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Coffee Dango

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A member registered May 16, 2021 · View creator page →

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The art for this game is pretty well-polished! While some of the exploring felt a bit tedious, the subtle design of having players to light their way through their path was cool!

The controls felt like they were a bit cramped, but the tools available to the player (while paling in comparison to the regular attacks) were decently varied and interesting for escape planning; I only wish it did more.

Overall, the world-building, art, lighting, and mood of the game was great, especially paired with the feeling of exploration!

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Wow, I did NOT expect Monkey Ball at all! This game is honestly SUPER polished.

While annoying at times gameplay-wise (I was never really that good at Monkey Ball), its really cool of the design to have a skip-level button and an extra bonus to those who didn’t skip any!

It is hard to control the Pufferfish at times, but was satisfying for every win I got. It definitely feels as if this was designed for controller (I think).

The speedrun-style golf design of the levels were also awesome (sometimes, I felt that you could honestly complete levels in more ways than one). I seriously can’t believe that you all fit this many levels, varied and interesting mechanics, and amount of polish into this one-week jam.

Awesome game!

Honestly, aside from the bugs, the upgrade system was satisfying!

The game has a decent amount of charm to it, and it’s an awesome feeling to be rapid-firing bees! It also has a feeling of replayability to it (the different weapons and upgrades you can try), which is refreshing to see.

The upgrade UI was a bit confusing to me, I honestly didn’t see the scroll bar and didn’t realize that there were more upgrades at first, but that might be a skill issue. Despite that, when I found out that there were more upgrades, I maxed out everything which was HILARIOUSLY great fun.

Charming arcadey game! (I actually was going to make bee game as well at first LOL)

I definitely do agree with brad that the scope creep got to this game (I can tell that you put a decent amount of work and effort into the claw mechanics though)!

I think that the combination of Angry Birds and Claw was well thought of, and was interesting! But the Angry Birds portion does suffer because of the weight/structure of the individual blocks together prevent it from getting knocked over so easily! The game could benefit a lot from making the claw a lot faster in nature.

Either way, fun concept!

…wait there was a jam this week?

The art, lighting, and animations were really well-done for this game!

While I feel as if the random enemy encounters around tight corners combined with the slow rate of fire made it pretty hard to fight, the feeling of going through the corridors not knowing what to expect next!

The mazes were definitely difficult to navigate the first time around (I died once), and it was made easy the second time around (since I knew what to expect), but the experience was solid regardless. I feel like I wanted more with more complex AI and more levels!

I'm not going to lie, I haven't played an educational math-based game since MathRacer on Flash game sites or even the Jumpstart on PC (shoutouts if you know that series). As Brad mentioned, the presentation of the idea is done well! Unique mechanics are iconic to your style of game design!

  • The idea for the gameplay loop is there, but it could have been iterated on and polished more!  
    • The game could have been a bit more enjoyable if there was a slight change: having a constant stream of enemies or having the enemy mothership more protected/defended! 
    • There is nothing stopping the player from skipping upgrades (and skipping the core-math mechanic presentation) and going straight to the mothership, if anything, you're a bit too powerful at the start for that
  • Otherwise, the art is well done and honestly reminds me of those 80s space-genre games (mostly because of the pixel square-shaped stars, honestly, but everything fits together)!
  • If anything, catching the infinite-math bug hampered this game quite a bit; I believe there should be some kind of indicator to how many problems the player should complete per upgrade station-clarity for the player is never detrimental in these kinds of games.

In all, just like this game, I do really enjoy the style and unique mechanics you put into your games! 

microwave go brrrrrrrrrr

The vaporwave-like aesthetic of this game is cool and refreshing (I can honestly say I've personally never played a vaporwave game)!

  • I only wish there was a bit more length to this game; not a negative though!
  • However, as an experience-game, I do love it!

Even for the amount of content, it's a well-polished game!

This game in particular matches the theme quite well! Making the player become the fruits and avoiding the knife is honestly more creative than I could ever be personally!

  • The gameplay loop here honestly reminds me of Overcooked; while simple, it's pretty unique for this genre of infinite-game, especially combined with the theme!
  • The power-up system is a bit out of place for my taste, mostly regarding how there's nothing stopping the player from jitter-clicking and grinding for powerups when the timer is still draining slowly. You could have benefited from having the player work more for the power-ups, or have them strategize more. This could have added a bit more variety to the game!
    • This could be implemented by having the player bring a specific fruit to them, or setting these power-up generators on timers where you can only pick them up at certain times (making the player think and choose between fulfilling an order, dodging a knife, or getting a power up
  • Honestly, the flaw in my opinion is the fact that RNG is a deciding factor in loss here, not skill. Not the biggest deal for this scale of game, but it could leave a player frustrated.
    • While not obvious, the fruit you need simply may not even spawn.
    • Having that target fruit spawn slightly more often is a solution!
  • Some nitpicks:
    • Running into fruits you don't mean to pick up is a bit annoying a button for pickup could have made it a bit easier.
    • While short and small-scale, the game didn't feel particularly challenging for me (I personally do enjoy a bit of challenge). The order timer didn't put too much stress on me.
      • HOWEVER, it's a good thing to always make your games easier than you think they should be to avoid crossing the line from challenging-rewarding to overly-frustrating.
      • Regardless, you may have intended this game to be very easy because of its simplicity, which isn't bad!

