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ChristophU

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A member registered Aug 11, 2024 · View creator page →

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The game reminded me a lot of Keep Talking and Nobody Explodes and hence the core gameplay loop is a lot of fun! I would like to see a word bank/dictionary so you can more easily attempt to logic out what the missing word could be if it is not in your list. The art style is also fairly well done! I did struggle a bit with the switch positions in that in my mind [1/I] being raised meant that is was on, though that is much more of a me thing since the pushed down option on these types of switches is the active one. Audio design was solid and provided good feedback! I also think it would be better for the "Pick a word to remember" screen to not contain duplicate/already selected words, especially so early on in the game. The Shop Screen should probably also show you how much money you actually have.

Outside of that, more different types of modules would give the game more replayability,  with instructions that keep getting more complicated in terms of how they are written to make longer runs more enjoyable, though obviously that is a lot of scope for a 4 day project. Overall I really enjoyed it, it is a very well executed design!

This gave me vibes of like a combination of a combination of the Impossible Game combined with Hue! Its a very solid idea, and controls feel intuitive and tight! The UI could use a bit of work, and the art design with the level assets could also use a bit of love to better indicate what everything is and does. Mainly the colored gates, exits, and things of that nature. Though overall it is a very solid experience! 

The core gameplay loop is a lot of fun, and the mechanics behind the game seem fairly interesting! The timed abilities is a great concept for this style of game, though probably needs a bit more UI and Audio work to more instantly indicate to the player what is happening. The art style is fairly basic, though by no means is that a bad thing and everything indicates fairly well what it is!

The art style is absolutely amazing and the scope of this game is insane! The sheer amount of content/websites for this project and the fact that they are all very unique is just simply impressive for a game jam! The art style is amazing, and its just a great experience!  The puzzles themselves do feel a bit more cryptic in that it does feel like you are just clicking around until you find the thing you were looking for, though that does remind me a fair bit of the old internet long before everything was easily searchable, so that's probably not a bad thing. The hitboxes and text selection could use a bit of polish. Regardless Im very impressed with just the sheer scope and art of this project! This might be my favorite project Ive seen so far, at the very least it is the most impressive!

Its a pretty simple idea with a lot of player mechanics to work with, and overall it was an enjoyable experience! I didn't have any real issues with the UI or textures that I've seen mentioned below, though the movement did feel probably a bit too fast for this type of game. It kinda reminded me of the movement of Celeste in that way. I also loved the level design and art in the tutorial level, the next few levels felt a bit more rushed (and I assume probably were with the fact it is a game jam lol), though overall it was enjoyable and seemed fairly well executed! 

Love the idea behind the game! I am not good enough at this style of game to get the really see the full potential of it, especially with a keyboard, though that's on me. Brilliant idea and seemingly great execution! 

Theres a solid core idea here! The level art design is great, and your character and enemy sprites look really good! Though the objective didn't seem intuitive. I wasnt sure initially if I needed to be attacking the Knights, just avoiding them, or really what initially. I also very much did not realize that the yellow objects weren't just walls blocking the path but things you needed to pick up  and very much would not have guessed to place them on a cracked block.

Maybe adding an intro level where you need to pick up a Nobel and place them on a Cracked Block with text telling you how to do so would have helped a lot before getting thrown into the game. Though once the player figures that out (and that there is a jump button) it's an enjoyable experience. Again, the core idea is really solid!

It reminded me a fair be of I Made a Game With Zombies In it, though needing to pay attention to the bullet counter. Very interesting idea!

I love the idea behind the game! The overall UI explained each of the mechanics fairly well and felt very well designed, even if it was on the smaller side. It might have been better to go the full playing card route and use all 52 cards instead of 1-9 (renamed suits are probably still fine, though the icon/color should be a lot more prevalent), and maybe a bit more flair behind each of the bosses, though overall it was an enjoyable experience!

Very simple game, and does what it sets out to do

It does need quite a bit of polish, the mechanics kinda made sense, though I assume a lot more was planned for this project 

Very interesting puzzle game! It took a bit of messing around with to understand how everything interacted together, though it was a very enjoyable experience! 

Love the idea behind the game! It took a bit of getting used to in understanding how to hit the ball well, though the courses were a lot of fun!

Awesome art design! Maybe could have gone more the Countdown Gameshow route where you can use the numbers in your hand to create new numbers to reach a target number or something of that nature. As otherwise you almost always wanted to run multiplication between a positive and negative number unless you couldn't. Though concept wise it is a great idea!

This is effectively just the math section of the show countdown in a video game combat format. Really well done!

Loved the idea and overall the game and its puzzle nature are a lot of fun! The puzzle design is also surprisingly good for only really having 3 different types of characters in 3, 1 and the evens! I think my only suggestions would be to also allow the 'Up Arrow' Key and/or 'Space jump and make the double jump 3 character a little more floaty as there were a couple jumps I needed to use the arrow keys for in moving the character to allow myself to be able to both jump and press a button or switch characters whilst in the air. Though overall I really enjoyed it!

Very interesting core gameplay loop! Once you understand how the games physics work and its systems, it makes for a great puzzle game! I think my only suggestion would be to also allow the arrow keys to move the player instead of only just WASD. Though the art style is great, UI once explained made logical sense, and the in-game play as you go tutorial was really well done!

