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cdrch

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A member registered Nov 12, 2016 · View creator page →

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Great game! I could only make it up to 140 — I just kept panicking a little bit when drawing loops, which made me 1) accidentally go much faster and thus become even more panicked and 2) forget that I was vulnerable to my own loops. I could remember that after drawing the loops, but so often I ended up finishing a loop with an inward turn to my demise. Kudos to the decision to make it not be an insta-death game, which would've made it incredibly frustrating. Also good job to make the decision that collisions are an alternate, albeit inefficient, way of killing enemies. Made my mistakes feel less terrible, which kept me playing longer.

Finally — very smart call to make health pickups abundant. Better to make it a little too easy during a jam than too hard, and managing the speed was hard enough!

I'm simultaneously wanting to suggest you make a post-jam version with a more easily-controllable control scheme (not mouse-based, at least not for speed control), and noticing that this scheme is very friendly to my tendonitis, as gentle motions of the mouse and zero clicking is pretty much ideal there. But also I don't think trying to balance to multiple. extremely different control schemes would be wise...tough call.

A really cool idea! The layout of the UI is nice, as is the concept. I think other comments have touched on the cons of the game, but I'll add that it's an accessibility issue for me — the awkwardness of track moving and placing is rough on my tendonitis, so I couldn't give it a very long try. I also noticed the hitboxes on tiles for detecting the mouse seems inconsistent? And, frequently, I got combos of starting tiles that were impossible, as best I could tell, to create a new track with.

In a post-jam version, you might consider making the early tiles easily fit into the spots left behind by the initial track pieces, so the first few swaps are simple, and the player can expand the loop to earn a little more thinking time fairly easily. If it was more feasible to plan out loops and then quickly place them, it'd be much more fun (this is the only way I was able to score any points at all — definitely keep the ability to place track that doesn't connect, you can plan in areas adjacent to the current track!)

Also consider perhaps some kind of limited pause for dealing with tricky areas where a swap might need to be extremely fast. Perhaps you could allow one pause per lap, or restore the available pause every real-life minute or so? And then allow placing a single piece during that. Combine that with easy swapping of pieces, and it might take care of a lot of the tougher bits that come from random generation.

Regarding the starting tile issue, I don't know a way around it other than either making tiles the same size as the grid and all the same size, or writing some validation code that can check if a new track loop is possible, regenerating all available pieces (or just one piece at a time for those gained during gameplay) if a different loop isn't possible.

Thanks! I can neither confirm nor deny I mismanaged time and planning enough that the animations got perhaps a little too much love and sound got left out entirely. 😅

The toggle switches are filters, what resources you allow to go along the lines. If multiple lanes have the same filter on, it's split evenly between them, and the lanes only take from what the planet doesn't need (that turn — you may need to ensure the planet keeps enough). The game is about chasing score — you'll receive it as you create more resources, which spreading between planets helps with — as long as you don't do it too fast.

Could you provide a screenshot of the text being cut off? I did test all the text to the best of my memory. If you're noticing that the currently selected thing has a short and long description, and the previously selected thing shown at the bottom has only a short description, that's intentional. The idea is that it's just to give you a short reminder of the last thing you selected, including planet stockpiles, if you need to remember it to make another decision or compare to the currently-selected thing.

Thanks for the reply. Then I guess yours is the rare jam game that isn't super short but that I definitely exhausted all content for! (And then some — I had a million trophies and extremely high stats on every vehicle before I quit.)

Really well done! The rare game jam entry I just keep playing for a while out of fun. You got quite a lot out of the concept in such a short time. Were you able to put in some kind of victory/game over screen or other indicator that the player is out of content and I've just not hit it, or did that not make it in?

Thanks! I've got a long list of bugfixes and polish items on my post-jam list - still sorting out what's worth it, but I'm hoping to at least clean it up some in the future.

Fantastically done! Level design is especially strong, ridiculously so for a level of this size within the scope of even a month-long game jam. Beat it with all the memos. :D

Fantastically done! Level design is especially strong, ridiculously so for a level of this size within the scope of even a month-long game jam. Beat it with all the memos. :D

Fantastic gameplay! Really good puzzler to come out of a jam. Had a moment that made me feel clever, which is important for any good puzzle game.

Small bug: crashes on tabbing from the last cell. (That said - thanks so much for including the ability to tab between cells. Clicking would've driven me a bit mad.)

Interesting concept! I'm afraid the game didn't appear to register the puzzle finish on level 1, so I couldn't get very far.

Interesting little game! Definitely a nice twist on the genre, though it'd be nice to have visual feedback as to how hard the clones can be hit, as well as where you can drag them. The drag and launch felt kinda clunky.

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Wonderful retheming of what basically seems to be Simon Says. It would be nice for there to be a more gentle difficulty curve and settings for those of us who are not quite so strong with our short-term memory. Would be extremely interested in seeing longer-term effects based on date results (which may exist - I couldn't get very far in!).

Bit unpleasant to play as someone vulnerable to repetitive strain injuries. Kudos for all the sound effects and music, though.

This was excellent! I felt a little helpless at times as I got swarmed after 10 or so kills, but it's an overall well-polished piece of work for a game jam.

Was interesting! However, my health bar seemed to grow unexpectedly large, even when I didn't appear to get pickups, to the point where I simply couldn't move, and the player was glitching through the health bar. Additionally, the game froze and crashed, presumably due to the sheer length of the health bar.

Unfortunately, I struggled to figure out what I was supposed to do in this game. I couldn't find anything to interact with in the lower area, and when I eventually managed to jump-run up a steep hill to the upper area, I was blocked from going around the lake by a pop-up. I quit after eventually finding the edge of the world and falling off in the upper area. Additionally, the visual clash of the style of the characters and the environment was not great. However, I enjoyed the music and appreciated the effort put in to narrate the intro.

Pretty cool! Some interesting puzzle work, though lacking in polish (it being a 48-hour game jam and all, it's pretty understandable to have some rough edges).

Interesting concept! One issue I had was that a single drop of water hitting the platform could turn it 90 degrees to the side, resulting in an instant loss and a fairly hard game. However, a spam of bubbles off into the top right (with occasional breaks to refill the balloon) seemed to largely prevent this, and appeared the best strategy.

I like it! Straightforward game concept, easy to grasp and play once I understood the rules. If I have one criticism, it's that I'm not sure how much control the game has over the random spawning of ingredients. After several playthroughs, I found myself periodically ending up in positions that were impossible. Overall a good game, though!

Unfortunate this was missed. We (probably) had the same issue - we needed to fix the compression format for WebGL to get it to load.

Fourthing the noticeable lack of game. Presume it got removed for some reason.

Thanks for the response.

Is there any issue with making use of runtime tools and generators? An example is any of the bfxr (which is shown as fine to generate assets to import) adaptions added as a runtime tool, such as https://github.com/zeh/usfxr, or for art generation, https://assetstore.unity.com/packages/tools/sprite-management/shapes2d-make-art-fast-62586.