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Radar

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A member registered Aug 12, 2021 · View creator page →

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Very fun game! I liked the colour changes. The audio does get a bit repetitive as the game goes on though. It would've been nice to have several tracks that switch with the colours.

First of all I would just like to say...this game is BEAUTIFUL! You must have read Flatland at some point haha! The only minor nitpick I have was that it was tedious to open the terminal and have to click on the textbox to type a command. I feel like when I press TAB, it should automatically switch to typing mode.

Solid concept and nice graphics. I've got an interesting potential idea for you. Incorporate the Tower of Hanoi puzzle in there. So you would have maybe 3 piles to stack fish, and each pile must obey the biggest to smallest order, but when you catch a fish you can choose which pile to put on, and in the end you have to consolidate the 3 piles into one big pile (all while preserving order).

An interesting sliding block puzzle game. The graphics were very well done. I will mostly comment about the game/puzzle mechanics:

  • The hazard blocks didn't matter at all. I've only gone through the first two levels and they contained some spikes and flamethrowers respectively. I understand it was perhaps to provide some kind of obstacle, but I thought I could always slide the blocks in such a way as to completely avoid them. 
  • The 2.5D perspective made it very hard to judge where I was going. There were times where I was sure I was going through a door but end up missing it by just a little bit, even though from my eyes it looked like I should've gone through. This led to a frustrating experience for me. Also I thought the character was too floaty. 
  • I think this game could've benefitted from having  different shapes (see Klotski). As it currently is, every block is identical, which means that if you slide around enough, you can reach every possible configuration eventually (which was why I was able to avoid the fire and the spikes). BUT if you have different shapes, then there could be unreachable configurations, which means that the player really has to plan ahead of time. I was able to just brute force my way around sliding the blocks until I reached my desired configuration to solve the level as easily as possible. 
  • I also didn't feel like rotation mattered to much either, too many roads leading to Rome.

Very nice game! I found it funny that the very same reporter that gave you instructions on how to eat people in the beginning is the one broadcasting the news as you're causing a rampage. It's like he's pretending he wasn't working with you! The shader on the planet is very beautiful. 

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Great idea for a puzzle platformer. I didn't expect there to be such a focus on dexterity, since the screenshots made it look like it was going to be more of an abstract puzzler. That's not necessarily a bad thing, but there were a few funny moments I had:

1) I sometimes had to tiptoe on the edge of a platform as much as possible before "puffing up" so I'm not sure if that's in the spirit of what your vision is. 

2) In order to get a good platform in midair, I often spam-pressed the expand key while letting the block fall a few pixels at a time to try to get the optimal placement. Again this seemed to depend more on dexterity than abstract problem solving. 

3) Sometimes I wracked by brain for a clever solution but it turned out I can just jump over normally. It wasn't very obvious to me what the limits of jumping are (it's obvious in the vertical direction but hard to judge whether you can make a long jump or not).

As a contrast I think the main mechanic in level 4 was much more aligned to the puzzling aspect.

If your intention was a dexterity-based puzzler from the get go, then please stick to your vision. I just think that presently there are some awkward tensions between the abstract part and the dexterity parts.

Great game overall!

Hmm it might be the JSON imports I used in the code. Those are only compatible with Chrome and Microsoft Edge. Would you mind trying again with one of those browsers?
I will update the game page with a browser compatibility warning.

Neat throwing game. However I was a bit confused at the beginning because I thought I had to start dragging from the starfish (which generated 0 power), so I think some instructions would have been good. Also I felt like there was no reason for me not to press the right key when I'm in the air. It's usually going so fast that even if you wanted to dodge birds, pressing left wouldn't nudge you out of the way enough anyway. 

I think it would have been more fun if the game items were randomly generated each time. 

This game could make for a good IQ test some day! Really creative interpretation of the theme.

Pretty fun mouse avoider. This game requires a zen-like state of mind to play. I liked the simple abstract designs and the screen distortion effect used. The "satellites" add an interesting dimension to the game, where it's no longer about evading but "slinging" them to hit shapes.

Overall great entry I enjoyed it very much!

I think it's a start of potentially interesting mechanics, but as of now it seems unfinished.

