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DancingEngie

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A member registered Oct 06, 2013 · View creator page →

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It’s too fast and too slow at the same time. It’s intentionally incomprehensible. It’s barely interactive. But it’s so fucking cool

Absolutely slick and cute. Even at this early stage it’s an amazing resource for newcomers, and the idea of having actual live demos with paste-able code is incredible. Love to see it expand and grow!

Thanks for playing! There is a ‘canon ending’ if you want to figure out why the place keeps exploding, and what the monster wants. But as you figured out, the game also reacts to as many prompts as possible, even extremely silly ones. Glad you enjoyed it!

If you ask me:

  1. Make money be an actual challenge and not just a restock cap. Recettear starts off with the main character having massive debt she has to slowly pay off in a certain number of days, for instance. The threat of bigger and stronger zombies could also be a motivator to save up money. This also ties into what you said about giving the shooting minigame more depth, as currently it feels more like a chore than an actual challenge.

  2. Shorten days while also making shelves smaller. Outside of the fact they get boring after a while, a shorter day also means you inherently make less money and have to think about what you purchase, why, and how much.

  3. Make it so there are days where it is more preferable to buy a certain product or a category of products than others. Right now you can just put whatever you want and people will just buy it. By implementing a “preferences” or “random weather” mechanic, you can encourage the player to take more risks and change up their strategy.

Good luck!

Damn that was really neat. A sort of Resident Evil Recettear. For a game jam game I was seriously pleasantly surprised by the amount of depth you managed to crammed in: from the UI to item placement to shelf customization to pathfinding and even a zombie minigame. The game loop is very strong and doing math under pressure is strangely compelling.

I will say that sometimes the hitboxes were a little off, and it’s not clear which shelf I am about to stock. Sometimes the game would think I wanted to stock a shelf I didn’t, which was a bit frustrating. Plus, I felt like I could just stock the place with whatever and people would just buy it willy-nilly. Money is never really an object.

Still, if it were polished up, given more depth, more surprises, and a faster pace, I can see this going up on Steam. Very impressive stuff.

Oh hey, a horror-comedy. Don’t see that a lot around here. I thought it was a quirky little hide’n’seek-em-up. The game over animation was very entertaining. The game does have a lot of bugs, and doesn’t really explain its mechanics well; it took a bit of trial and error to understand what it expected of me, and even then I still failed.

Still, good job, and I wish you luck in the future!

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Very smart use of a single room and simple interactions to tell a cosmic horror story. Kinda reminded me of The King in Yellow. Had a fun time trying to string everything together, and it definitely stuck the landing.

I will say that despite the wonderful atmosphere and sound design, the gameplay does devolve into pixel hunting. The game makes no indication as to where to look, so I basically waved my mouse around until the UI changed. I understand you really wanted to make the player feel like they’re really digging for clues in this old dilapidated archive, but as it stands, it feels arbitrary and got me out of the experience. Maybe some sort of outline or indication as to where to look next will help, or even a ‘hot/cold’ system if you still want to conserve that “digging for clues” feel.

Again though, competent little story, well presented.

Thank you so much for trying this niche game out! Indeed, there are many little secrets and ‘tiny prompts’ to find and endings that troll you back for trolling the game, without spoiling much.

The game also comes with an endings guide if you get stuck or just want to see what the writing has in store.

You were right, there was an issue with the zipping process. I reuploaded the file. Hope this works now

cute and newgrounds-pilled

Pitch black, in both graphics and tone. Manages to say much with very tight, succinct ​prose. I love how the whole story loops back on itself. Quality stuff.

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Damn, that was actually a super sweet interactive mumblecore short thingy. Gameplay out of Edith Finch, artstyle out of Newgrounds. A nostalgic ode to days long gone. The implication at the end really struck me.

I will say that some scenes dragged on for a bit too long (mainly due to unintuitive interactivity) and some anecodes don’t really land. But that’s kinda the idea, isn’t it. Good stuff.

Solid loop, engaging mechanics. Very tactile to boot. Really clever way to have a sense of scale and progression while still keeping things in one room. I will say that the difficulty scales up a bit too slowly to my liking, but I did finish it and had a good time.

That was a really cool interactive movie! WALL-E directed by Lynch and Cronenberg. It also really reminded me of that Black Lotus Amiga demo and Paratopic.

