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A member registered Jul 21, 2019 · View creator page →

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Thank you for playing! I'm happy someone was able to. And especially thank you for taking the time to write a thought out comment.

There are definitely issues with the game state de-syncing. This is one of my first attempts at networked gameplay and so I'm sure I was not using best practices.

Also yes, I'm sorry about having to re-input the address or essentially restart the whole game to play again. So much energy and time was spent on making the networked part of the game barely functional that other things like UI/menu flow suffered.

Yeah, I didn't expect to perform well in the jam ratings. That wasn't my goal so much as having a reason to try a new thing and learn.

The cross-OS shouldn't have especially been an issue. I work on Linux and any friend I tested the game with was on Windows, so unfortunately it's just how it is with my rough netcode afaik.

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Thank you, although "completing it" may be generous from a development perspective. We were working right up until the deadline. I definitely had local multiplayer on the todo list but ran out of time to implement.

As I mentioned in response to the other user, you have to orchestrate a game with someone you can share your IP with or have them share their IP with you. There are detailed instructions in-game on how to set up a match with someone. Hopefully you're able to give it a try!

You have to organize a game with another person, either someone you trust enough to share your IP with, or someone who will share theirs with you. Alternatively, if you have multiple computers on the same local network, you can play over LAN with them. In both cases though you need to do manual IP address entry, but local IP address in the case of LAN.

I don't know if it exactly meets the jam requirements either! It follows the letter of the rules and it may or may not follow the spirit of the rules. Either way, I do game jams to learn and improve my skills, and I wanted to make a networked game so I did.

An excellent entry. It was very hard to me until the note came up about using one color to color areas that couldn't be part of the solution. That opened it up for me and made the remaining levels relaxing and enjoyable.

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A lot of elements, kudos to the dev(s) for making all the pieces connect into one complete experience. Nice work. My only critique was that after dying and restarting, my sensitivity settings reset. I get why with what's likely a scene reload on death, and it's a jam game, so I'm not that bothered, but after losing I get that additional frustration of my camera control whizzing around uncontrollably stacked on top of the loss.

A cool game. The idea of the spinning wheel to use timing to dictate what you do in combat is interesting and the idea that it both heals and attacks is cool too. I wish the game ran a little better as the quickest spinning wheel with the framerate only showed a few visible frames  per rotation. Nice work!

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Thank you for playing!

It is something I considered implementing, and may still yet do, because I agree it could be interesting, but for this first demo I would have had to refactor things significantly for it to work. So perhaps for the future.

Very concise and fun. The music picking up speed was a nice touch.

I always like to see procedural generation in games, so that was nice. The camera was in a little tight for my taste given the darkness and light orb mechanic. Pulling it out would allow me to use them to navigate a little better. A fun time though, good work.