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Cosmonaut800

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A member registered Apr 07, 2019 · View creator page →

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Hey! Thanks for checking it out!

The first two tools just work by waving them over the part, and seeing if any of the parts react differently from the other three.

If you feel like giving it another try, here's a couple tips based on what I noticed during play testing (I consider these gameplay spoilers btw, in case someone is reading the comments before playing):

-Not every tool will show a difference on every set of parts. If a tool seems like it's giving identical readings on a set, it probably is!

-It's better to use one tool at a time across all four parts, than to use all three tools before moving on to the next part. That way, it's easier to notice if one of the parts is giving off a different reading, because the other readings will be fresh in your mind.

-The difficulty does increase with each round, it's possible that the difference in the last round could be subtle, so you'll have to pay close attention.

Again, thanks for playing and thanks for the feedback!

Very sad that the lighting was broken in this build! I think I wasn't able to find my way through the whole game, but I enjoyed the aesthetic and ideas you had so far. I think you're showing a lot of artistic talent with this game, and I'm looking forward to checking out the fixed version.

Stunningly complete game, I might as well have been a kid playing this on my PS2. My only critique is that the shark enemies felt unfair, like there wasn't really anything I could do to predict or avoid their attack. Especially in the last room with multiple of them. Other than that, I had a lot of fun with this game!

Really spectacular! I absolutely adore the artstyle and tone that you achieved here. It hit a similar vibe to Death Stranding for me, which I also adore. Just overall a fun mechanic, a really interesting setting, and fantastic presentation. No notes from me, I think you got it in one.

The game will always feel easy to you because you're the one making it. You know exactly how it works and what you're supposed to do, and you're constantly practicing it every time you test it. I think that's why NES games were so notoriously difficult, they had small teams with not many outside playtesters. I think as a rule of thumb it's better to err on the side of making it too easy for you, if you want it to be reasonable for someone else's first play through

You should invest in at least a pair of earbuds or something lol

The first time I realized I could push the balls was such a cool moment, I think that's the first time I've seen a dynamic prop in one of these lidar games. You could definitely expand on that idea of things that are simple to understand normally but difficult when all you have are snapshots through time. It was like a demonstration of Heisenberg's uncertainty principle, I could either tell exactly where the ball was or where it was going, but not both at the same time. I liked the reveal of the things outside the play area, too

Ah, I put the visualization there for that exact scenario, sad to hear it didn't work out. The visualization for the different sound effects should have been fairly distinct, were you clicking in more than one spot on each part?

That does make me curious, though, how did you add the sound effects to your game without being able to hear them?

Really great! From the beginning, the movement felt good and I really noticed that the animations of the player character lent an extra sense of momentum with how bouncy he was. The message of the game is, of course, sweet, and fits the theme nicely. My only point of critique would be that some of the wall jumps felt a little too challenging compared to the rest of the game. In particular, there was a string of them that you needed to get all in one go or else retry. At one point, I did them too well and ended up landing on the wall above one of the pads, which ended in a retry anyway because you have to approach the pads from below to get any height off of them. That said, I was thankful for the frequent checkpoints, that was a good call lol. Overall, great game!

Agreed! In a more complete version, I'd have an actual start menu with a skip intro button. The game restarting at all is something I only barely threw in at 10 minutes before submission, haha. Another thing on the list for the inevitable "after the jam" version.

The art is the definite strong point. I'm a big fan of your style, and the unsettling atmosphere you've created here.

Really fantastic atmosphere, and I love how challenging the puzzle is with such a simple mechanic. It reminds me of an old flash game from the Wonka website I used to play in elementary school, lol. I liked the game enough to play it a second time and get the good ending.

Maybe I experienced the same thing? It froze for me after the voice said "It's time for some cleaning." Also, I feel like I sequence broke a little bit because I ran upload before test lol

Thank you for being so positive despite that, lol. Here's a few tips based on things I noticed during play testing (If you're someone else reading this and haven't played the game yet, I think it's more fun if you go in blind!):

-It's better to use one tool on all four parts at once, as opposed to using every tool before moving on to the next part. That way, it's easier to notice a difference in readings since the image of what it's "supposed" to look like is fresh in your mind.

-Sometimes the alien can trick a tool, so if the readings look the same across all four parts, they probably are! That just means you need to try a different tool.

-The acoustic tool (the iPod) needs to be used in several locations along the length of the part to catch any weird spots. It helps to spam it as you're moving it up or down the part.