Overall, short, simple, and sweet!

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Car Dash! The music was an awesome choice for the game-definitely reminded me of Eurobeat and Initial D!

I found that the maximum speed you could go was WAY too fast for your average reaction time to avoid obstacles, and it didn't help that you also had to mash to make your car go up/down. I would've preferred that there was a speed cap on the horizontal movement, and make the vertical movement more simplistic so players have a chance to react accordingly! A zoomed out camera also would've benefitted, giving more reaction opportunity!

Yet another game in this jam that brought me back unwillingly to my physics class (LOL)! It absolutely doesn't help that the game is literally called "MASSXVEL," but nonetheless, I appreciate the name!

I do like the puzzle-ish aspect of the game of going through your levels, it adds a bit of strategy balancing the stamina you have to finish the level while still going for score. However, I think the game may have benefitted with more levels and a level select so you could perfect a run on a specific level.

As Derek mentioned, I do like the concept, being reminiscent of arcade-style mobile games! I do find myself though having to drag across the entire screen just to get a lot of momentum; perhaps you could've made the drag across the screen less, but place a maximum on how far you can drag for that "maximum momentum launch." Some SFX or VFX on launch would have been beneficial.

The upgrades system you put in was fun to max out and see how far my ball could launch! Neat concept!

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8/8 game, would crash my car again!

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My first words when I booted up the game was "BEYBLADES? HELL YEAH!" I do love the unique quirky aesthetic of your game, and honestly the design of the tops were pretty cool! Your gameplay loop was essentially bumper cars, but it works well!

My only things were that I do wish the option from the two-player mode to utilize the mouse was an option for the campaign-I felt like it was way easier and a bit more intuitive to use the mouse as a control scheme (then again, I might just be bad). Building up momentum also felt like a bit sluggish at times, but adds a bit tactical thought to your actions.

Other than that, great submission, and the extra features like the sandbox and multiplayer were nice additions to see!

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Awesome submission! I definitely get a lot of "Sonic-like" vibes from this one: go as fast as you can, jump over obstacles and clear it as fast as you can, which is awesome to see! Slime guy is pretty cute, and the art fits well!

As Brad mentioned there were inconsistent ramp/hill jumps and often placed ramps in parts of levels that seemingly didn't give the player the utility they need; some geometry in the platforms I noticed also had little bumps in their colliders that sometimes halted momentum and/or took away the second jump. The game also could've benefited from some sound effects like a jump effect.

However, I do like that feeling you created of cleanly clearing obstacles in segments, it's a great feeling! Solid game!

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This game indirectly took me back to the physics class I just took this semester, but for good reason! It also did remind me of grappling hook/Spider-Man physics, but in a really unique way! I also do definitely enjoy the speedrun potential of this game and the puzzle/action aspect that gives players different approaches to pass the same level! I will say, I was pretty bad at it at times, but overall it felt great to get past a level! 

One nitpick I have is the camera, especially on a first playthrough; sometimes I found that I couldn't see where I was swinging to in the longer levels-but I suppose that trial and error is part of it! I did find myself frustrated at times because of weird release angles that I thought would release me in the right direction, but I think that was just me being bad.

Overall, awesome and well-polished nostalgic-feeling game!

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Blitz bounce! If there's one word I had to describe this game it would definitely be "satisfying," especially given the visual and audio effects put into the ball serves/returns. I do like how this is structured as a puzzle game, though admittingly my monkey brain sits there for longer than most trying to find the most efficient solution my first time through. I have no major complaints of this game, and the artsyle does fit the futuristic aesthetic you went for! 

The hitbox on some returns definitely felt a bit strange at times, I found myself trying to time my returns in ways that were probably not possible; after getting used to it, I found my stride alright! It might've been a bit misleading to start the animation with an overhead swing (given, I don't think you can hit balls back coming from overhead), but some kind of HUD element may have been beneficial. 

Otherwise, nicely done!

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Ah Squares! I love how simplistic yet weirdly engaging this awesome and quirky game is; I get the increasing feeling of momentum and intensity from the music and tempo picking up especially towards the end which is great. 

