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Chinwizard

270
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A member registered Apr 08, 2020 · View creator page →

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Loved the visuals and the level of polish, simple concept done well and juiced up to the max. Great job.

Ah, I see, I misunderstood the text - I thought the alarms were supposed to ring 5 seconds after arriving, not 5 seconds after I push the button. Just tested it out and it works fine, so I’m off to clock in for another shift!

Really clever mechanic, as others have said the only real problem was lack of feedback on the watering can, and I was starting to lose track of where I had planted seeds when it came time to water them!

I really wish there was a bit of a tell to when the enemies are about to fire so I could try and be a bit more deliberate about dodging them. The swooshy cape was a really nice touch!

Really neat game, but it was hard to keep all the information in my head as I was navigating in and out of directories. I might have to come back to it with a notepad in hand!

For some reason the alarm clocks would not trigger at all for me, but nevertheless still really enjoyed it, great work!

Really liked the atmosphere and art direction, was defs giving 2000s girlypop flash game vibes.  Loved that you snuck in a little creature collector mechanic too, the whole thing felt really polished and cohesive.

Great job, whenever I see a Stanley-like in a jam I always brace myself for bad audio quality and iffy VA but you really nailed it here. I'm curious if you actually recorded 100 different voice lines for the feedback section?

Yeah, bad UI battles was defs an inspiration, I was hoping to fit in more little widgets that would've followed that style but run outta time. 

Yikes, I knew about that bug but totally forgot to fix it x_x

Thanks for playing, really appreciate you taking the time to record a playthrough! It was great fun to watch. I actually agree about the timer, I wish I had figured out a smarter way to incorporate the theme mechanically, but I hoped having the rewinder would offset that a bit. We definitely had plenty of other interactions  and secrets planned, hopefully we'll find the time to get them in post-jam!

This was my fav submission so far, I also had the idea of a deckbuilder fireworks thing, but I never would've thought of the whole fireworks assembling mechanic - genius! Looks and sounds great too, good job

Loved the aesthetics and the concept, and the fast pace fit really well. It would be cool to see more interactions between the different note types. I thought it was a bit strange that my attacks didn't auto-execute while the enemy's did - I get that you'd want the player to actively be juggling sending attacks with denying enemy attacks but maybe that could instead be balanced by having situations were you deliberately want to avoid attacking, like if the enemy has a counter-attack phase or something.

Anyway, great job!

The physics was a fun twist on an otherwise simple mechanic, I liked the trade off of trying to grab an upgrade book out from a huge stack and hoping it didn't come catapulting towards me - would be great to have more mechanics that interact with that. The visual composition was really nice, could definitely have done with some more audio feedback though!

Hi! Sorry about that - I just pushed an update that should fix the zoom in problem, let me know if it's still an issue for you.

I am a BAD QUEEN.

Super creative idea, loved the visuals. Plugging things in and dragging them around the node-graph type layout was really satisfying.  I just wish there was a way to make the transitions between switching inputs a little smoother, it was a real bummer to be in the groove and then have to cut to dead silence for second while I switched everything around.

Very fun and addictive core loop, the mechanics feel great and instantly understandable and I love the aesthetic and limited resolution. The rock break particles would feel a lot nicer if they were tied to the world space rather than the camera.  Also, some sort of confirmation with buying upgrades would be nice, it was a bummer when I accidentally walked over stuff and bought it without realizing.

To echo what Squishy Turtle said, my biggest issue was that the progression wasn't really tied to the end goal, apart from the portal chance upgrades. Getting better and faster at mining didn't necessarily equate to getting closer to finishing the game, it just kinda ends based on pure luck.  I think this loop would work a lot better if the portal was located in a fixed position, surrounded by really hard to mine rocks or some sort of obstacle - that way each run I have to make the decision of whether I'm gonna go for the portal or just try and build up my money a bit more. I also agree that the bombs became a bit useless as I got faster, because even with upgraded bombs I could usually mine through stuff a lot quicker than waiting for a bomb to go off.

But overall, this was very well executed, good job!

Very nice, reminds me of the board game "Fit to Print." I really liked the idea that which articles you print change the narrative. I only wish there was a bit more tension between picking positive vs negative articles, I found it easy enough to just pick the happy ones all the time, there wasn't really much incentive to do any different. Maybe framing the stories a bit more ambiguously, where rather than picking between good and bad the player is picking between two differently positive paradigms - like if I had to decide between pleasing the frogs or pleasing the mice I might think a bit harder about what stories I want to include, rather than just trying to always minimize negative stories. 

You guys really nailed the presentation, loved all the illustration and graphic design of the UI and different tiles, and really appreciate the polish put in to making the interactions satisfying. Great job!

Such a neat take on orbit slinging mechanics! I really liked the presentation, but it was a bit difficult to differentiate between level 1, 2 and 3 satellites. It also seemed like I could complete the level even if I hadn't put the correct planets in place? Very fun game though, I'll be coming back to it after the jam to try and beat it!

Really neat idea, I was a bit sad that the red markings didn't show up on my ship though :c

Text adventure vignettes stitched together by a fun lil lunar lander game is a great concept, and I hope you end up taking it further! I didn't mind the controls, but I'm not sure how well they pair with dodging the fast-moving moons - I feel like something a bit slower and more deliberate would fit the vibe more, really hone in on that classic reverse-burn mechanic and the tension that comes from trying to fight a planet's gravity to nail a gentle landing. The biggest absence I feel was the lack of feedback on collision - I didn't even notice I was taking damage until I spied the tiny hull meter at the top.

