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Danger Dan

73
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6
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1
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A member registered Jun 11, 2020 · View creator page →

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I liked that you created a puzzle sandbox with multiple solutions at many points. Your introduction / tutorial with words in the background were good hints to get folks started. I never quite locked in the controls, so sometimes made mistakes that cost me, but I really felt satisfied making it to the end. Nicely done! :D

This was fun to play and learn how to interact with the rules. There's both a puzzle element, and a platforming/skill element, and it created some challenging moments attempting to execute the plan I had. Nicely done.

This game grew on me. Initially, I wasn't sure if I was playing it correctly or progressing, but as I unlocked more time and speed, I felt like I had more control and could progress even further, explore further. I think at some point double jump and wall jumping unlocked, or maybe it became more usable with better boot upgrades?

Either way, I think it was a cool way to make a space unfold and reveal itself, and I think with a larger map and perhaps an expanded unlock system with a growing web of skills you can pursue, it would be even more satisfying for longer.

Nicely done! :D

Loved the style and mood for this game!

I would have benefitted from more onboarding to how to play, but its clear that many folks before me were able to figure it out. :)

I liked the character controller feel, nice and snappy. The graphics were very cohesive and focused, and the crt-screen warping and interlacing was pretty. I lost track of my character against doors a few times and kind of wished that spikes, doors, and characters had different colors. Really fun, solid work. Congratulations on making such a polished game for a jam!

Your game has a fun loop and progression. Going for procedural level generation is ambitious, but really cool to see that you got something working in the short time you had. Would be interesting to see this develop further, perhaps with different kinds of worlds generated on the other side of the portals?

Thank you very much for your comment, and for your appreciation of what we were going for with the experience. It was fun to discover what the game was and how it would be shaped in short time.

The narrative anchors solidly on the count down and reveals more around it as it unfolds. Quite a tense narrative, I appreciated to twists and choices.

I'm glad you found the difficulty fun, and enjoyed the visuals and story.

Sounds like we should think about what we can add later to fill it out!

Awwww! Maybe we will come back to it and round it out. 

Perhaps we could add some difficulty options?

Downwell is great, absolutely an inspiration here. :D

I'm glad you had fun with the game, and that it felt like it had all the right pieces.

I'm glad you liked the ways and places we added story--its hard to resist adding some narrative to a game, and getting creative with the time we had to make it was fun.

I hear you on some of the levels being pretty tricky!

Thank you very much! I'm glad the controls felt like you were in control. :)

The beat-synced visuals are hypnotic, like Balatro came alive and became a crypt of the necrodancer rhythm battler. Really great boss fight you've made. I'd love to see this extrapolated out to more story and encounters.

Super slick experience! The visuals look great, everything moves very smoothly and feels great.

At some point, I feel like I reached a tipping point where it felt like staying at ~60s of time was not hard, so there might be some later-game scaling to examine?

I'm glad you enjoyed it! A lot of time went into the visuals. :D

Thanks for checking it out!

Thank you for the kind words and feedback! I'm glad you liked the game and found the challenge appealing. :)

Thank you, Downwell was definitely an inspiration here. I'm glad you enjoyed the story, despite the steep difficulty.

This was a really cohesive, short little experience that I quite enjoyed. It was fun to start by "pumping" up the Uranium and swiftly graduate to more and more upgrades.

A game where your most precious resouce is... the pile of your own dead bodies!

I liked the ability to pick up and throw my bodies to make interesting new platforms.

I liked the simplicity of the controls and time pressure to clear as efficiently as possible.

The art and the grid layout is very appealing. I'd be interested to see you expand on the premise.

This game is oozing in style and a e s t h e t i c.  I really like the mood.

The gauntlet mechanic is really interesting, constantly sending me to charge up and then use it. It makes me feel like it could also be really fun as a VR game with a hand controller as the gauntlet.

I liked the exploration of the levels to discover what can be found on each.

This is a very creative puzzle game! The twists (read: complications) you introduce at points are very cool and varied. The interface is clean and the artwork is legible and appealing. Really nicely done.

Short and sweet! I thought that the getting-to-safezone gimmick was really cool. Keep creating, cause this was really cool!

Funny conecept, when I first saw the bomb on the table I laughed out loud... Overall, really awesome and hilarious, as well!

This was a good concept and well executed! Why won't my party goers hold still?! I'm trying to save you from the VAMPIRES!

I liked the focused 1-bit aesthetic and the candle timer mechanic was very visual and understandable. It was fun to explore around. I am wondering what do the scarecrows mean... :)

A really polished experience with excellent game feel. Moves feel tactile, feedback is clean and satisfying. I liked the puzzles where the reset could leave you stuck, and so required planning ahead. The rewind effect was well done!

Hilarious. Coffee-spit-take funny. Great choice of music.

The periodic teleport was an interesting element to manage alongside all the fruit ratio counts. Great and colorful art for all of the collectibles.

I love a good, tight, limited-moves puzzle game! The coins giving an extra move was a cool element to add in and plan around. I see how you incorporated the theme and appreciated that you followed the fun.

Really aweome gimmick, especially how more stuff was introduced to spice up the already good concept. Nice!

Really flowy and fun gameplay. The timer aspect adds a fun twist to an already great game. Well done!

I liked the glow FX on the characters and the music created tension.

This was a fun lane-base auto-battler. The units were varied and the feedback on count down attacks pretty clear. Nice take on the theme and a game that was fun to play all the way to the end.

Why not take a minute to pick up the flute? When else will you find the time?

Very unexpected. I liked the hand drawn animation vibe with the strangeness of the 3D blob.

Really memorable.

I love a good play on words for addressing the theme. Albert was cooking with the music. Nice use of the crt shader to make the overall computer-interaction feel cohesive. Nicely done. :)

Really well done game! The gimmick of your jump height getting lower over time is pretty cool, and it is well implemented. Overall a great game! (Also we love Pico8!!)