Aside from that, it is admittingly frustrating that I failed my first run, but pretty satisfying to finish on my second try through-especially seeing all the parts come together. A pause and volume adjustment option, honestly would've been a bit nice (considering I had to go to the bathroom on my first run), but that's nitpicky of me at that point.

The feeling of getting to the end is something I would never spoil for others, experiencing this game was a treat!

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gian made day 1 patch.

changes include

  • changed timing of crap being thrown at you so its a bit more fair
  • slowed down some obstacles (particularly the ramen cart that's thrown at you from behind) so you have more time to react
  • uh, don't consider that version for your jam ratings please; that's cheating (i just wanted to finish the game)
  • fixed other bugs including sound bugs and animation bugs

The art, creativity, and audio of this game are polished to an insane amount. I don't know what much more to say than that. Character designs were creative and interesting (it takes me back to high school and has a little Homestuck vibe which was nostalgic for me). 

In terms of completeness, I only crashed once when playing because of a specific action I took during the final moment of the game (running into damage over and over again to restart the level). Otherwise, front to back, this absolutely feels in line with games of the same caliber. Combat and movement in relation to the damage mechanics and are clear... although, somewhat unfair at times?

The game is oftentimes too punishing... and oftentimes not punishing at all. 

I understand how all the different enemies move, and that I need to do a bit of thinking to make sure I don't corner myself or put myself in an unwinnable situation (1 heart, but "checkmate in 2").

 Sometimes though, I feel as if the unwinnable situation is inevitable and there are only certain things you can do to avoid it. For example, if you roll the card that makes enemies alerted to you all over the map, you're almost better off just killing yourself. 

The conditions ("poisons") force you to play in a certain manner; that I liked. However (call me bad), but I genuinely feel as if I can't avoid bad RNG in a level or predict enemy movement correctly at times. The game actively works against you, but I don't feel that's absolutely terrible. It kept me engaged enough to finish. I feel like there are just a lot of moments where I go "are you kidding me?" 

There's also the other issue of the shop. Through the game, I felt like there was absolutely no benefit to the shop's upgrades when I could absolutely just run through the game and find the exit as soon as I could... and then I got to the final boss. Then I realized the importance of the shop. Its my fault in a way, but the only worthwhile upgrade was the max HP, which only sometimes appeared. I found it more efficient to run through and just, buy when I happened across it; but by the time I got to the final boss, there was no turning back to go and pick up upgrades.

If I were to compare it to your team's last game, "Reaper-san," a very good difficulty comes from "I made that decision, and it feels as if it was 100% my fault." Reaper-san encompasses that, but this game only sometimes encompasses my belief on difficulty.

Overall, the only thing I would really knock it down with is the RNG feeling unforgiving at times and this creeping feeling of "illusion of choice" looming every action I took. In all other respects however, the game is really good!


i low key want to speedrun this though, the replayability factor is just right for that kind of mindset

Honestly, a really neat idea! I do wish the music worked, it would've added to the game a bit more (I personally couldn't figure out how to get it to work).

My main issue with this game is the repetitiveness and RNG of the game. I honestly feel as if the options given to me in combat were more or less barely influencing your dice-roll of trying to survive; I actually still wonder if there's an optimal strategy for this game that I haven't figured out yet.

Which leads me to my other point, the repetitiveness. When my character dies, I feel as if I'm punished way too much for a condition that was somewhat out of my control (insert me getting ratio'd by the shotgun hillbilly for around 7 runs). By the time I'm sent to the beginning again, I honestly didn't want to play much more. The fun aspect is a bit questionable, almost like playing DnD without your friends. I think I'd rather pick up an older JRPG with less mechanics and might have a bit more fun with it. There are ways that those games offset the repetitiveness by showing your progress through the game, a sense of accomplishment through overall character strength or even story (the former feeling insignificant due to the RNG and the latter being missing altogether).

Not saying that the mechanics couldn't have been more interesting, this game and its mechanics could've been done on any engine (and probably easier), but I'd definitely give it props for working in Excel! 

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I love the energy of this game haha; its a one-time meme experience through and through and I thoroughly enjoyed my time. There are some bugs, like the fact that you can't scale hills just by walking up them and the fact that you can't click the menu buttons when dying through jumping off the cliff at the end.

As an experience, the music and art fit the overall mood of the game well and I absolutely died when you had to "pick your poison." It wasn't particularly "hard" to say the least, you can actually run past everything, but I enjoyed my time playing it; especially considering the length of the game.

The arc of the projectiles and the fact that your character was a water bottle made me feel like I was playing Super Mario Sunshine haha!

All in all, if you ironed out the small bugs, or even fleshed out the game a little more (hard to do with the nature of this game, honestly), the completeness would've gone a bit up for me.