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DarkWolf009

21
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5
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A member registered Apr 16, 2024 · View creator page →

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This is a cool game. I think the art and color palette works well, as do the sound effects. The turtle style programming is executed pretty well, and I love how much juice the wall hit effect has. The jump forward command is a unique bit that I haven't seen before,  and it really adds a lot to the puzzles. Speaking of puzzles, this is an impressive number of them for a jam game. I was able to beat 16 out of the 21 pretty quickly, but those remaining few seem like they'll take a lot more tinkering for me to solve.

The only suggestion I have is to (almost) never use the default Godot font/UI styles when doing low res pixel art. Switching to pixel art fonts, panel styles, sliders, buttons, etc. really helps with readability, saves screen space, and in my opinion adds to the immersion of the game. I know you mentioned a fix for the font in another comment, but I think doing pixel art style boxes for stuff is also worth it. I've found it to be pretty quick and it does a lot to improve the feel of the game.

Thanks for making a cool game!

Your game has been checked out and it's a cool one! I left a more detailed comment over there.

I love both the concept and execution of this game. My only wish was that it was longer! Switching between the different crew members feels satisfying and snappy, the puzzley gameplay is engaging, the art looks fantastic, the soundtrack builds to a cool ending, the list goes on. Also, I love that you managed to work in the classic sci-fi trope of redirecting power to different places. I would absolutely play this as a fully game, though I'm not quite sure what that game would be.

Other than wanting more of the game, my only suggestion is that the speaker event feels out of place compared to the others. Cracking windows, failing supports, and fires feel much more "grounded" for lack of a better term compared to something with the sound system. 

Thanks for making a cool game!

The freezing tower is a great idea. I was trying to come up with more during the jam, but nothing interesting enough to be a separate tower came to mind in time for me to implement. I think the idea for reshaping the loop I mentioned in the game page would help with the reflavored cooldown problem, but I ran into trouble with it and ran out of time.

Thanks for checking out my game. I had a good time trying yours.

This is a great concept. It particularly does a good job teaching the player what each thing is and how to use them without much additional explanation or tutorial. I also like that there are at least a few levels for each ability where it really gets to shine (caltrops vs charging enemies, bombs vs a circle of enemies around you, etc.)

My only feedback on the audio is that the caltrops sound got a little annoying by the end of the run, but otherwise the sounds seem really well designed for what they need to do. For gameplay, there were a few times enemies spawned pretty much right on top of me that felt unfair. Moving them a little away if the player is too close might help fix that. I did run into one bug: I wanted to take the movement speed thing, but I already had two healing things evenly spaced so there wasn't room. I decided to see if dropping it on top of one would delete the existing one, layer them, refund the other, etc. but instead it seems it just crashed the game.

Overall, I had a great time with it.

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While the concept of working with past versions of yourself is nothing new, the execution here is stellar!

The pixel art looks good and maintains a consistent style throughout. The sound design is potentially a touch lacking, but what is there sounds good and communicates information effectively. Plus, it sounds great when the actions of a bunch different you's start piling up. Saving the best for last, is the puzzle design. The puzzles in this game really got me thinking, and they all had satisfyingly solutions once you explored enough to get your head around them. Excellent job  with this game!

The only issue I encountered was that sometimes the cubes would get caught on corners if I wasn't careful, but otherwise it played flawlessly.

It's a neat little game, and the pixel art looks pretty good. I particularly liked gaining new dialog options and pieces of knowledge that roll over into future loops. It felt a little slow walking from one location to another, but I'm not sure the best way to fix that. Also, nicely done with crafting the atmosphere of the game. Overall I had a good time.

The time fields are a neat idea for a platformer, and the whole game is full of charm. I particularly liked the twist ending and finding the secret mode. Your art works really well for how simple it looks on the surface. You picked a color palette and art style and were consistent with it.

As for what I'd tweak, it feels awkward to move in the time fields, and especially dashing in them. The only other thing is personally I'd prefer space as jump, and shift as dash. Overall a fun game in both story and gameplay.

Restarting frequently but keeping you coins across loops is a good idea, and for the most part you executed it well. The art was good and the background looked great. I particularly liked the effect of the pieces of the tower coming back together. 

 Where I think this game suffers is that it's slow for a game jam. It takes a while to get some money going, it takes a while to get to new waves, it takes a while for a lot of things, and in a game jam people are less willing to spend a bunch of time playing one game. A button to speed up the game would help immensely overall, as well as making it more jam friendly. The only other design element that I'd change is that it wasn't clear what a lot of the icons meant. Damage and money were clear right away, and I figured out projectile speed, but otherwise I wasn't sure what they meant. Stick a couple bits of text next to them and you should be good.

Overall it's a relatively strong design if you just tweak those two points, and I enjoyed checking it out. Thanks for making a game.

A simple concept and solid execution. Making the trains faster as they get longer is a great way to add to the chaos. The background music adds atmosphere without getting in the way. While the art is nothing crazy, it absolutely gets the job done and clearly communicates information to the player.