Wow I really love this game. Like many people I struggled to get past the first minute, but after reading your guide it felt trivial =). 

The graphics and controls were really responsive and the bullets had a nice bouncing feel to them. What is impressive about this game is that the geometry of the level design actually matters a lot. It may seem like the hour hand is useless, but it actually acts with the minute hand as a "reservoir" for the diamonds so you'll always have some easy points to pick up when you're on the left side of the clock. It also helps to shoot past the second hand as it's coming toward you so you don't miss out on energy. 

Another thing I really like about the game design is that even though it feels like the same loop every minute, your actions in the past minute actually ends up changing the level every so slightly. So it's 99% similar for the next minute except one thing is different, and over time these small differences add up to the point that the level becomes totally different, even though the change is so gradual the player barely felt it. (This is sort of like the minimalist school of music, which I also really love)

The only slight problem I have right now is that even with the gradual changes, the gameplay is a bit too linear (in the first minute you MUST unlock tick 0, the next minute at tick 1, and so on). I wonder if there's some way to design the game so that in the first few minutes you have to unlock something really far from the minute hand, like tick 35 or something. But due to the time constraints this is all very understandable.

Overall this is a very sweet game with a lot of design potential! Félicitations!

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I always find games where the bullets are not significantly faster than the player's movements to be very interesting, because you get some kind of "suspended animation" effect as you expect the bullets to zip by. It also subconsciously changed your shooting patterns a bit. It also allows you to dodge enemy bullets which is nice.

I like that the game forces you to be proactive in shooting the spawners. I think overall it's an effective game for what it tries to accomplish, although I think right now the rooms are a bit too repetitive. One option would be to have different enemy types with different behaviors, another option would be to vary the rooms shapes a bit (right now they're all rectangular pretty much).

I noticed a couple of bugs: When I switch the particles to GPU mode, the particles don't get rendered anymore. Although I actually preferred this as it allowed me to see the bullets more clearly. Also I'm not sure how the leaderboard works right now. The top place was at 69 points and I got 95 and didn't get on the board.

The game has an interesting concept and the music is really great. However I'm left a bit confused by the rules and mechanics. I wasn't sure how the dice affected the cards and the stats and it seems like I beat all the enemies just by choosing randomly. Maybe an instructional manual on the game page would have be helpful.

This was really fun! I think it's a bit too easy at this point though, as long as you keep running and you don't get surrounded there was no danger. Even if you get hit, you can just grab some of the healing orbs the previous enemies dropped and get back to full HP instantly (because they don't seem to fade). Also the spear is OP. 

If you keep working on this game I think a fun thing to implement is the option of having different builds. Right now it feels like all roads lead to Rome (as in whatever upgrades you get in whichever order doesn't really matter that much because there's only 4 upgrades and they show up periodically anyway). But within the confines of the jam this was really well done!

Thanks for giving the game a play! I wanted to do an interactive tutorial but I ran out of time so I had to settle for an instruction manual instead. As for getting a quick overview of what the input/outputs are, our hope was that since each planet is coded with a distinct symbol, over enough playthroughs the player would get familiar enough to memorize which symbols corresponded to which inputs and outputs. But you are right that there should probably have been a table of planet input/outputs for reference. I'll see if I can add that to the game page.

Thanks for playing!

Thanks for the feedback! I was originally planning to do an interactive tutorial but I just didn't have enough time at the end. I used AI to generate the cover image (just like you did for your game =D). Can you explain how the UI could have been improved? I'm always open to suggestions :)

I really liked how you managed to create a fighting game that is somehow both turn-based and real-time! Great job with that! The game also seems very combo-oriented, which makes it more enjoyable.

One minor suggestion: Since some of the moves depend on the timer being an odd number for example, it might be a good idea to make the timer a bigger font so that the player can see it more clearly. Also I feel like having something deal bonus damage on prime numbers isn't the best idea because there's no pattern for them. Maybe something like the Fibonacci sequence would be better (so that you're more likely to deal more damage the lower your timer gets).

Nice simulation game. Did you use L-systems to grow the tree?

I found the snip tool a bit confusing to use actually. I could never control what was being cut. Maybe some more visual indicators would have been helpful. Was there any difference between daytime and nighttime? I think that would've added to the theme a bit more.

