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dogobgyn

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A member registered 16 days ago · View creator page →

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Great effort by all- I was impressed at the level of quality here; honestly as a veteran of game jams in the past, I really wouldn't jump to call anything here 'slop' as there's some nice interesting value in all the games.  That being said, I did have some favorites I'd like to share.


Core Breach Protocol Zero - Controls and action felt good for a gungeon-like game.  I especially liked the different weapons that played well in general.

Plug In - Good polish for a 3d puzzle game, and the puzzle mechanic felt satisfying to solve (though it does wear out its welcome)

Mystery in the Library - An interesting use of AI to drive character dialog to help the player solve a mystery.  Even though the text did seem a bit confusing to me, I kept coming back to this game because the idea was so intriguing.

Tank Racing - Just a solid entry of mostly action, but some strategy of weapon choices and how to fight bosses.  I liked that the game had enough surprises as you kept playing, but the fundamentals of how you drove and shot felt very consistent and polished.

Skybound - The flying mechanics felt very smooth and were easy to read and understand.  Right amount of polish to enjoy the game but nothing unnecessary was there that would hurt readability.

Killing Mosquitoe - Incredibly simple concept executed well; it feels good to squash these bugs, and the spawn rate feels great to keep up with.  The store upgrades also make you feel like you get your money's worth as well, and the music is enjoyable.


Tiny Siege - My favorite entry: a base defense, auto-RTS game.  Lots of strategy of how you choose your buildings and upgrades, and the visuals are very satisfying and easy to read.  The different RTS units are varied enough to be interesting.


Again, congratulations on all for putting something out there, and don't stop creating!

Fun idea!  I kept losing due to Conflict, ha.  The polish is quite good for this one, and I liked the character and sort of story that emerges.  I do wish there were maybe more mechanical things you could do but this game does very well for what it's going for.

I really like that this game has a really original feel and concept; though I found I had a lot of trouble with the execution.  I tried the tutorial, followed the instructions, to the part that says to 'jump' I couldn't tell if it worked or not, I tried it a few times and I did manage to fall.  The I couldn't quite figure out what was meant by the hint for the turret shooting at me.  For how dark it is and how much the player shakes, it simply adds to the confusion of what exactly is happening.  Possibly the game was just not for me.

Is this an Android-only game?  I see the download is an .apk.  I and I'm guessing many others who don't have an Android phone won't bother trying to get an emulator to play it.

I like the fun retro vibe music and graphics!  Unfortunately I didn't find too much to this game because you can just hold down the trigger and just bounce left and right and kill everything before it can barely appear on the screen.  Would have liked to have seen more mechanics that forces the player to just do one simple action to always win.

MonkeyStranded community · Created a new topic Feedback

I like the feeling of simulation going on in here, though I did find it very hard to get into.  It is maybe understood that the player already understands what 'ant wars' is, and how it works?  I found myself very lost trying to play this; I was able to get some rocks, throw them at birds, and then wasn't sure what to do next other than watch ants, but I did not understand how ant wars functioned.  Then, trying to get back into the monkey game from ant wars, it seems like the screen is stuck in the ant wars game, so I can only hear the monkey sounds.  I like that this game is maybe trying to do something unique and complex, but I unfortunately found it too hard to understand.

Nice amount of visual polish for a simple-to-understand game.  I did feel like there wasn't a ton of strategy here, and actually quite soon, the triangles fall so fast that there is not really any possible way to dodge it because your speed doesn't increase.

星环/star-ring community · Created a new topic Feedback

I liked how polished the visuals were the first time I played, though the game is quite simple.  For some reason though, when I try to play the second time, the screen goes black and a few sounds play, and then I immediately lose without seeing anything, an unfortunate bug.  Hope this gets worked out!

Glad to see Tempest show up here, definitely a classic!  I had trouble telling if I was controlling the game or the AI was; if I tried to take the controls I would spam shooting with the spacebar or go barreling around the tube; unfortunately I was discouraged from continuing since I such a hard time telling what was going on.