The world is disgustingly beautiful, the story oddly engaging, and the awkward controls really put you into the mind of the main character in a very unique way.

That said, I felt that the pacing was off. It takes a while for the plot to get going. Some scenes, especially the container scene, felt too long and kinda got me out of the experience. I also think the ending is suitably depressing, but also renders the entire experience a bit moot? Hard to explain.

This is possibly an April Fools bit but I’m not sure. Either way if definitely fooled me.

Yeah, the game is pretty old and isn’t properly “signed” the way Microsoft likes because I used a free version of the Unity game engine. Feel free to run an antivirus scan on any file if you don’t believe me. To bypass this error, just hit “More Info” and then “Run Anyway”.

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Heh, yeah, sorry about it. The idea was to make an interactive music video game, and that’s what Venus is. I toyed around with the idea of adding a new song/level, but either way it’ll still be a very, very short game. Glad you enjoyed it tho :)

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Sound and visuals were atmospheric and immersive and there’s genuine tension towards the endgame. Full marks on presentation.

But… I do feel like success is very much dependent on luck: what your board looks like and what utilities you get. I understand that it’s The Point, some desperate death game that’s rigged against you. But that also means I didn’t really feel like playing it more than twice once I “got” the winning strat.

I think it’s a wonderful demo and I’m glad you’re still responding and shitposting down here in the comment section. I just think it needs a bit more complexity and replay value :)

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משחק ממש יפה, הן אומנותית והן בזהות שלו. מרגיש כמו שילוב בין המהירות של “סלסט” והגיימפליי המתפתח של “אינסייד”. אתן אומרות מה שצריך, מעבירות שחקנים מסע מלא אקשן, וגומרים את כל העניין בלי למשוך זמן. אחלה של דבר, וההשקעה ניכרת. השליטה מצוינת (כולל קאיוטי טיים!), השלבים והמכשולים מאוד קריאים והסיפור, בעוד שלא הבנתי את כולו, מועבר יפה דרך גיימפליי וסצנות קצרות וחותכות.

אני כן אגיד שיש למשחק סוגייה מאוד קשה שאני רואה בהרבה משחקים סטודנטיאלים - השלבים קשים באופן “לא הוגן”: שיפודים במקומות לא נוחים, המתנות ללא אייג’נסי, וקפיצות סופר מדוייקות. לא היה שלב שלא יצאתי ממנו קצת מתוסכל. הייתי מסיר את השיפודים בצידי פלטפורמות ושם לב שברור מתי מפלצות הרוחות שמעיפות אותך לצד עומדות להסתובב, למשל. דברים קטנים כאלה.

אני חושב שזה פרוייקט גמר מצוין שצריך קצת יותר זמן בישול בכל הנוגע לפלואו. כל זמן שאנשים מתקשים זה זמן שהם יוצאים מהחוויה והאימרסיה נהרסת. אבל כן, בכל הקשור בתקש”ח אין לי הערות. גוד סטאף. בהצלחה!

נ.ב. ממליץ לעשות מחקר על תגיות באיץ’, להבין אילו פופולאריות ונכונות למשחק ולרכב עליהן. יש מצב שהמודרטורים של איץ’ יראו את המשחק ויתנו לו מקום בעמוד הראשי!

Thanks! Yeah, if I had a little bit more time the writing would have been sharper and had included more gags.

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Really cute, and immediately intuitive. The TV shader was a nice touch. Like others have said, a bit more background music would have really sealed the deal. I also felt that the main challenge was less about puzzle solving and more about “cheezing” the controls and clutching those corners. Cool stuff, especially for the timeframe.

Charming, cohesive and polished, especially for the timeframe. Very cool interpretation of the theme too, reminds me of Superliminal.

I think the demo feels great. Movement has a good amount of weight to it, environments are clear but detailed, everything flows well, and weapons feel great.

That said, I couldn’t understand what the game expected from me. Melee enemies rush you for a fast reaction and drop dead quickly. Aiming is optional, meaning you can run and gun. However anyone with a firearm is dead accurate and you die quickly. You have no crosshair so you must rely on scoped or lasersight weapons, lean and sneak. Level design is also kinda funky, with cover spots on the one hand and cheeky enemy placement on the other.

You gotta decide if you’re going for a more tactical shooter or a faster-paced one, and tune your design to that. Because right now, you’re kinda stuck between both and satisfying no one.

