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Ben Slinger

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A member registered Dec 18, 2014 · View creator page →

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Holy cow, nice score - thanks for the tip on hitting the birds though, I clearly missed that!

Loved the artwork, especially the opening cutscene. The music was a great choice, and the sound design in general gave it the arcadey feel you would expect. I do have a new-found hatred for birds now - Ratthew needed a way to run those annoying things down! This was fantastic, great job! (My high score was 5:01)

Great job! I wanted to end up in space :)

Loved this! The artwork was great, and the looping narrative was well done. Having the countdown on the selections made it feel really tense which was great. Awesome job!

It took me a couple of tries to realise the darker areas were hiding spots and not boxes I had to hide behind, but once I did this was fun! Nice use of the theme, having to quickly plan out your route was cool.

I do think there's a way to herd sheep OUT of the pen when the gate is open, and then they still count as penned so can't be grabbed anymore. Thanks for playing, feel free to try and break it further! 😁 

Thanks so much for playing, glad you enjoyed it!

The narrator is me, thank you! Glad it worked well on your ultrawide, we definitely did not test it on one, hahaha

Thanks so much for playing, and I'm so glad you liked the characters! I can never resist adding some narrative even when I'm making a mechanics heavy game 😄

Thanks so much for the kind words! You're right that I need to tweak the curve of when things unlock, I'll probably do a post-jam update to address some of those issues. Thanks for playing!

Thanks! I recently played Librarian: Tidy Up the Arcane Library which was a big inspiration, plus games like Power Wash Simulator where tidying something up becomes so satisfying.

Thanks so much for the kind words, and thanks for playing!

Thanks for playing, that is high praise indeed!

Love the presentation through the security cams, what a fun idea!

I found it very difficult to get past that hallway into the main police station just because I couldn't get a good view, and I kept forgetting which way to scroll through the cameras, so some better feedback to the player there could be good.

Nice polish for getting it done quickly though, well done!

Fun game! For making use of Synty packs you've certainly done well, was this a pre-made map or did you put it all together yourself? It's very well done!

Love all the animations and little details, and the way the characters used random models each time. The only thing I wish is that you'd not changed the characters to complete yellow when highlighting them, it made it hard to compare against who I was looking for.

Well done!

Nice vehicle physics, and great use of the theme - I like the sneakiness in a car game, that's unusual.  I could see a future version of this game where you can hide from the cops by parking in a dark street, for example.

I never quite figured out what the circle around the car was, I assume it was noise or attention? It didn't seem to stop the cops from noticing me, haha.

Great job getting progression and a leaderboard in there too!

The polish and juice in this game were really great. Love these dog assets, and this was a great use of them.

The gameplay got a little tedious, are there strategies for finding the prize faster or do you just have to go through all the incorrect digs first?

Great job, and good use of the theme!

Oh man, that failure animation is brutal, haha - well done on the cutscenes (the main menu scene is great too). Great use of the dog assets and animations.

I'm sure you've seen the bug reports already, but from a moment to moment gameplay point of view, I wonder if having to track each bag with your mouse to get a good sniff might've helped - then having sniff upgrades mean you get a good sniff faster. It wasn't clear how the upgrades helped, or what the boost was doing.

Great to see a more novel idea in the jam too, well done!

Thanks so much for playing, and for the kind words!

That's interesting about the cheapness of the small detours, do you mean from a story point of view, like I pulled the rug too many times? I definitely have a tendency to use a gag too often so I can see how that would be annoying. I also wrote and recorded the majority of the story at like 10pm the night before submission so it may not be my best work, haha

Nice idea, and good use of the assets! I think the best tweak would have been some sense of where the guards could see or when they'd spotted you, I found it difficult to determine when it was safe to move. Great work though!

Also I'm aware my hide and seek elements didn't come through as well as I'd planned, but the ghost/entity hides in the incorrect CPUs. If you corner it by completing most of a CPU bank it will rush to another, knocking out some of the CPUs on the way. And finishing the game gives it nowhere left to hide, which is how you flush it out into the open.

Uhh, I haven't deleted any comments. Not sure what you're referring to.