Really like the roulette mechanic, although it was a bit unclear exactly how it works with the coins. (Do I pay to insert a wheel segment, or only lose money if that segment gets selected? If the former, why doesn't the money counter go down when adding a segment?) Presentation and UI was really well done, but I would've liked some clearer feedback when damaging enemies. The ones that get converted in one hit are clear enough, but when I first started it wasn't super clear that I was 'damaging' the lil imps when I successfully completed a loop on them, so I wasn't sure I was doing the right thing.

Overall super satisfying to play though, well done!

Was that a Mr.Saxobeat reference? haha

Great work, a love a puzzle game disguised as an action game, it's very parsable and really encourages the player to mess around and get their head around the concepts without having to hold a lot of abstraction in their head. Really appreciate the undo function and quick restarts too! Presentation was also top notch, very well polished.

Great job, you really managed to get a lot of mileage out of such a simple concept. Controls felt really good. My favourite detail is how the lil guy opens his mouth in anticipation of the bugs!

This is what I come to game jams for.  Pure unfiltered style and originality, from head to tail. I'll definitely be keeping an eye out for what you guys come up with next!

Great job with the car movement, was really fun to weave between the horde.  I felt like the gun was pretty useless though, as the amount of damage mitigated by shooting a zombie that you were going to collide with didn't seem worth the power cost of shooting, even with a few efficiency upgrades. Not to mention the zombies were so hard to hit consistently enough to get rid of them before you just zoomed past/through them anyway.  I think having the gun be a bit more powerful from the start, as well as separating damage into it's own resource track would help incentivize using it to pick off zeds that are in your path and create little gaps to dry and squeeze through. I had a fun time just driving around though, good job!

I wanna echo this feedback, you guys really nailed a satisfying gameplay loop here. For such a simple game there are so many decision points for the player and I feel like the control scheme was just the right blend of chaotically fast while still being entirely predictable. Good job on the art too, although the UI didn't seem to scale correctly for me when I was in windowed mode. The music was a nice and simple little beat that was thematic and not too distracting and I love what you did with the little buzz at the end when you get squashed. 

It's actually a massive pain in the but and took me a while to figure out haha. You gotta enable markdown inputs in your itch settings, then use the details tag like so:

<details>
<summary>Visible text goes here</summary>
Put your spoiler text in here

</details>

I will definitely come back and give it another shot later, but there was already so many weird things and sounds happening in the office that were hints for the puzzles I'd already solved so it was hard to tell what was pertinent information.

The person peering through the window was especially creepy haha

Now that you mention it, yeah I think having it be a UI game would work seeing as I didn’t have an issue switching to mouse for the other mini games. Alternatively, being able to rotate the aiming cursor with WASD would’ve worked fine too I think.

Great character design and animations! I really appreciate the implementation of the timeline, it really ties the game together.

Looks and sounds great. I ended up just playing with the sequencer the whole time and wasn’t really paying much attention to the rest of the game haha. Maybe some sort of phase mechanic where the you only get one instrument track at a time and slowly build up the song would give the player more of a chance to interact with everything else going on and help the pacing a bit. Also, really good work on the characters and dialogue, very charming!

Super creative take, I feel like our games are cousins 😋. The whole system of trying to come up with a dance that hits the circles and dodges the dancers was a genius move, though I wish it was a bit easier to adjust the dance while it was in progress, rather than just having to hit chill and try from the top. Loved the art style too, really unique and a great fit for this style of cutout animation. Nice work!

Really interesting take on an incremental style game loop. Super clever to have both an upgrade track based around survival time and one based around damaging the enemy. It also took me a while to realize I could move up - something about the layout and certain art assets seem to suggest a sideview perspective. Maybe a couple of 3/4 view pillars or something would help to sell the effect. Either way, great job!

The tutorial had me thinking this was going in a more puzzle-y direction, but I was pleasantly surprised when the game dropped into a more arcade-y action-puzzle situation. The loop mechanic was really clever and you really nailed the polish. I had a really hard time wrapping my head around the grid system though, since some of the ores are offset. Great work, I could spend a long time grinding the mines in this one.

Really creative concept, having to micro-manage the servers to optimize my cashflow was a neat touch. I think like there’s a lot of potential in this idea of setting up your restaurant and then micro-managing your servers and I feel like having the game split in to two distinct phases would help the pacing a lot.

(2 edits)

Yeah, I figured as much but could not work out what the puzzle actually was that I was meant to be solving. You guys did a great job of evoking the escape room style, and I like being stumped on a puzzle but it’s never quite as satisfying when I’m stumped on whether or not there’s a puzzle to solve haha. If I had to guess,

Possible Spoilers do I need to solve the puzzles in order, from left to right?

But don’t let that detract from the fact that I really liked this game overall.

Great work, loved the aesthetic and the UI - the timeline in particular was a really neat addition and I loved building the little command que. I feel like having some more information about the leaks before the loop starts would fit the strategic puzzley vibe a bit more , having to do a few death loops to figure out what's going on in each level before I could start solving it was a little jarring to me. But overall, I really like this one - super well polished. 

Super creative idea, felt really satisfying to play although the early game is brutal! Being able to jump over the enemies was a nice touch that made it feel like I wasn't completely boned if I didn't manage to get a windmill on time and in the right spot, but it still seems a little punishing since even if I pull off a dodge I can get caught by a stray enemy that I'd already dodged in the last loop. Still, super impressive how much mileage you got out of such minimal elements, really great work.

I was just about to type up my comment, but Signol_Games really nailed my exact thoughts here. Great job!

Great work on the theming, art and audio, really well polished. I really liked the mechanics, but I felt like the enemies were bunching too much and weren't providing enough gaps to sneak through to pull off satisfying loops.  It was tricky trying to work with the limited distance of the orbs, and sometimes they would connect when I didn't want them to, but it definitely felt great whenever I managed to snag a big combo. 

This was really sweet, great job on the narrative. UI looks really nice too, good work!