by pressing play, which is a bit unfortunate. In terms of UX i think releasing click to place card would be more intuitive.

very relatable, and a fun use of the theme.  lots of bugs as well lol (is this irony)

really fun game, lots of juice, and the death->upgrade loop is quite addictive. I didn't like the recoil on bullet too much, except that later I upgraded the fire rate too much and could just zoom around the map using recoil lol. Only issue is that the start feels a bit too weak, with low rate of fire and low damage, and (as far as i found) you never grow in size, which could have added to the power fantasy.

Really cool use of the cowboy idea, and the gameplay is quite fun! Reminded me of one of those old pokemon ranger games where you have to frantically circle to capture pokemon. One thing I thought of was that since the lasso has no real limit to length, you don't really need to move the character and the jumping and looping from floor to ceiling is a bit disorienting - maybe the game would be better as a top-down.

really nice atmosphere, and the art is great The game is obviously very simple, but I could imagine an evolution -like system where  you climb higher and higher through different kinds of creatures. 

Since money = life remaining, gaining or losing money should give strong feedback - right now there's no visual difference between 100 and 500, and it's hard to appreciate the effect of gaining or losing money. Suggestions would be having a rolling shuffle of the digits whenever value is changed, having a gauge representing the amount left, or if you prefer the numerical counter, having color signifiers (as money gets lower, the counter becomes red, starts shaking, maybe there's a portrait attached that gets progressively scared and anxious looking). You can take a look at how balatro makes numbers feel weighty through a mixture of small animations, SFX and text effects. You could also have an indicator on the UI when choosing the dice roll which tell you how much money you would have left after the roll, and a large money lost indicator (for eg. -500!!!) when you take a hit

I think it can be as simple as simply mapping it to the Shift button - as pressing jump should always give some upward velocity. In the game I'm usually moving towards the right/left , so clicking Space (or any jump button) in succession gives very different movement feedback, which is unintuitive. Celeste also greatly rewards the horizontal dash -> wall grab combo, while your game seems to favour upwards/diagonally upwards dashes (which are basically double jumps), with horizontal dashes resulting in falling into pits - so in this specific game you could ditch the dash mechanic entirely and have a strong double jump with just the jump button, and keep the shift for speeding up horizontally.

super fun miniature samurai game! The mechanics are extremely simple and easy to understand, and developed well on later stages. The art is great and works well, but there could be better damage indicators and hit effects.

Oh no the game gaslit me too much and now I'm not even sure if I finished it properly lol. Really great use of the theme and great job on making the controls and objectives for the minigames intuitive without any additional hints. The art and subtle animations also work really well!

The concept is interesting, and the visuals complement the speed and pace well, especially the camera zoom and bouncy animations. It took a couple tries in the warmup to understand what the game was about, and I like how the hint system reacted appropriately. The spikes blend a bit into the background.

The concept is great, but the 'weight' of the money resource isn't properly conveyed in my opinion - especially as it is displayed only by a static number - getting money or losing money doesn't feel impactful as its just a number going up and down. The enemy art is really cool and the level layouts are well designed. Maybe the 2d art and 3d environment could have some more cohesiveness.

OMG such cute sprite art mixed with that violent fullscreen shotgun is so fun. The movement controls and stuff are quite janky, but I'd definitely like to see a polished complete version of this! I like how her entire sprite rotates when aiming lol

oh my god I played this so long ago, can't believe it's just here on itch.io! It was my first metroidvania and first long game in general that I completed, and was so inspiring for me as to what a long narrative driven game could be. I'm surprised to see it got an update recently, is there anything new added?

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Insanely difficult lol, but the art and sfx really make you want to keep playing. Really polished for your first game jam game. Also, very unrelated but, is the art inspired from this really old and obscure game called The Power (by Alexitron)? I took a double take seeing that style after so long. (Ah, it's from an asset pack - but I couldn't find it in the link, could you share it please?)

Nice narrative, and the music and sfx were cool. The game is a bit short, but I liked the boss's second phase with so many more attacks. I think you could mess with the variables for how fast the combo works, movement speed and jump to make it way more snappy. I like the double jump being linked to the combo as well.

Very fun to knock things around, and controls were super responsive and intuitive. I was a bit confused with the actual objective though (triggering events did not seem to permanently increase 'wakefulness'), and it seems you can softlock yourself in the hard version by running out of things to make sound with.

Cute game. and I really liked all the little interactions and dialogues (each sink had something new to say lol) The visiting characters also enhance the experience. However the actual gameplay can get a bit tedious and repetitive, and the buy, cookbook and cook components being so separated isn't helping. Maybe there could also be a way to track all the orders than just remembering them.