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Charlie Vermin

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A member registered Nov 27, 2019 · View creator page →

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Thanks for the sneaky update! Unfortunately, I already reached the new ending. But I don't think I'll ever have the patience to fill an entire column with glitched 2s again, so well done!

Very nice! Looks like you managed to maintain the feeling of tedious repetition even as you added more variety... first the indecisive channel-surfing, then striking the exact same pose in each vacation spot. I wonder if they were both deliberate artistic decisions?

The commute felt slightly less tedious too, though maybe I'm just imagining it. Regardless, I reached four vacations before getting bored this time! Which maybe means the next three updates will convince me to stick around for eight, sixteen and thirty two vacations?

I still feel like reaching a vacation should let you continue until the end of your shift to immediately start saving up for the next one, like a real job would. And I still wonder what the point of folding those clothes is... maybe the hamster has a clothes-wearing roommate who works different hours and does the other half of the chores?

This may be my favorite casual game of all time. Very simple, but with a good amount of strategy!

I wished exactly 42 times on my first attempt. That's got to be the perfect number!

Fantastic art! Nice concept too, and the gameplay only got tedious after my first vacation pic. A few different vacation pics may have kept me playing a bit longer, and if you also added variety to the house and commute, it may have lost all of its cynical flavor... so it's no big loss that the game is only as complex as it is!

You had me at bug! The jumping feels kind of awkward, but overall it's been fun both in terms of gameplay and everything else. The "there's always tomorrow" text was perfectly timed for me to see it two seconds before the end after I messed around a bunch by immediately going left.

Works on my Firefox too! This was a lot of fun, the final boss being pretty challenging with many things to pay attention to and look at, but I persevered on my fifth try or so. The visuals of it were nice too.

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Pretty sure the prices are supposed to rise in a game like this... but it wouldn't have made much of a difference. Not much of a game, but a fun little thing! Pressing the Loopi-buying button twice and seeing the box launched up is pretty amusing. Soon I had more Loopis than I knew what to do with... maybe they could leave the house if they get too bored :P

Happy to hear that from my favorite snake cultist! I don't expect to update this game much, but there's definitely more games to come... and I'll be updating my GMTK jam 2025 game too!

To really make the whole event fit the theme, after the voting is done the jam should open for submissions again. Forever. (Or if that's technically impossible, create a second jam that ends on the 31st of December 3025.)

Have you tried exporting the game to web without the SharedArrayBuffer (which is an option in Godot 4.3)? I had problems with Firefox in my first Godot web game, but now it works perfectly!

That, or 20 stamina to eat a rock. Or maybe even special fruit that let you do that? Some potential in there for sure!


I just got back to the game and climbed 100-ish feet. A fun and memorable thing for sure!

The concept is definitely very nice! I love gameplay mechanics focused on indirect attacks. There's definitely a lot of room for improvement too - the game starts slow but then a whole horde of monsters spawn, the tutorial has to be skipped each time, and the controls are weird too - I need to take my hand off the movement keys to access the pause or upgrade menu, and what kind of game lets me use the mouse to aim, but not click to shoot? And then finally, I somehow softlocked the game by trying to access the upgrade menu again immediately after getting an upgrade.

For a counterintuitive game mechanic like this, an interactive teaching sequence would me so much better - for example, start only with unbreakable square mirrors that reflect at more predictable angles, and maybe some static targets too. Then you can slowly add more mechanics. Maybe even some kind of super enemy that requires a double reflection? For a game like this, I need to teach not just my brain, but my muscle memory too.

I hope you develop this concept further, it's a really cool one! If you don't, I might steal it instead ;)

The current system is good enough, but giving sellers an option to disclose how much they're sharing with itch.io would be a nice option. A dedicated [support itch.io] button would not even be necessary then - people could just add a small purchasable file to their game page and send itch.io 100% of the profits!

That's about as much as I figured! Between him and notimetoplay, I can confirm that itch.io has at least two employees.

Greetings!

itch.io is a wonderful thing and there is very little I feel the need to ask for. There may be some features I would really like, but I don't need any of them. Everything is just fine as it is. There is, however, one feature I require from itch.io - existence. I would like to be sure that itch.io will exist, preferably for the rest of eternity, but another decade or a few would be fine too.

Hence why I would like to know how itch.io is doing economically. Searching the web for a while I was unable to find any information about it since (understandably?) every single search query just sent me to posts/articles about how much the game developers are making. Similarly utopian Cohost seemed to be fine, and now it's dead dead dead - I imagine you're doing better thanks to the high quantity of popular commercial content on your website, but you do also host an immense amount of files for free, so I really have no clue.

If you're doing well, then that would explain the fact that I can't find any way to directly support itch.io, instead of revenue-sharing. But that doesn't make sense. You can never have too much money. I want you to grow big enough to buy out Steam. And Google. Maybe you just really want to make sure that every $ you make is accompanied by several $ for the gamedevs you host? But in that case, the big [Support itch.io] button you're lacking should just link to a random person's game and say "pay for this game to support us" ;)

On a semi-related note, what happened to the team page? Who even are you people? I'm obviously not entitled to every single detail, but more clarity would be nice. Right now you just have a dead link on the press kit page.