I hope this call into the Cosmonaut tipline has been helpful. But regardless, thank you for checking out my game!

I managed to take off without issue, and I was keeping the heading and altitude given to me by the tower just fine. After flying for about five minutes without any sort of input from the game, though, I started to wonder what was supposed to be happening. The checklist said once en route, "RPM - Set, Mixture - Set, Engine Gauges - Check." I thought maybe those would be the trigger to kick off whatever event was supposed to happen, but the only thing I could really fiddle with was the fuel mixture, and I didn't know what exactly it was meant to be set at. As for the others, I don't know how to set the RPM explicitly or how to tell the game that I've checked the gauges. In the end, I turned around just to try and get something to happen and crashed on purpose. It sounds like I definitely missed out on something, so please let me know if you can figure out what I wasn't doing! I have a little bit of background in aviation so this game is interesting to me, but I don't want to rate it until I actually experience the whole game.

Minor bug discovered: The game only restarts once, then fails to restart again after that. So, you'll need to close and reopen if you need more than two tries.

It's one of those annoying things that only took one line of code to fix, but the deadline's already passed. Ah, well, nevertheless...

Thank you for checking it out! I went ahead and found the stream where you played it and I'm glad to see that you liked it! I was especially glad to see that you figured out how to play even without reading the "how to play" on the game page (an in-game tutorial is on my to-do list), and to see you go pretty much along the path I expected you to. I feel like that must mean I did something right. I didn't get to watch that many people play my game before the deadline, so getting to see how you played it is honestly pretty useful feedback!

This is such a complete game for having been made in one month by a solo developer! The tutorial was fantastic and I'm thoroughly impressed by the quality of the regular gameplay. This is definitely something to be proud of!

I like the pre-rendered look to the visuals, I wish there was more to look at and some sound effects to go with it. The style is distinctive, it gives me a nostalgic 2000's feeling.

The pushable blocks are a simple thing that really adds a lot to the level design here. On the last level, I even brought one from somewhere else in the level to the end to see if I could hide my group behind it like a barrier. It was fun! I liked overwhelming the enemies with brute force, too.

I love to see raylib being used! I've used it quite a bit in the past. Good game, too. I feel like it would fit right in with the other machines at my local arcade. I think my only criticism is that it was hard for me to tell what the different orbs did. The yellow one could take more hits, but all the others seemed to just run into an asteroid and get broken. Regardless, good job!

I'm a fan of the Pikmin games (if you can't tell from my submission lol), so I was looking forward to playing this one! I liked it, faithful recreation of the gameplay, with a sense of humor.

Pretty solid game. If I have one piece of constructive criticism, it's that at some point I realized I was just watching the game play itself. I didn't have much of a role other than spawning a bunch of summons whenever I leveled up. I think the fifth spell you mentioned on the game page could work to make the player feel more involved, though. Other than that, no issues other than small technical ones you're already aware of. I say good job!

I kind of liked the hectic spamming of the 1 key. That feels very true to the experience of trying to keep my friends alive in an MMO. I think you nailed the balance for this short version of the game. I always felt like I was close to losing one of the fighters, no point where I could afford to stop healing somebody

I liked this! This was short and sweet but the core concept is very satisfying and I think it could easily be expanded on in interesting ways. Looking forward to the post-jam update

This game is really charming to me. I like the spritework and especially the sound design. Just very satisfying to hear the splashing as the fish jump out of the water

The area for the smaller triangles is wrong... 0.5 x 2 x 6.5 = 6.5, not 7.5

Solid game! I noticed at one point the sprites for my allies' health bars got corrupted, and occasionally the rogue's(?) secondary attack caused him to be unable to move, but other than that really good job. Planning on coming back to this one later to try and get past the wave I was stuck on lol

Really spectacular! Great art, interesting story, fantastic presentation even down to the animation on the UI. I especially appreciated getting to try again with the species I failed to convince the first time around lol

I was also confused by the controls at first, but taking a look at the game page sorted that out. It wasn't entirely clear to me what the extra glubs I was collecting were supposed to do for me? They seemed to get stuck easily and couldn't follow any time I used the hook shot. Art direction gets a big thumbs up from me, though. I liked the cute characters and the background on the title screen.

Loved this one! Really cute take on a classic shmup. Gameplay felt solid and I liked being able to strategize with which power up I got

I like the difficulty curve

Good concept for the puzzle that I could easily see becoming addicting. I was sad when it was over so quickly lol. Cute style, too!

This is the best one of these bitsy games I've ever seen