The art design and overall UI are very well done! Theres definitely a bit of a learning curve whilst you attempt to understand the mechanics, though by no means is that a bad thing for this type of game! Very much enjoyed it!

It felt like a solo game of Keep Talking and No One Explodes! Probably could use a bit of randomness so repeat playthroughs werent effectively doing the same thing, but overall it was an enjoyable experience!

Interesting idea, though probably needs a bit more polish. Maybe different colors so you know which dice is what that you are scoring so that you dont throw away a dice that has a better set of numbers for the remaining rolls and likely a bit more overall audio feedback for actions being taken

Its an interesting concept, the economy definitely needs a bit of balancing, and it would be nice to more visually see what is happening and maybe even be able to move the gears around to increase the efficiency to add a bit more gameplay, though overall it is well done!

Could use better audio mixing, though overall is an interesting concept! Well done!

Its an interesting puzzle game! It could really use a How to Play screen or something of that nature as the first couple of playthroughs I felt like I was just clicking randomly to figure out what was going to happen before learning the game. Once you do learn the game, it is a lot of fun!

Its an interesting puzzle game! It could really use a How to Play screen or something of that nature as the first couple of playthroughs I felt like I was just clicking randomly to figure out what was going to happen before learning the game. Once you do learn the game, it is a lot of fun!

Really well made with an amazing art style! Audio design was really well done as well and the core gameplay loop was great! The UI might need a bit of polish with some of the text overflowing into each other or off the screen on some messages and it took a little bit to understand what was actually happening and why I couldn't move some characters, though overall it's really well done!

I feel like this does everything it set out to do, the core gameplay loop is very simple and engaging. I like the artwork and overall design! The Auto Breaker upgrade does mess with my rhythm in hunting the numbers, though overall I dont think there's anything from a gameplay perspective I would change with this idea. Its very well executed!

It reminds me a lot of cookie clicker! It definitely needs a bit of polish, and probably a bit more complexity, though the idea is there!

Thank you! Yeah, trying to balance game for this was a bit of a challenge. Originally I was going to have different selectable difficulty levels, then I thought about instead having the playlists themselves be the difficulty levels, then I realized I had like 5 hours left and didn’t even have a Start Menu lol. So when I decided to expand upon this idea I’ll take that into account! 

Interesting game idea! It definitely needs more levels and more environmental mechanics such as ice in the winter but the core idea is there!
I would also map jump to 'W' as well as space for a 2D platformer as that typically feels more natural to use. Nevertheless it was an enjoyable experience even if it was so short, good job!

The game definitely needs a tutorial of some sorts and it took quite a while for me to figure how the controls worked, and how the core gameplay loop was designed to work. But after getting the hang of it, the game is quite enjoyable and very unique! I also loved the black/white pixel art style! Well done!

Yeah, I was not expecting the game to effectively become a narrative. It kinda has the same vibe as a Doki Doki Literature Club or a Spec Ops: The Line with the effective twist to the story, and it is very well done! The effects on like the health bar and whatnot are also really well done! That is easily one of the best experiences I've had from any of these games in the jam so far!

My only real note is that with the build settings, as Im on a 4K Monitor, it forced the game to be played in a very tiny window that took up 1/9th of my screen, though that didn't impact the experience in any negative way. If anything that might have actually helped as with the basic art that looks like it came from MS Paint, the "No texture" textures, that really surprised me when the gameplay started off solid and then threw the narrative twist at me! Really well done! 

I figured this was going to be where you could only have 3 'X's or 'O's on the board and the one that was placed the earliest is removed, hence allowing the game to be winnable. With this, it falls under the same issue as standard tic-tac-toe where it is a draw simulator against anyone over the age of 4 lol. But functionally it works!

That was a very well written visual novel! I just wish that it was longer, very well done! 

There's a solid idea here, though the player should probably have car physics and be a lot faster. You can't really strafe side to side in a car lol  

It's an interesting idea! I think there needs to be more counterplay from the lower pieces like how the queen can be used to defeat the king. Maybe have the pawn be used to make a copy of the piece that the opponent plays that round. Maybe give the knight some "fork" ability to attack both in this battle and the next one by adding its point value to the next round and/or be able to defend against a jester/queen from the grave on that next turn. Effectively more special behavior for each piece to increase the tactical value. As right now, effectively once you clear the Queen and Jester from your opponent, you should always play your king. Which I guess shows the importance in Chess Openings though lol. Still solid core idea! 

There's a solid idea here! Absolutely needs a lot of polish, and maybe some indication that the knights have hit you and/or are attacking you, but there core idea can be fun!

That was fairly enjoyable! The game felt a bit like Super Meat Boy and I like how you unlock mechanics over time. I think the only think I'd change is mapping 'W' or the Up arrow to jump instead of space. Outside of that, the movement felt really good!

This is a really solid core idea! The effects were very interesting and intentionally disruptive to the point where I have no idea if me sometimes being unable to move was an effect or just the geometry not lining up and it added to the atmosphere! Really well done! 

That was enjoyable! I mean it needs a bit of polish, as the lap counter is always #/1 and the timer doesn't start on the first level (unless you crash). Overall it was very fun!

I mean the game definitely needs a reset button and the ability to move/delete objects, and audio would absolutely help. Though the puzzle mechanics are very interesting and very fun to work out! Like with a lot more polish and built in levels this would be an amazing game! The core gameplay loop is there!