I hope you have a good day!

So beautiful 😍 must check out sometime.

"Comfort the disturbed and disturb the comfortable"... on and off the clock respectively.

It's possible to have even less? Does the remake have pentagons instead?

First of all, I wanna say you've been leaving some great detailed comments on people's games!

I also played your game, and it was very engaging - I definitely spent plenty of time on it. Maybe I'll return to it, even if parts of it were tedious... re-climbing the tower over and over got annoying, but there was a satisfying element to it too. It was like a whole journey, through a world I've built out of junk all by myself! It's just like when I repeatedly re-play my own game levels :P

It looked chaotic on stream, but turned out very easy to wrap my head around! Going for lowest time and high scores was both fun.

Wait... you can make your cover image an animated gif?! I gotta keep that in mind!

Maybe I should've figured, given that my profile pic animates too... truly, only itch.io allows for such decadence nowadays.

Certainly explains why the end screen stays so cheerful even when you end the game prematurely with $0 (difficult, but possible).

I can only wish you could also grab and throw humans, that would've been perfect. Great game, lots of fun!

Damn, that's one professional looking cover image! Plenty to do in the game as well, even if it gets tedious at times.

The gameplay felt pretty awkward, but it's got something many jam games don't - level design, and even something resembling a real ending! Also, despite the word "scale" in the theme, it's a size-changing rat instead of a size-changing reptile - so, points for originality :P

Looks like another game with a similar mechanic to mine! Rough around the edges, but the sprites are super cute.

Looks like the Lizard Kingdom has very straightforward taxation, because my money caps out at 999! Probably a good thing though, it makes for a nice completionist end goal and an anti-addiction feature.

I'm not sure what would be best either, but it was pretty fun partially memorizing the color sequences! Very simple, but I found it fun enough for a few replays. My highest score is 14 snakes!

I know the feeling. I narrowly avoided making half of my game unreachable!

I have to admit, nothing about the description is untrue. And the flavor text is all very nice too. I can 100% get behind adding weird creatures to your game for the heck of it! It's too bad the screenshots show pretty much the entire game, but I was pleasantly surprised by the expeditions! How many of them are there in total? I went on four before finishing the game in 55 days, and one of them repeated. Regardless, adding one of those to the screenshots would be a good idea, to reassure the players they haven't seen the entire game 10 seconds in!

After my initial disappointment, I gave it another try and enjoyed the entire game - I could always just imagine any of the missing detail! I wish your team a lot of success in gamedev, so that one day you can make high budget videogames about cats recruiting snakes into cults :P

One thing's certain - you can draw cute reptiles!

Very exciting premise. Would make a great writing prompt, possibly for a novel exploring the psychology and sociopolitics of a cat starting a cult for snakes who want to have legs. If the game actually showed anything described on the game page, it would be 10 out of 10, but sadly, it's more like an excel spreadsheet with platforming thrown in. I haven't seen a single snake in the game, which is disappointing even in games whose developers don't promise snakes at all.

Very simple, but cute and interesting! Too bad it doesn't seem to reset properly, and some sort of indication of where the tasks are would've been hugely helpful.

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Yeah, it would feel way more intuitive and fair... and it would make things way easier overall too.

I just made it to 510 feet - for once, I got a new record and lost from the lack of stamina instead of getting stuck!

(Edit: 765, with 115 stamina at one point!)

I beat my record, now I'm at 375 feet! But then I got stuck in an inescapable spot again... it's my bad, but it was a shame to see all my amassed stamina go to waste. Maybe if you update it in the future, you could add an extra button that spends 10 stamina to move one tile backwards? That would add an extra layer of strategy and be a huge lifesaver! But anyway, you already made an addictive game, so congrats :)

One apple equals 5 more moves, and sometimes you get to eat 2 apples at once! I found it to be very well balanced.

I wonder if they couldn't get it to run at all, of if they struggled to figure out how to place the first tile, like I did. With such a mix of genres, it wasn't immediately obvious!

It still feels a bit confusing that the new piece's head must point towards the existing head, but it may have been too easy otherwise.

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You really gamed the algorithm by putting "scale" in the title twice :P

A very fun concept, and well executed too! Took me a while to understand how to actually start playing, but once I did it was smooth sailing. I made it to 180 feet until I got myself stuck in an inescapable spot. A fun challenge of space and resource management, and the aesthetics were nice too!

Edit: I think the difficulty continues to scale up (heh) after you lose and reset. I replayed the game many times and the amount of rocks got crazy! But then I reloaded the whole game and it was smooth sailing again.

Well, some of the visual choices are definitely... cheesy. But overall, the visuals are definitely the strongest point of the game! So many interesting looking creatures, and the selection of music is enjoyable too.

I really wish dying would restart the level instead of the whole game, but that's my only major complaint gameplay-wise. The creatures and objects move in unchanging patterns, but that makes gameplay nicely forgiving.