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Dallas J. Haugh

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A member registered Feb 04, 2017 · View creator page →

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An interesting seed for a game. It leaves me with a few questions, should this progress further:

  • Are the wolves deterministic?
  • How do you plan to constrain the light sources in the full game? This either seems like it splits into an action stealth sort of game or a turn-based puzzle.
  • Is the pathfinding going to remain tile-based?

Congratulations to the team on a fairly polished result with some potential.

Rev1 of this is currently missing bookmarks in the PDF. It could also be aligned slightly nicer, but the compact, dense format is a welcome change and useful to people who have used GUM before.

The biggest change from GUM v1 is the apparent removal of the general action/intent/focus oracle; whether one considers this redundant or not will be a matter of taste.

Overall I consider this an improvement.

This was interesting. While perhaps the language could be more polished (I presume the team doesn't consist of native English speakers?), I enjoyed the routes, and always enjoy a bit of interactive fiction. The song was probably unnecessary, and I turned it off, but I know the Game Jam crowd gets angry if you somehow don't include a music loop.

Good job!

The WarioWare-style minigame rush is a solid concept until you run into a minigame you can't beat. In my case, it was the typing one. I am not a bad typist, but I am very, very used to text rather than going over code really fast. When one gets stuck, there is a lack of tolerance to continue on for a reward that doesn't have a narrative justification besides "I did the game".

The presentation was interesting, but not compelling enough to have me bash my head against a wall after multiple failures.

The nature of a self-undermining difficulty curve is a very solid concept, but I felt the execution was a bit clunky. The sudden jolts of deceleration made for an awkward game feel. I believe this has some potential if polished, if an admittedly limited scope of what the game can do with the core premise.

I felt that the game either boiled down to getting slaughtered first or snowballing, and the feedback and sort of clunky controls of the zombies didn't help. I couldn't exactly figure out the creative point here, though this might be a linguistic barrier?

Being thrown in without context was a little stressful. I've seen multiple quest-giving games so far, and a common problem seems to be a lack of game mechanical knowledge to make informed decisions on what to do. It did softlock after the first wave, but that was expected.

I'll admit that I didn't understand the mechanics. Were you supposed to intercept the rocks or guide the king away? It wasn't clear and I don't know what the "ability" did.

He got stuck after I cleared some walls, and stopped pathfinding afterwards, even if I cleared some more walls or put them back?

It felt just slightly too random, perhaps, to be consistent as a puzzle game. A more deterministic character would have made this more enjoyable. It is a solid concept, though.

There's something cathartic about this, but I almost wish there was a more dense area to rampage through, and the game was slightly slower. It has this "popping bubble wrap" game essence. Interesting.

was able to get this to load, but after part of the tutorial, the hero just got... stuck. Good effort, though I am not sure what the rest of the mechanics are.

I think I broke the game, or somehow killed everyone on the first day? It wouldn't let me progress past day 1. I liked the effort at context, though. This could definitely be polished into something interesting.

This is interesting, but I encountered bugs when it forced me into a "level complete" or "game over" state, where the menu would not disappear. There does seem to be a bit of a learning curve, but I found it the game fun, given the scope.

This touches on a personal feeling I get. I like to usually play healers or tanks out of some sense of vague pro-social tendencies, but still feel isolated and somewhat stressed. Anything that expresses that is feels like it definitely accomplished something. Good job.

Yeah, I wasn't certain whether the goal was to make a hard, but non-invincible boss, or to just make the hardest boss possible, but I stumbled around and accidentally made something which does a party wipe and out-regens the party's DPS. I watched until attempt 20 and realized that the grinds do nothing.

This could be interesting, but I would definitely enjoy it with more context. Good job.

This felt a lot like a tile-placing board game, like Carcassonne; that's a compliment! Perhaps the most logical improvement is to make it take place over multiple stages of increasing difficulty (mix up the card stock / upgrades / save rooms, etc.). The first time placing a tile was also a little unclear on the interface, but I figured it out. I did play through the whole thing. Good job!

A simple, well-polished idea. I enjoyed it.

Woof? Bark bark, bark bark bark, woof, grr... BARK BARK!

Controlling a mouse with your elbow is, in fact, as hard as it sounds. An interesting premise, and good job.

This was entertaining and the touch of being able to be expressive with the cards was a nice touch. Congrats on the game!

This made me smile. Congrats on making the game!

The situation I got into was rather uncomfortable, and I had to stop playing. I don't know if that was an intentional decision on the part of the author, but the wording felt... off. Also, there isn't a zoomed in option or fullscreen, as far as I'm aware. Nifty graphics, though.

The game seemed fine enough, though I would have liked more perceivable feedback. Being different people seemed a bit odd with the premise, but overall, I played it for a solid amount of time, so it did keep me engaged. An excellent job on the presentation, given the constraints.

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I found this interesting, but hard to read with some of the background art; I had to highlight text. Were the macro errors intentional or not, I wonder? Anyways, a good job on making IF for the jam! (edit: also I don't think the music worked)

I was a little confused by the concept, and the feedback was not very intuitive, but great job on making the assets.

We need more FMV games. 😊

So... it's a sokoban without an undo feature?

It's okay, but it is certainly not original.

I guess I appreciate this more than I explicitly enjoy it. Maybe the boxes could have gotten smaller over time? I am not sure if 500 or 1000 lines of code would have been the optimum gameplay-to-code punch this is aiming for.

A nice, short game. Perhaps a bit overtuned, but forgiving enough that it did not overstay its welcome.

While it was entertaining, it did seem to get into extreme lag towards the end, and the number of enemies was unnecessarily large. Set a cap, perhaps, and free some memory from the scrolling health refill areas?

My computer is fairly powerful. I wonder if this is a web export thing?

The one-hit kill restriction combined with the size of the ship and the requirement to level up is so burdensome that I was unable to engage with the theoretical core mechanic.

I like the concept, but the sound effects are a little grating, and the infinite jump is not quite intuitive.

Why is this an awkward side-scroller? It also immediately starts and you have to guess at the controls. It was not clear how to destroy the town.

I felt like the resource management concept was the start of an interesting theme, but the actual implementation is a bit awkward.

It felt moderately fun, but it felt held back by the theme. The damage bullets could also be more obvious for a bullet hell game.

The resolution is borked; I was still able to play, but the glacial starting movement speed and low damage made it hard to engage with the power-up system. No audio feedback makes the game not seem as interesting as it could be. I didn't really see a reason to not auto-fire, but this is pretty common in shmups.

I liked the concept, but it felt like the stocks were a bit too random to consistently win? Also, I couldn't do the math in my head fast enough to know when I was able to buy stocks; perhaps "buy max" and "sell max" buttons would help?

I didn't make it far enough to see if there was checkpointing, but it does execute well on its premise.

It was a little unclear that you had to hold the mouse button to get rid of the pollution, and once you got rid of all of the patches, it was no longer a problem to manage. The endgame is a little ambiguous as to whether there are orphan fish remaining or not.

But it is gorgeous.

A very impressive showing for the timeframe; any of my major complaints are about QoL and polish.