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Dabestbro

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A member registered Feb 23, 2018 · View creator page →

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Really creative central mechanic, it's a cool mix of floor-is-lava platforming and more thinky navigational puzzle solving!

Love the vector art and the morally dubious protagonist! The door kicking is a great touch :D

Absolutely gorgeous presentation both in terms of visuals and audio, I particularly liked the boil line. That final scene and ending text was a beautiful way to cap off the experience, stellar work :)

The little wheel robot is adorable :D

I like that the double jump is more of a gradual lift rather than an immediate impulse, makes it feel unique and requires you to think a little ahead before making a jump

I really like the monochrome artstyle, and the particle effects on the cursor and fire spell/torches look very nice!

Thanks for playing! Great score :D

Billionaire bunker LMAOOOO
The ending screen also being cellular automata was a really nice touch :D

The dialogue being adaptive based on who you first spoke to is a really awesome detail! I like that it serves as characterisation while also making the repeated interactions slightly shorter. Unfortunately once I opened the screws on the front and back I didn't really understand how to open up the bomb fully, I managed to expose the wires one time by mashing around with the shim/pliers but I couldn't figure out how to get it to happen again. Any tips?

My finger hurts from mashing for the reps :P it was fun to see like 4 different genres of minigame combined into one

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The stomp mechanic is really fun, warping directly to an enemy and hearing a bunch of squish sounds is super satisfying :D if you keep working on this after the jam, it could be cool to have some sort of shockwave effect at the location of the stomp!

I liked the clue for the last question! I wish the clock was a bit bigger so you could see the time left in the exam going down :D

Ahh I completely forgot to mention WASD in the page description, thank you 😅

Finished with a time of ~1:02! I really loved the vector artstyle, especially the little mechanic character. I could tell the tutorial had a lot of care put into it because right as I wasn't understanding something there was a clarification clearing it up :D

Hidden gem! Quite fun

Thank you :D

Wonderful little experience! Does anyone have a list of all the music used in the game? Really excellent picks that enhanced the vibe of the climb

This was really wonderful, super elegant design and I loved how the later puzzles recontextualised the earlier ones :D

so cool that you wrote the soundtrack such that the player ping note is never super dissonant with the music! loved it

This is wonderful

I really enjoyed the action points system, figuring out strategies to have blue guys stick together and search out in groups rather than go off one by one was pretty fun. I do wish the enemy fish had some sort of indicator so you wouldn't have to remember how many hits are remaining to kill them. Overall was a good time :D

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This is so well made! There's a lot of great polish and attention to detail, you nailed your artstyle and the gameplay ended up being super satisfying (the harpoon bumping you in the opposite direction was my favourite touch). One tiny complaint I have is that it felt like the game didn't really get more difficult as you survived for longer, so if you could survive the initial difficulty level you would kinda just live forever. Maybe increased passive oxygen usage, faster/denser asteroid spawns or something else as time passes would help? Either way I had a great time, the longest I went was 250 subtle flex ;


This was really cool! I loved the concept, and I think the minimalist artstyle was a really great fit with the game & the overarching tone. Some of the fish lines felt a little formulaic, although I get that considering the jam was only 3 days long. When you start running out of fish lines, it would be cool to have the fish spawns eventually come to a stop when you fully run out instead of your harpoon just instantly dissolving them. Overall awesome game :D

I appreciate the sacrifice option in the trolley problem :D

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That was really fun! Awesome job :D the QR mechanic was strange at first but I think it worked really well for giving a wordless environment while still conveying textual story

Small bug. It looks like you can softlock the game by running from 0-A to 1-A, and then running back to 0-A

Thank you, I appreciate the reply :)

Unless I'm doing something extremely terribly wrong, it looks like window_resize_fix_init() crashes on the newest version of GMS 2.3 IDE. Can anyone else replicate this or is this a me problem?

This was awesome! Hoping for part two soon :D