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As the game implies, you have to “climb” (use LMB) the tank to use the grenade

Creative little Inscryption-like that’s genuinely tense with great atmosphere. I recoiled IRL when I “shot” myself. Love how the game teaches you its mechanics little by little and then pulls out all the stops by the end.

I did get confused by the beer item’s description, and didn’t quite get what it does in-game. As far as I understand, you basically ditch the loaded shell; didn’t get what it meant by “the end of the round”.

Also, I thought that cigs should have been a curated item that both items get a set amount of at the start of each game instead of it being given to you at random. It means one side can basically cheese their way to victory if they get lucky. But I guess that’s the point :)

These nitpicks aside - very, very good stuff.

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Hi there, thanks for playing! Hope you’ll keep going and find the story as fascinating as I did.

As for a Mac build… it’s a bit of an issue. Besides Apple’s gatekeeping “unsigned” software, I don’t have a Mac computer on which to test builds.

I apologize, as I know Mac users need to jump through hoops to play Windows-only games. But I can’t debug a build I literally can’t launch, and I just have to rely on Unity to do a good job - which I really don’t.

I do love me a horror game that uses unreliable tech as a game mechanic rather than a gimmick. Love how the first stage is a low-stakes tutorial for the second stage under pressure, and how you’re not really sure when security arrives.

I think the game could use a crosshair change to indicate where and when you can use stuff, as I was mindlessly clicking most of the time, and that the ending was kinda predictable. Still, a great little thriller.

A really clever way of turning Battleship into a horror game, reminds me of Stories Untold in a way. I can only assume the prologue is about the tenants realizing they’re collateral damage. Strong stuff, doesn’t overstay its welcome and respects your intelligence.

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Responsive UI is fancyspeak for “the buttons scale and look good in any resolution”. Godot doesn’t have this by default, you have to enable it. The reason is that the method differs for each game and artstyle

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Cool experiment, I love me some first person post-irony simulators. I also recently made the switch after The Fuckening and Godot has its quirks.

If you want responsive UI, this doc page is a great guide since Godot’s terms are a bit peculiar. Also you don’t have to export all the engine DLLs with your build (unlike Unity), enable “Embed PCK” when you export your game.

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Thanks! That game I mentioned is called You Find Yourself in a Room. Heads up, it has many explicit insults directed at the player.

baba is cat

simple, light, adorable.

Incredibly polished and faithful to the original formula, and in some respects even better (mainly in terms of game feel). Nicely done. My only two complaints are that the game is generally a bit slow paced, and that I wish I could hold LMB to place units quickly instead of mashing it.

oh wow you really went there

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Fun, hectic physics game. It’s so fast and silly that you can’t really stay mad at it, and the Game Maker explosions were a nice touch. I will say I felt there were times the game “cheated” me into a hit by spawning extremely fast balls at times.

Played it a few times and my record was 650.

If you polish it up and pack it into an app, I could def see myself playing it while waiting for the bus.

At first I thought I’d actually be fighting the army I placed. Then the twist came and it was so much better. Very cute little game, loved the little character barks.

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h̶o̶n̶e̶y̶ ̶w̶a̶k̶e̶ ̶u̶p̶ ̶n̶e̶w̶ ̶c̶r̶u̶l̶e̶t̶y̶ ̶s̶q̶u̶a̶d̶ ̶j̶u̶s̶t̶ ̶d̶r̶o̶p̶p̶e̶d̶

No but really, this was great. No bullshit, all style. Having a CROSShair and giving you infinite ammo is ascended game design.

Clean concept, clean execution. As hard or as cheesy as you want. Good shit.

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Hi, the game was originally created as I was learning Unity. The code does not support localization in any way and rebuilding it would be very time-consuming for such a small project. Unfortunately what you see is what you get :(

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טוב לראות ישראלים בתגובות. במבט לאחור הייתי צריך ליצור הייפ עם התקשורת הגיימרית כדי שזה יגיע לעוד קהל אבל ויתרתי כי לא ביקשתי מאלישע רשות בהתחלה. בסוף שלחתי לו את המשחק והוא מאוד אהב. תודה רבה ושמח שנהנת!

Hold right mouse button to raise your weapon, then, while it’s raised, hit the left mouse button