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Really enjoyable game. I really enjoyed how you used time as a mechanic in this game. When I remember back to the arcade shooters I played as a kid, one easy way to stay alive was just to dodge the dumb ships that only go in a straight line and save your bombs for the bosses. However in this game you are heavily incentivized to fight, which was not something I was used to.

The graphics are simple but work very well for the game. Each ship's design was distinct enough so that they were easily recognizable (so you know which ones you have to shoot to get the most time).

I just had two small gripes:

1. It seems as though your bullets either bounce off or phase through the vertices of the ships. Again this was different from what I was used to because in older games of this genre, even hitting a ship slightly was the same as hitting it dead center. This made the game a lot harder, but I understand if it's a deliberate design decision.
2. Having the health clock sit right underneath the ship made me think that your ship had a larger ship than it did. For instance I was trying to grab the +5 second clocks by touching it with my clock (instead of my ship) and was frustrated that it didn't work. Maybe putting the health clock at the top or in the corner would've been less confusing UI wise.

Overall a very well designed game! 

(By the way, I looked through your code and I was surprised that you had a client-server architecture for a single player game. I didn't see any leaderboards when I was playing the game. Just curious as to why you chose this architecture. I think if I was making the same game I would've just done the frontend.)

I like the design of the dual clocks, and I think there is a lot of potential for some interesting level design (some of which you have already displayed in the game!). Bouncing off of walls is another great mechanic.

That being said, I actually found the first 3 levels to be the most interesting, because they required you to really use the clocks efficiently and combine the two clocks to move in such a way that you couldn't do with either one of them alone. Levels 4, 5, 6 were in my opinion too straightforward, and too forgiving (I made a complete wrong turn on level 5 and still had enough clock to finish). I think a lot more could've been done for these levels. Maybe if you combined the idea of level 3 with some jumping platforms that would've been cool.

Something that made the game a bit confusing for me was the controls. I was playing on PC and instead of right-clicking to trigger the blue clock I had to click on the right side of the screen (I'm guessing this game was designed for mobile?) Also being able to trigger the clocks with the arrow keys should've been mentioned in the tutorial somewhere.

As for theme, even though I liked the clocks I don't really think they had much to do with time. In fact they sort of felt like energy bars or a mana ability like in many other games which don't deal with time.

Overall I think this is a very promising idea that deserves to be explored further! 

Hey thanks for trying out the game! You can use this link to access the instruction manual: https://docs.google.com/presentation/d/1181SyA1fGZq1bLH1zq6Fl6FNAygFVi93-yeGj4_S...
I've also included this link in the game page now for anyone else who wants to view it.

I can promise that it is a time/resource management game so I hope you will have a lot of fun with it! 

Fun game! It's like Dungeons of Dredmor with a sassy narrator I love it! Although the character movement is a bit slow when there's nothing to narrate. Also I'm not sure if the dungeon is endless. If so the gameplay does get a bit repetitive after a while.

Neat game! Reminds me a lot of Bookworm, a game I was addicted to back when I was in ESL classes haha. I didn't really understand when/how the letters reset though, that would've helped me plan my letters better. 

This was a nice game, reminds me of agar.io! I just felt that the movement was kind of awkward (since you had to snap to the 64x64 pixels). Also sometimes a bigger glowbug would spontaneously generate and eat me haha. 

I love roguelikes and this is a solid foundation for that. The ASCII graphics and lighting were really well done. That being said, I couldn't really find a use for the flasher because the burner killed enemies 100% of the time. Also I felt like for this kind of roguelike, having the character snap to a grid after moving might be better than a "walking animation". 

This game actually contains 2 of my favorite characteristics I look for in video games:

  1. The game is based on nature. Self-explanatory since you simulate gravity.
  2. The game allows the player to learn a new kind of locomotion. It's not just a simple WASD control or mouse movement. The player has to gradually get used to the internal logic of the game world and traverse it accordingly. 

It's a shame there's no audio but I really liked everything else and you've really inspired me with this game!

