No need. No reason to credit us if our games just happen to be similar.
Darn
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I am a fan of Mental checkpoint and watched the video after playing. I would love to see a fleshed out version as there's a lot of good ideas.
I would mention issues, but you've covered most of them in your video, but here's a couple thoughts.
Another interaction you may have missed is using Sentience as a double jump, as you can stand on it and lift yourself off the ground, then jump.
In terms of puzzle design, I would like to see levels that need more than 1 ability to solve. I think the design space is there to be explored, but understably not explored fully for 48h.
Once again mhch love to Mental Checkpoint. Was a lovely surprise to see a gmtk jam from you, and I enjoyed seeing the development process.
This was super interesting. Slowing down time and slicing is satisfying. I think the optimal strategy is to wait until there's a value with a lot of points, since there's no penalty for letting dice go by and doing nothing. I think the timer/end condition needs a redesign, and then this game would be truly great!
This game is really pretty and polished, and I enjoyed it. The balance wasn't very thought out, however. I can buy guaranteed D4s for 1 coin, which means I can roll on average a 2.5/coin. Even if I would get D20s every time I put 6 coins in (which isn't guaranteed), I would roll a value of 1.75/coin on average. And the optimal strategy doesn't even let you discover cool dice like the body die.
I really like auto-battlers, so I liked the combining items mechanic. Though the game is quite basic, I quite enjoyed it and could see it being really good with more features (different effects for items other than 2 dmg/2 heal, getting progressively better items, an ability to sell old items etc etc, lots of exciting directions to take from here!)
I liked this a lot better than the initial demo. Solid puzzles, not too difficult, but still satisfying. I personally had no problem understanding mechanics so I could focus on the puzzle solving without being confused.
Just a couple small critiques. I often ended up in a position where I need to reset the level, which I don't think feels super good to be forced to do. Also, the hub - the walk to each level becomes a bit too long, especially later on.
I enjoyed this one a lot. Relaxing to play, with relaxing music to match. Makes for engaging gameplay when you have to consider not only what tiles you want, but how to reach them by weaving in between other tiles.
Only thing this is missing is some better feedback when you score tiles, preferably something in world and not just on-hover. Would also be nice to see an indicator to show how close you are to completion (e.g. Mountain is 2/3 done), or to failure (e.g. Beach is 4/3 full).
I didn't realize you could rotate. I played through the first 6 levels before I noticed. This may be me being a dumbass and not reading the prompt in the first level, or you should make that more obvious as well.
Great job on this, one of my favorite entries!
This was groovy. Looks good and plays well. One concern I have is that you can press more keys than you are prompted, so I can just press as many keys as possible as a strategy. I think the game is more fun when I try to be accurate. And some keyboards (like a cheap office one) can only register so many key presses at once. Just something to think about.
This game looks nice and the player and double jump feel good. The levels were a bit plain, but still enjoyable.
Shooting is the one thing you can do when both halves are together, so I would have liked to see that as part of the puzzles - like shooting a button, or if the destroyable walls were used for puzzles. I didn't feel like the enemies were necessary, they felt separate from the split/join mechanic.
I recommend this other jam game that was similar to yours if you haven't seen it: https://supertry.itch.io/assembloid