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VISIX

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A member registered Mar 20, 2024 · View creator page →

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A little too late, but I just realized that what everyone was talking about regarding the lily pad controls is a bug that, for some reason, only happens in the HTML version? I haven't had it happen in Godot, and when I tested the HTML5 page, I hadn't had it happen because I usually keep the camera down on the pond.

I'll see if I can get it fixed when the voting period is over! Sorry for misunderstanding it so many times, whoops

As someone who absolutely loves Noita, the N on the thumbnail and (I assume) Finnish word immediately caught my attention. You really can't go wrong with Tetris, much less falling sand simulators. Trying out various combinations while also trying to not forget you're still playing Tetris was much fun! Loved this!

I'm not exactly a Sokoban fan, but the diagonal movement suddenly made it far, far more enjoyable! It definitely opens a lot more options and I can only imagine how hard it is to design levels because of that! A great twist on a classic!

The game looks and sounds pretty and the feedback you get for every input is very tasty! The clicking sounds of the paddles... There is however a problem with collisions, as everyone's said. The amount of times I lost because the ball went through the paddle was a little too frustrating, but the game is pretty fun! Hopefully it gets expanded when the voting period ends, I'd love to give it another go!

I'm surprised we haven't gotten more pinball games in this jam, and I'm just as surprised to find one as polished as this one! The moment I realized the main menu was in sync with the music I knew the game was going to be juicy, and it most certainly was. A simple, but very, very fun game! I selfishly wish there were more levels!

Thank you very much! That is the one feedback I got from everyone that played the game, actually, it's a genuine surprise to me! It was an intentional choice to lose control over the lily pad, as otherwise you could just keep your cursor on the toad when the camera is following it to always have the lily pad below it, which is why I made it so holding spacebar pans the camera back down to the pond so you can put the lily pad where you think the toad is going to land before it even starts falling.

This common feedback made me realize just how important it is to let other people playtest your game, since it was something that made the game more fun to me, but it's definitely not fun for anyone else it seems! lol
I'll fix that as soon as the voting period is over. Thank you for the comment and feedback!

This is just the kind of game you would expect to find in an arcade, the inclusion of a scoreboard did very well here! As hexadecimalwtf said just below, it IS a simple idea executed very well. The kind of game you can't tell why it's so fun, but it is. Good job!

Very fun game! As everyone else is saying, I do wish there was fullscreen, but at the same time I love how small everything looks, it looks very intentional and very pretty. The SFX is also very satisfying for how simple it is (as someone who just found out a few days ago how terrible it is to make SFX, it's worth the praise for sure). I just can't stop playing this game.

Definitely the game most likely to win this jam and for a very good reason! Looks very pretty, the characters have their own charm (specially Pixel) and the gameplay is amazing. Although I have little experience with bullet hells, this game reminded me of Undertale with the limit area to dodge and levels being based on the characters. I personally love that you can choose between moving out of the way or dodging, it's a very little thing that already opens room for player expression!

Hoping Bumper's dialogue is implying we'll get more levels...heh...

Most definitely one of the games I've seen in this jam that fit the theme the most! The style, the controls, the music and the gameplay are all very much what you'd expect from a retro game, Alley Rats delivery perfectly! I'm not particularly a fan of turn-based strategy games, but I did have fun with this one enough to play (and perform terribly) a few times. The developers did a great job, specially with the aesthetics!

Really liked this one! Being Snake by itself already guarantees the game will be fun, and the passives and the combo system made the game far more engaging. The environment changing as the Wyrm grew also gave me something to look for. Very creative way to integrate the M is for Mega wildcard!

Oh It definitely surprised me! I also struggle with never finishing projects, but mostly because I bite more than I chew and end up designing games that I'm just not capable of making yet. Even when I sit down and try to design a "small achievable game", it ends up being out of my reach. 

What surprised me the most about the game jam was that I managed to design something small and fun in such a short time, and managed to get it to a playable state within a couple days, something that hadn't happened before. I feel like the jam opened my eyes and finally let me see the value in ACTUAL small games — I even got another small game idea right after finishing POND PONG, and I think it's  achievable!

Anyways, thank you for the sweet comment and I'm glad you had fun!

The game looks pretty, sounds pretty and has a very interesting idea! I love the concept of fighting in a timer and having to choose between getting stronger or giving yourself more time. I could definitely see this game getting expanded beyond the game jam version, at some point, and I could definitely see myself coming back to it!

Thank you very much!

Glad to hear you enjoyed it!

Assumed right! The ripples are just two particles being instantiated on the lily pad sprite position, I was very surprised that it looked as good as it did, I expect it to look very ehhh. Thank you for the comment!

So far the one game I've seen that best followed the theme! Everything in the game, from the visuals, sound effect to the gameplay, evokes that retro game feeling. It really reminded me of the original Rogue, and the name of the game shares the same vibe as Slaves to Armok, which then went on to become Dwarf Fortress, I could definitely imagine this game being expanded in the future and becoming something far bigger, if you guys wanted to. Very interesting, very original!

My one critique is that, regardless of the direction the character is facing, every attack is toward the right, which meant I had to walk back a long corridor just so I could walk around an enemy to be able to attack them. Other than that, Dungeon of Dahgher did everything very well!

Thank you very much!

As for losing control of the lily pad, that is intentional, actually; I found out early during prototype phase that you could just keep your mouse over the toad even when the lily pad was off-screen and you'd never miss the toad that way since the lily pad followed horizontal mouse position at all times, so I decided to make it clicking and dragging to make it actually challenging, along with holding spacebar to pan back to the pond so you could check where the toad is beforehand.

That being said, I am glad you enjoyed it! It's a little terrifying to post a game, so I'm glad you found it fun!