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buggy games

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A member registered Jul 09, 2022 · View creator page →

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This is a super fun and unique idea haha. I love the chaos of it all, but trying to make your workers to be as efficent as possible is all too real haha. Also great work on the visuals and mumbles, it really brings it all together.

This has some very neat ideas, and is put together nicely. With a few more mechanics that make you strategize or interact differently, this could be bulked out into a full release.

Great voice acting, nice puzzles, and the ghosts are really helpful.

Great job!

Really well put together, great style. Changing the level on loss is a great call to see more game, and avoid it feeling grindy.

If you're making post jam changes, some sort of shadow to indicate where the character is going to land would help a lot with precision.

A very unique concept. It feels reminiscent of old puzzle platformers on flash game sites. 

Great job!

This has some nice bones for an incremental, and the audio design goes a long way.

I would like a few more decision making breakpoints where I feel a bit more agency. Eg, rewarding moving the cursor more or keeping it in the same spot. Or decisions between manual vs passive upgrades.

Nice job!

The glitch effects are delightful! 

Very cool take on puzzle and RPG games. Switching between attacking/moving did become a bit of a chore. If you can iron our the experience for that would go a long way. Looks great too!

Interesting and fun idea. I couldnt quite figure out how to scan the items. I know it says to swipe the mouse on the barcode but the cursor was always locked on the camera.

This is an intresting idea, I like the RTS take on the theme. I think what I'm supposed to be doing is clicking the green dots then clicking the other dots (red/white) to command the green dots to interact? If that map is the playable area it would be nice if it was a bit bigger or you could zoom in. And more feedback on what my clicks are doing would be nice. Great concept and well done pulling it together.

Very charming game. If you're making post jam changes, having it be playable with just the mouse would be a great usability improvement.

I especially like the 3,2,1 countdown being made of little worms.

Very well considered use of the combo meter as a way to make you want to go faster, but not making it a loss condition.

Great Job!

I enjoyed the chilled vibes of the puzzles. Seeing the lanterns light up on the map was visually very satisfying. I didn't find a use for the shop stuff, I figured if I got a puzzle wrong I would just restart.

Cute puzzle game. I'd agree with some of the other comments on the controls and keybinds but other than that it's a fun interpretation of the theme mashed with a puzzle game. Very well done!

Really interesting problem solving game. Could definitely be built out into a full release.

Its always tricky with abstract symbols to communicate what elements will do at a glance. If you're doing a post-jam build, I'd recommend in the initial few tutorial levels, having a partially operational solution to help players figure out what's happening. Eg. in T2, I kept trying to match colors because I wasn't thinking about electricity. But the error in T2 shows the following, which made me think the issue was on the prebuilt block rather than the issue being it not flowing past that block. 

Great work!

This was so fun. The upgrade ideas were so fun to unlock and play around with. Super satisfying on the sounds and visuals too.

Very charming! I enjoyed the narrative and the small puzzles along the way. I did manage to explode the objects in the van from cramping them too much haha. and I managed to get past the sun level by flinging the sun into the sky. Solid narrative game!

I like the idea of rotating through the different styles but I found the most effective thing to do was put all the points in momement and run to the end haha.  Maybe if the levels weren't random you could more reliably rotate through your styles because you know what to expect, when you'll need to jump / sprint etc. The art and animations are well done. 

Great work on this game. I love the cosyness of it. It would be nice to have a bit more clarity on the impact each thing is happening in the enrivonment

Great work on this game. I love the foundations youve got here. i did find drawing the sword difficult with my mouse though

Thanks for playing and we're glad you enjoyed! The pace of the game could be a bit better so I like the suggestion for one new attack at a time.

Thanks for playing, we're glad you enjoyed!

Thanks for grooving! =) 

That second round still tickles my brain every time! hahaa. glad you enjoyed it and with a pretty impressive high score too! The dash could use more juice though, so if we so a patch we'll make sure to squeeze that in.

Thanks again!!

Thanks for playing and thanks for the recognition on the boss haha. He boss was implemented during the last few hours of the game, but I'm glad we were able to squeeze it in, although with less mechanics than we wanted. He still adds villainous vibes to the last round which is more than enough for a jam!

VIBES!!

Ahh, ty so much!! glad you enjoyed.

Thanks for plaaying!

Thanks for playing and we're glad you enjoyed the tunes. Yeah we might have been able to get away with 1 song across 2 levels and slowed down the game a bit. Thanks for the feedback!

cheers man!

thanks for playing!! Yea, balance is always tough in such short time frames but we're glad that we hit a sweet spot for new players. thanks again!

Dang, 54k is pretty decent! Thanks for playing and we're glad you enjoyed!

Very fun, and a dazzling amount of polish.

It's very interesting seeing the different takes on the beat loop genre and how the little changes radically affect the game feel. 

I really liked the augment cassettes especially, as one big problem we encountered was we couldn't find a good reason to have rest notes in later levels.

Great Job!

Really clever idea.

I really like that the player is always vulnerable, so it has that inbuilt balancing like slither.io, rather than the feedback loop where winners stay winning like a lot of other IO games.

Definitely worth chucking on an IO site after the jam!

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A nice little puzzle. Took me 7 loops to beat it.

To anyone stuck, its not about playing fast, its about uncovering all the information you require to be able to beat it.

To contrast with the previous comments, I think you might be better off actually making the timer tighter rather than looser, I think the big trap I fell into was it feeling close enough that you might be able to just rush through everything and do it all without the intended puzzle solution.

Other than that, I couldn't tell if the timer stopped during reading sections, but not knowing made me instinctively try to skim the very important information I was uncovering. So making it clearer that the timer has stopped would also go a long way in lowering the tension.

The controls felt smooth, the art style was very cohesive.

Great job!

What a delightful bullet hell. The combat felt really tight. I appreciated the health bar and infinite lives so that it was a bit less punishing while getting to know the boss patterns.

I liked the rarity system for upgrades, and the rewind animation really stood out as a great touch.

Great Job!

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Really interesting idea and a great execution of that idea. I'm loving the audio design this Jam, and this is especially top notch!

I think this could do really well as a full release. 

If you do go for a full release, I think some very lenient coyote time could take the pressure off the trickier jumps. Also some way to compare against other players like a  histogram for how much fuel you used verses the average would be really neat. 

Great Job!

Thank you for the delightful comments!

Love the mobile idea, we'll have to investigate.

Thanks for playing :)

It was great tuning into the stream, thanks for playing!

Thanks for playing :)