You know this game actually brought back some childhood memories for me. I don't know if you've played those kinds of games but basically it's 1v1 with each player acting simultaneously. You can choose to put up shield, charge up, or a normal attack and we presented these moves with various hand signs. Then there's a hierarchy for which attack beats which and so forth. We had Dragonball Z themed, scifi themed and military themed versions of the game and we played them during recess all the time. 

This game felt almost exactly like that, so thanks for bringing back such a blast from the past for me! I gave your game a very good rating!

Beautiful game with a lot of potential. The sound effects when you click a pixel is actually pretty musical! So this game can also be used as a drum machine or sorts :D

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I got spawn-camped in the first playthrough (RIP), but on my second try I got:


This is one of the most enjoyable and well-designed game in the jam! I really like the fact that your weapons are part of your HP. This way when an entity's HP is weakened so is their power. The step counter also made it so that the player has to plan their moves very carefully. Also a great feature is that it nicely prevents a power snowball because even when I felt super powerful all it took was a few enemies to wear me down.

A few suggestions I thought of:

  • The blue gun with the 20 on it was probably the most broken item in the game. I always felt like I had a chance when I had that. Since all the items stayed in the same places I wonder if this would lead to a strategy where you just stay close to the OP weapons by repeated abusing the teleporters back and forth instead of having to spend previous move points. Maybe items could be randomized?
  • I think this game would really benefit from melee weapons. The thing is the player is already forced to move very tactically throughout the game, so why not reward them by having a weapon that hits harder up close? This way it leads to "two-birds-with-one-stone" moves where the player gets closer to both an item and an enemy.
  • Adding to my last point, I think it would also be interesting to add some evasion elements. Because if there's anything imperfect about the game so far, I would say that it lacks a good recovery/comeback mechanic. I already mentioned one time when I got spawn-camped, so if there was an evasion mechanic, it would help the player avoid strong enemies when they're still weak (you can make it so that evasion moves cost more move points so that it doesn't get abused).
  • This is more of an UI thing and it probably wouldn't even be an issue without the 64x64 restriction, but when I really piled up on weapons/armor, it blocked out the step counter so I couldn't see how much game I had left :)

Very nice demo with some tight controls. I think you can design a lot of interesting levels this way. The level layout and visuals were very nice too. My only criticism is that the Z key (flying up slowly) leads to button-mashing on certain levels (the X key was good).

I have to admit, the beginning was a bit of a chore for me to play through because of the lack of choices. But once I was able to reverse time I actually thought the game was really interesting! 

By the way in one of my runs after reversing time, I got a "ch" string on a blank screen, followed by a bunch of coloured rectangles, after that I couldn't do anything anymore. Was that a bug or another clever puzzle?

A great challenging game and very nice to see someone else make an RTS game in this jam! That said, I wish there were some instructions, because I had no idea when the forts would generate units and no idea how battles are resolved (I'm assuming there's some kind of home field advantage for the defender?).

Really great game with lots of strategic depth. I found it was helpful to have one individual go around picking up XP while the rest were fighting. The only thing I would say is that when the entities were cluttered together it was hard to see clearly, but that's understandable given the resolution constraint.

The graphics were pretty good. I think the character movement is a bit too slow. I also think more items would've made this game more interesting.

I liked how you took the 64x64 pixels restriction very seriously! Music and graphics were pretty good, but I'm a bit confused by the gameplay. Because when I was hitting bad shots (away from the center), the dummy goes down easily. But when I tried hard and got a perfect score (I think it's 1050?) the dummy didn't budge at all!

Very clever puzzle game. I have no complaints except that I think a lot of the solutions lent themselves to trial-and-error. Perhaps having a move limit would help make the game more challenging.

I just rated your game. It was surprisingly tense given how you said it was a comedic spoof!

My game is here: https://diningeachox.itch.io/flowgo-mini

There's not a lot of players in the lobby so if you want to try multiplayer just find me in lowrez Discord! (My name there is Radar).

Nice spoof of horror games, with the unpredictable monster movements, random deadends, false arrows, and ubiquitous graffiti. Mechanically I really like the eggs, it doesn't hurt you or trap you or anything, but it just makes you have to play the game differently. I'm sure there is a speedrun tactic where you step on all the eggs but I don't have the heart for that :0. Audio was on point too.