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cionx

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A member registered Mar 19, 2020 · View creator page →

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First off: the art design it absolutely wonderful! Definitely one of my (two) favourites this jam. I also like the idea of “bottling up your feelings” and its quite literal interpretation. This also fits quite nice with the expression mechanic. (I’d almost expect the blue bullets to be tear-shaped.)

As already mentioned by others, the actual implementation of the feelings/colour is somewhat clunky:

  • The difference between the colors doesn’t become quite clear during the game.
  • The current colour is somewhat random, as it’s just whatever you picked up last.
  • You basically never run out of feelings, i.e. reach 0%. Instead, you have to be careful to not accidently reach 100%. (You collect lots of feelings, and the enemies don’t require much to kill.)

These points make the colour/feeling mechanic in its current form hard to notice. I think this is somewhat sad, as it seems to be a fine idea that fits together nicely with the art style.

First off: the art design it absolutely wonderful! Definitely one of my (two) favourites this jam. I also like the idea of “bottling up your feelings” and its quite literal interpretation. This also fits quite nice with the expression mechanic. (I’d almost expect the blue bullets to be tear-shaped.)

As already mentioned by others, the actual implementation of the feelings/colour is somewhat clunky:

  • The difference between the colors doesn’t become quite clear during the game.
  • The current colour is somewhat random, as it’t just whatever you picked up last.
  • You basically never run out of feelings, i.e. reach 0%. Instead, you have to be careful to not accidently reach 100%. (You collect lots of feelings, and the enemies don’t require much to kill.)

These points make the colour/feeling mechanic in its current form hard to notice. I think this is somewhat sad, as it seems to be a fine idea that fits together nicely with the art style.

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Nice idea and execution. Pure red/blue is maybe not the best colour scheme, but I think it works better than it has any right to. The audio is also quite nice.

As already mentioned by others, it doesn’t seem to be possible to jump off an edge by pressing D + Space. Instead, you plunge to your death.

In would also be nice to start at the beginning of the current level after death, instead of the level selection screen.

It is nevertheless a fun game (albeit sometimes frustrating).

Nice game.

  • I like the art style.
  • I like that the enemies/obstacles are pulsating/moving (and not just static).
  • I also like the choice of music.

Problems:

  • As mentioned by others, the coin system is currently broken. (The coin multiplier seems to start off as 0 instead of 1).
  • The game needs to be more zoomed out, as you currently can’t see where you land when you tripple jump. This makes jumping over three stacked enemies very frustrating.

Suggestions:

  • It would be nice to see which level the player is currently on. This gives a sense of progression that seems to be currently missing.
  • The basic jump power should be recalibrated. In its current form it is most of the time either insufficient to do a single jump, or too risky. This forces the player to do at least a double jump most of the time, making the single jump somewhat useless.
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Really nice game. The design of the game characters is quite cute and fits the colour palette. I like how the green field are both something to boost you up, but can also be an obstacle.

Two minor issues I have with the game:

  • The ground could use some more friction.
  • I’d expect that to double jump you frst do a simple jump and then, while still in air, do another jump (and similarly for multijumps). But currently, the resulting jump seems to be weaker than a double jump.
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Nice execution of the Jam’s theme. The game fells nicely polished. I think the bloom goes somewhat against the 3-color restriction, but that’s probably a matter of opinion.

I don’t like that the game completely captures the mouse. I feel that not knowing the exact mouse position makes the game somewhat awkward to control, as it becomes less clear how much the direction arrow changes under mouse movement. But the level design seems to require such detailed controls. (I think this problem could be mitigated by centering the ball in the center of the screen, and then moving the map around it. In this way, the relative position of the ball and the mouse pointer doesn’t change while the ball is moving.)

Fun idea and good execution. As mentioned by others, the game’s biggest problem is that there’s not enough of it. But that’s the best problem to have. ;-)

Nice idea and nice execution. Some thoughts:

  • I like the blue color scheme, and the red color gives a nice contrast.
  • I like the font design for the row and column labels. The thickness of the strokes and the serifs give it a nice oomph, reminding me of stone-carved text. (I’m particularly fond of the number 7 with its vertical line and top serif.)
  • It’s nice that you maneuver through the field by taking small, calculated steps.
  • The levels thankfully don’t try to surprise you with some previously hidden danger.
  • As a consequence of the above two points, the game feels fair: if I die, then it’s clear to me why I died, and why it’s my fault.

Some suggestions:

  • It should be possible to start the level via keyboard. (If this is already possible, then I couldn’t find out how.) Taking my hands off the keyboard only to make a single click doesn’t fit the rest of the keyboard-centered controls.
  • The player figure is a triangle, but most of the time this triangle is somewhat distorted and non-symmetrical even when standing still. I found this distracting. I also think that it doesn’t fit the rest of the game, where everything else has very clearly defined and fixed shape.
  • The direction in which the conveyor belts turn the triangle seems counterintuitive to me. I’d suspect the tip of the triangle to show into the direction of the conveyor belt, not against it.

This seems to be a problem with Waterfox Classic’s JavaScript engine. I adjusted the code and it should work now. (At least it does on my machine.)

I can’t reproduce this.

I’ve changed the code, so that it should hopefully work now.

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I think this may be a browser-specific issue. I’ve added to the description which browsers I’ve tested so far.

Hello.