Impressive amount of gameplay mechanics and player choice; so much I felt it was kind of overwhelming and started feeling more like playing a spreadsheet.  I like the ripple effect when hitting enemy turrets and the game at least feels very readable, though a bit plain.  It was very appealing that there is a good level of challenge to be had.

I liked this game a lot; it was my son's favorite game as well.  For how simple it is, it feels very polished, the smashing is satisfying, the amount of mosquitos are well balanced to start, the music is good.  At some point though if you max out all the upgrades you basically feel invincible which gets boring eventually.  But the game starts out very well and I like the upgrades.

Nice light little puzzle game for the compo!  Everything seemed to work fine as was functional; I think I found the crossword the most entertaining because it was the least straightforward.

Really nice level of polish for a 3d game!  The plane controls felt really good, though would be nice if you could invert vertical optionally.  I wish there were some more mechanics- flying from ring to ring felt fairly simple and not sure if there was a lot of strategy to it.  But the flying felt quite polished!

Impressive effort to do a 3d game with a good amount of artwork!  I did have a tough time figuring out where to go, and it seemed like the interact prompt for terminals seemed to randomly come and go.  The first time, I went to the 'final protocol locked' terminal first and it got stuck in a loop when pressing E.  I had to restart.  Seemed like some interesting things going on here, but I found the game a bit too buggy to continue with.

Good effort, but I found it hard to get into.  The 'left mouse click' from the web page instructions seems different than in-game instructions which says 'l' and 'k'.  Once I followed the in-game ones I could just spam fireball; if you do that in a corner, it is basically the degenerate strategy that you can just keep going forever without getting damaged, since everything approaches you and then dies to an explosion.  Possibly later in the game more powerful enemies show up and you can't do this any more but I didn't have the patience to get there.

For me the 'w' key didn't appear to work on the web version, and the download version my virus protection software is restricting.  This did look intriguing and I'd like to try it when it's working.

Amazing polish and I liked this game a lot, definitely one of my favorites!  I liked all the different upgrades, and the unit types felt different enough that it was a reward to see each new one as I got them.  The ability to move, reroll, pin felt nice and balanced as well.  Between my minotaurs and witches I felt kind of broken powerful.

I had a lot of fun with this one!  The weapons feel good and I like the variety.  I wish the level wouldn't end when the last hostile dies because it makes it so you can't loot or choose what weapon you want if there's still stuff remaining.  Energy slicer seems like a broken weapon because it seems to destroy shots and goes through walls (its tiny range not mattering because of those factors) 

I like this game felt well-balanced for how simple it was.  I wish the arrow collision was a little tigher because I felt ripped off a number of times not exactly touching one and losing immediately.  Would have been nice to put a few more mechanics in the game.

Impressive amount of polish and 3d graphics created for a small jam, especially if you had Qwen make the models.  I had a hard time really enjoying the game much because it felt like just a fetch quest simulator; there weren't any obstacles or interest on the path my pig needed to take, and just a bunch of squiggly arrows to get there, that if you lost the path, you would spend a lot of time just wandering aimlessly.

Nice amount of polish, it's hard to argue with nonstop explosions!  Good amount of twitch and some strategy to the game, so it kept me going which was nice.  I liked the design of the boss tanks to that as well.

Impressive amount of polish, though I had trouble finding the 'puzzle' in this game- perhaps I was missing something.  You seem to just trivially paint each tile in each level, and with it going on forever with no new game mechanics, there is no real motivation to continue.

Cute little rpg title!  Some curiousities: could not click on bridges to move.  Player's health is almost impossible to read because it appears to be pixelated for the character style.  Wasn't sure what the challenge was here though maybe it is just a number-go-up game.

Impressive amount of polish!  I would maybe have made it so dragging a plug was 1:1 in screen space so it felt like a real drag instead of the cursor moving differently than the plug.  The puzzle mechanic itself did start to drag for me around the 5th time or so since they all solve in the basic same straightforward way, though it would take some thinking to add more mechanics to this game.  I did also soft lock at some point, I pulled a plug out and the plug was just stuck in the air.  Regardless a good effort, quite impressive for the amount of time.

Nice amount of polish!  The levels felt a bit simple; I wish there was more to it.  But it feels quite complete.