The biggest issue I had trying to play the game is that whoever designed these track layouts is a madman. There is no mainline, loops rejoin the wrong way, crossings are all over the place, passing sidings are nonexistent where you need them, stations are being relabeled left and right, and nobody has heard of a "maximum capacity"! It's glorious.

While the gameplay is a little unclear at the start, I think the concept, art, and sound design are all excellent. The gameplay loop gets a little awkward when you want to redirect the train. I kept wanting to shuffle some of the rails around, but having to place all of the held rails before being able to pick up any got in the way. Simply being able to do both seems like it would really smooth out the experience by letting the player focus on one section at a time, instead of building the first stage of everything at once. I did run into the random crash bug a few times so I didn't finish very much of the game, but from what I saw the art and environments really do look great.

I'm really impressed with how immersive both the itch.io page and the game are! It's harder than I expected and definitely takes some practice, but it's a fun game for sure. Art looks great, music fits perfectly, the screen effects add a lot to the feel of the game, and gameplay is interesting. So far this is my favorite game I've tried from this jam!

I noticed that a lot of your credits is just 8 bit sound effects. Have you seen the tool SFXR? It's a free tool for generating simple retro sound effects, and was originally developed for use in game jams. The original page is here, but someone has ported it to an online JavaScript version here called JSFXR.

It took me a few loops to figure it out, but the concept of gaining abilities based on how you die it really cool. The art looks good and the abilities fit nicely to their deaths. I was feeling clever when I realized I could just run past most enemies... right up until the boss health bar did it's thing. That was a nice twist. Overall a really strong concept and a pretty fun game.

I didn't encounter any bugs, and the only point of frustration was janitors making puddles right on top of you while you are punching them. Those unavoidable hits encourage relying on the pen, but the pen's slow cooldown (which it should have for balance) makes that a tradeoff between fun and optimal play. If there was more counterplay when fighting janitors it would help encourage a more fun playstyle.

Congrats on making your first game. It's not bad for a first project, and simply submitting something in a game jam is an accomplishment in it's own right. It was fun to play with for a minute, though I couldn't seem to get past the third jump. I will say, the rat was cute and the assets used for the terrain and background look great.

Here's some suggestions for what I personally would change. Put the rat about a third of the way in from the edge of the screen, instead of all the way over. Give the player a few seconds to get a feel for the controls before throwing obstacles at them. Explain the controls in either in the game itself or the itch.io page. Switching out the default Godot panel and button styles for some customized ones would help give it a more polished feel.

A really creative concept. The tutorial text at the start was hard to read with how low the resolution was, but otherwise the low res works well with the game's art style. Also, the music really adds a lot to the game. The only things I didn't like were that I found it hard to line up with whiteboards to be able to interact with them, and the guard doesn't have much warning. Otherwise I had fun with it. Got a score of 26 on my third attempt.

Nice. I wanted to create more enemies and towers as well, but real life got in the way, and time crunch will time crunch. Thanks for playing!

Thanks for playing. After finishing the jam I wasn't sure how well the project had turned out, but getting this kind of comment from an outside perspective has really made my day!

Thanks for checking out my game! I was really happy with some of the art I made, but with the backgrounds being so plain I wasn't sure what someone else would think of it. I'm glad to hear it looks good.

I tried to keep the tutorial quick and minimalist, but I guess I relied too much on players being familiar with tower defense games already. I'm not quite sure which detail was poorly communicated, so here is a (hopefully) more clear explanation of the game:

The goal is to prevent enemies from reaching your castle. You can do this by placing towers on the Loop. There is no limit on how many towers you have, instead you spend points to place them, and you get more points by defeating enemies. Also, towers can be placed on any tile of the loop, not just the corners. Once you defeat all enemies the next level is unlocked for you to play.

This is a really unique take on "loop". Overall a fun and creative game, and a great soundtrack. I especially enjoyed the intro screen music to get you excited about the game. The art style worked well and when you get into the flow the control (singular) feels great.

I encountered two minor bugs. The first was that the "next level" button after beating level 6 didn't seem to do anything, and I had to use the level select to get to level 7. The other was that the moving platform on the right edge of level 7 was able to push me through the toggleable blocks when they were solid.

As for design, the only change I'd suggest is that maybe the purple state should have some sort of hint about whether red or blue is next. I'd try doing like a dog-eared corner on the box on the side that is next. Not sure whether remembering the position in the loop is supposed to be part of the challenge though, so maybe this isn't needed.

A cool concept, and the implementation of the building section felt great for the most part. Design wise the only things I'd change are adding a hotkey for rotating the view, and making the car start where it is shown on the grid.

I encountered two proper bugs. The annoying one was that the engine noise kept playing after finishing a level, but this could be fixed by testing the next level then going back to the editor. A funny one was that I was able to make the car land upside down by driving off of a tall platform. The car physics in general felt weird, but totally playable. Overall, nice work for a jam!

I love the idea of a music focused automation game! This sandbox is neat, but feels like its lacking in features. I like the style and it is a cool little environment though.

Only critique on the technical side is that the mouse movement feels floaty. In a space game this would feel at home, but here I would prefer more direct control.