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Gerry

27
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4
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8
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A member registered Mar 04, 2020 · View creator page →

Creator of

Recent community posts

The selling point of knowing you're all collaborating to this very important task of reaching 0 is so cool! Great job! :D Also RIP Fingers!

Ok! :) If you have time to play also my game I'd be happy.

Thank you! If you have time to try a quite challenging puzzle game please jump on our game and give a review if you liked it ( or not! :P )

I liked it. It would probably be better if the start is a bit faster with more things rapidly growing to give a better sense of speed, but maybe that's just me being bad at the game! Ahah

Sounds effects are what made me try to complete the game! ahah. Well done.

Addictive! Couldn't stop playing till the end. One of the best on the jam.

I was surprised by the mechanics on the light/shadow. Cute little vampire.

Ahahaha, had a very good amount of fun with this!

Ahahah, Loved it!

Interesting take! I have to give up pretty early... I guess I'll be stuck at work!

High vote on creativity just for the title! I had fun :)

Well crafted game. The puzzles are quite simple and I felt like the movement speed at top could be faster initially but overall I enjoyed it till the end. I like the lore behind the game and the connection to time.

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Hi! We’ve just made our game jam project public and we’d love to get some feedback and have people playing it.

Abort Sequence is a short puzzle game where a nuclear missile launch has been accidentally triggered and you only have a few minutes to find the abort code hidden behind the puzzles in the papers on your messy desk.

https://devgerry.itch.io/abort-sequence


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Hi! We’ve just made our game jam project public and we’d love to get some feedback:


https://devgerry.itch.io/abort-sequence

Abort Sequence is a short puzzle game where a nuclear missile launch has been accidentally triggered and you only have a few minutes to find the abort code hidden behind the puzzles in the papers on your messy desk.

It's a game we created in the last 3 days for the GMTK Global Game Jam. It's inspired to "Keep Talking and Nobody Explodes" but you crack the codes just by yourself and just insert codes instead of defusing the bomb. We realized it would be fun to continue working on it ( which, after all, it's what jams are also meant for! )

We’d appreciate feedback about:

  • Puzzle clarity and difficulty
  • Bugs or confusing interactions
  • General feedbacks
  • Ideas you'd like to share! :)

I tried the game and it definitely has potential 🙂

  • I wish the portals could be used in more situations, to really expand the gameplay possibilities.
  • The insta-death feels a bit too sudden—maybe a short delay or warning would make it less frustrating.
  • I expected flying enemies to attack from a distance; having them only use melee feels a bit unusual.
  • The mechanic where bullets can travel through portals is really cool! It’d be great to see puzzles designed around that idea.

Thank you! :) 

These looks very cute. I think I'm gonna try them for my next prototype :)

Those are great points. Thank you!

Hi! Thank you! Our goal was to release a prototype and see how many feedbacks we got. If you have any feedback please let me know!

https://devgerry.itch.io/robots-vs-aliens/devlog/956760/minor-update-skip-intro-...
Added a skip button to solve the #1 problem.

Hello! We're using your tileset for our prototype "Robots vs Zombies". Put you in the credits :)
https://devgerry.itch.io/robots-vs-aliens

thank you again for the feedback. Playtest is such an important thing. This is just another usecase which is showing that. I'm gonna decrease the spawn rate and tweak down the difficulty in general.

we definitely have to tweak that level! 😆 

Just released a little patch that brings quality-of-life tweaks, clearer visual cues and the ability to pick up right where you left off

  • Continue from where you left off: Added a “Continue” button to the main menu so you can jump back into your last session.
  • Persistent settings in the web build: All menu choices and options are now saved in your browser.
  • More scraps per base alien: Increased scrap drop from base aliens from 10 to 15 to ease early progression.
  • Slowed time in build mode: Building now triggers a 10× slow-motion effect for a more relaxed placement phase.
  • Disabled bots greyed-out: Inactive bots are now visibly greyed out, making active units stand out.
  • Row highlighting on hover and placement: Hovering over or placing shooting bots highlights the corresponding lane for better visibility.
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Thank you for your answer. I'm glad that most of the points are similar to other feedback we got internally and also from other players. Especially the highlighting part.

For the stress level, I think the major issue is that Plants vs Zombies had, from a narrative point of view, the slow zombies involved. So there's plenty of time for the players to react. It's quite the biggest difference between the two. It's way more frenetic ( and not in a good way ).


Hi, we recently released a free prototype of our game: Robots vs Aliens - https://devgerry.itch.io/robots-vs-aliens 
We'd like to get as many feedback as possible on balance/bugs or any other things you think it's worth to mention. Go wild and be super honest!

It's a tower defense highly inspired by the Plants vs Zombies series with a little twist in resource management. Your bots consume battery charge so you have to properly balance the activation of your defenses.
The game contains a tutorial + 6 levels and it's meant to show the basic principles around the game. It best runs on browser desktop. Mobile hasn't been tested well enough yet.

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Hi, we recently released a free prototype of our game: Robots vs Aliens - https://devgerry.itch.io/robots-vs-aliens
It's a tower defense highly inspired by the Plants vs Zombies series with a little twist in resource management. Your bots consume battery charge so you have to properly balance the activation of your defenses.
The game contains a tutorial + 6 levels and it's meant to show the basic principles around the game. It best runs on browser desktop. Mobile hasn't been tested well enough yet.

Any constructive feedback or comment would be super appreciated!