A relaxing 'number-goes-up' game!  I wish the rule about only holding one fish at the beginning was more obvious, I did figure out I needed to immediately sell to fish again.  I do wish also there was a little more minigame or skill to catching the fish, but sometimes you just want to see a number go up.

I found game a little too overwhelmingly complex to start - I did find the first weapon that was kind of hidden in one of the boxes and deployed.  I wish it was hold-to-fire instead of click as you basically seem to start with a pea-shooter.  I was overwhelmed by a bit too much stuff to do and stopped at that point after deploying and looking around a it.

I liked the amount of customizability.  At some point I found there was too much of a readability problem- i couldn't figure out what projectiles were mine and what were the dangerous things, and I just spammed click and turret to hope and survive.

Nice connect-4 implementation, polish is quite good!

I liked this game appeared to get a lot of mileage out of a simple platformer mechanic.  I did unfortunately get stuck on the three boxes- I figured you would need to stack them all but couldn't figure out how to get it to do that.

Impressive amount of polish!  I wasn't super clear on the strategy to use here and wish there were more options- since the maps are relatively simple it's not as much like Worms where there's more opportunities to use the environment for chaos which I would have liked.

Interesting idea, the expository text was maybe a little long.  I wish there was some way to move fast even if it was a limited resource- I get the idea is the game is a slow and careful one, but it can feel tedious traveling through long hallways.

This was a creative idea!  I thought my bread was pretty good, but I had no idea how to win at toaster-convincing.

Fun idea!  I got quite stuck, and wasn't sure what to do- I liked you could ask whatever you wanted but some descriptions I didn't quite understand, like everyone was talking about an archives room or hall B and I didn't see it.  But I definitely see the potential here.

I got to dimension nexus, I couldn't really tell what's going on, it seems to be a turn-based strategy game.  I was able to mash buttons again and click on enemies and it seemed to win eventually until level 28, then I think I would maybe have to apply some strategy as it looked like the enemy was maybe healing itself.  Potential, but I don't think I have the patience to explore it, so if the secret level is at the end, no, I did not get to it.

Honestly with 2 days I would have maybe just tried to focus on a more short, coherent experience instead of a large number of unpolished games.  If you want my opinion, it would be just take the part of this experience you really like, maybe start over a new game with just that, and then if you want to put a story on that, it would feel more consistent.  But really you are the creator, so you should do what you think is most interesting!

And yes I did have fun, thanks for making it.  As for me continuing my particular project- I'm not sure as there hasn't been a lot of interest, but I might at least try to address the game balance a little bit more if others come to enjoy it later.

I have played bomberman in its various incarnations off and on for years; the first section was maybe a little tedious because the enemy AI was maybe 'too good' - i could maybe inch forward one tile and lay a bomb and then have to retreat.  Would have maybe liked to have seen the polish of being able to move through a tile, or at least seeing moving interpolations between tiles.

Second section, energy laser, since it went through tiles it seemed completely trivial?  Especially how hard the first two stages were it felt odd after that.

Cherry levels, seems to be just kiting the enemies since they just predictably move.  Because the cherry power persists between stages, that seems a bit broken powerful.

Hammer levels, seemed to be trivial again since you just mash the hammer button by an enemy and there's no challenge.

Rift race - didn't feel much challenge here either except liked the guy that chased you in the last race, that actually felt like something.

Fracture world - initially like the hammer one, felt like just a 'spam the hammer button' issue.  When it started getting into puzzles then I liked it, actual challenge getting around.  This was probably the most interesting thing to me so far, the mechanic of eating different enemies to use their powers (like kirby?)

Great effort, it was fun having different mechanics, though the game felt very uneven challenge-wise and mechanical-interest wise.

Thanks! This was with the turrets aimed towards the enemies you expected them to hit?

https://dogobgyn.github.io/QwenGame/   

New version up with all 4 bosses if anyone would care to try.  Needs another balance pass for sure but would be good to know if it seems functional.

Thank you!  What is the problem you are seeing with the game over screen?  For me when I play, when I hit game over there is a 'TITLE' button that shows up that works to click for me.

Thanks, I will just polish it for m+k at the moment.