I love a nice arcade game, and the SIMPLE assets were a great fit here. I laughed when I realised that I'd just saved the orphanage by donating all my money, but then I played again and a school bus was one of the cars chasing me! I'm trying to save your home you ungrateful orphans!

I'd love to see this extended with more goals, powerups, etc! Well done!

The visuals were great, loved the opening menu, great job on the animations and set dressing! The game was fun, though I mostly tried to avoid the other drones rather than using my camo as I found it difficult to remember which one could see through it and which couldn't, haha.

The proc gen is great! The city feels really great, and all the little detailed sections fit in quite well. Great job!

Thanks for playing! It is amazing how much it came together once I started adding the sounds in actually, I always leave it too late but it adds so much!

That's exactly what I was going for, this was heavily inspired by Librarian: Tidy Up the Arcane Library which I played through recently and thoroughly enjoyed. Thanks for playing!

Thank you so much! I'm sorry that I didn't communicate the right/wrong well enough, I've been hearing that a lot! I will put out a post-jam update to improve some of these issues. I'm really glad you enjoyed it enough to keep playing!

Well done building out the procedural generation! I found the sharp turns pretty disconcerting unfortunately, and couldn't quite figure out how the tools worked. 

Love the achievements, my daughter had a lot of fun and wanted to keep playing over and over :)

Sorry man, I tried to play but it was pretty inscrutable! I love UI games in general, and the idea seems fun.

I like the idea of the hidden object room, I would've liked to see some fun animations or something in return for finding things though. The seconds seemed to move faster than real seconds, but luckily I found a bug where you can start clicking things before you click the 'Start' button :D

Nice job!

Fun idea! There were some shadow issues I think so it sometimes seemed I should be in shadow but my level kept going up. And I wanted to spend time as the werewolf! But I can see why that might not be conducive to getting takeout though :D 

This mechanic is legitimately brilliant! I could see this being really fun as a multiplayer game, with the hiders knowing the seeker was limited in their vision and hearing the snapshots.

I'm curious about the AI, do the intruders move between hiding spots before you've found them, or they just run once you're close?

So funny seeing a frozen intruder running away from me, one of them got away because I ran out of camera charge and couldn't track their direction.

Great work!

Holy jump scare Batman! Good atmosphere and great use of the Dark Fantasy pack. It wasn't clear to me what was and wasn't interactable so maybe a highlight or something there could help. The monster was scary as heck!

Love the menu work! Overall the game was a bit of fun but I agree with others that some extra clues would be useful. One thing I found challenging was when the prop was right on the other side of a wall and so the cough was loud, might've been worth casting out a quick ray to see if any walls were blocking and lowering the volume as if it was coming from another room.

Love the use of the Synty assets though, the area looks great, and the sound design is really fun. Good work!

Hahaha, I noticed the Warmboob issue too late to change it. I'll have to change up the font post-jam.

Thanks for playing though! That's great feedback, if I do more work on this game I'll have to re-think how I communicate the colours of each CPU bank better. I maybe need to make the symbols clearer, and have better instructions on the terminal.

Glad you enjoyed it!

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Nice work on the car physics, and the 'Love, Death, Godot' splash screen is hilarious, haha. You were clearly going for the deserted wasteland but having the fuel depot so far away made it unclear whether that's even where I was supposed to be going. Maybe some obstacles along the way to smash into so driving across the wasteland is a bit more fun?

Seeing those robots in the distance with the red eyes was a super cool moment though, well done!

Hilarious idea! Love the plushies in the stocks near the beginning. Not being able to see how far away the guards behind you are makes it really difficult though. Well done!

Loved the black on red silhouettes when you are the werewolf, very stylish! It did make things a little hard to see sometimes, like whether something was a barrier or not, but probably worth it for the vibe :)

Human mode was a bit too easy, I was able to just wait out the clock out in the forest - perhaps a goal for when you're a human would counteract that?

Great use of the theme, well done!

Great atmosphere, and great use of the assets and animations! I did find the mouse frustrating as with others but you probably don't want to hear that again. Well done!