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dotwogames

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A member registered Nov 27, 2017 · View creator page →

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Spectacular work 👏

How did you do this????

(PS thanks for playing, glad you enjoyed!)

Loaded game, something hit me, and I fell into the infinite abyss.

I have to be honest, the cover image filled me with a lot of hope that the game didn’t fulfil - I’d be interested to see more of the world that image evokes!

I love the artwork and the concept, but my laptop hated the audio mixing so I only managed a few puzzles being completely unable to hear :(

Would love to play a future version of this, I can’t get enough of that art style!

A simple concept executed brilliantly. I felt like a hero when I managed to chain about 6 breaths in a row, but then lost loads of time when I alt-tabbed to a video 💀

It is entirely possible I will never flip someone the bird without thinking of this game.

Creativity: 5 stars

I enjoyed the concept, but I did find it a bit impenetrable (who has the time for tutorials, right?)

I’d like to try a future version with a bit more of an on ramp!

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Such a sweet little moment at the end of everything <3

(My only minor piece of feedback: it took me about half a playthrough to notice the gauges filling up on either side of the board, it’d help if they had a bigger visual impact.)

Classic Jamadoo polish! It’s a simple mechanic explored in depth, low skill floor and a high skill ceiling.

I wouldn’t say no to a faster on-ramp, but that might just be my ego talking 😂

It is genuinely hard to come to terms with how talented you are Rob.

This is incredible work, stick a fork in it and ship it(?)

Holy hell this was stressful, even though I knew what to do. Spectacular vibes and execution, well done!

I absolutely love this interpretation - a simple premise done well, and balancing those up-and-down meters is such an under-explored mechanic.

I’d genuinely love to see a more expanded version of this concept, I think it has legs.

image.png

I won’t post my second ending, but I scored -1,997. I know you know how.

Oh wow that’s an amazing garden! Definitely the most organised planting I’ve seen so far.

Really glad you liked it :D

Aw yay glad you enjoyed! <3

Glad you enjoyed! Any chance we can see your garden? :D

This is a cool concept, hampered a good bit by the lack of information - it took me a while to figure out what was going on (although I got there eventually), although it started to click eventually.

I think the game could do with being shortened a bit, once I realised what was going on (and that I could click on screen was well as joystick to move), I found myself repeating rounds without much happening while thinking “I wish picking four weapons meant all four were active at once”. (I don’t think four weapons would actually be good, but by that point I was going through the motions a bit because each round was a bit samey)

Overall a neat concept!

Agree with theChief, the performance was extremely poor (and if caused by the platform, it should have been a sign to rework the design to compensate). It’s really hard to fairly evaluate the game because of it - I was able to shoot enemies, but they’d teleport behind me and kill me quickly; I didn’t get to experience the upgrades I unlocked, and the lack of juice and impact feedback meant I wasn’t really clear on when I’d done anything.

Maybe try a much smaller arena with less visual fidelity?

I got more performance than theChief did when I played, but I agree on some of the gameplay hitches; twice I spawned in and was batted off screen before I had a chance to find where I was and move around.

The concept fits the theme well (although shooting is sort of pointless with how small the bullets are in scope of the players/arena), but it does feel very close to the implementation of other minigames from Fall Guys & Mario Party games, it’d be nice to see the idea fleshed out with more unique design.

It’s hard to rate some of this without bots in game, because I never managed to play with a group of 3-6 as recommended.

Art and audio very cool, but the lack of tutorial and slightly unclear UI (it took me ages to realise there was a dark circle for movement) meant it was a bit of a frustrating experience.

I like the vibes of the place, but I think the game needs more work to get it into shape.

I like the potential concept, but the implementation is a bit too rough for me to get a handle on things. Extremely struggled to fight against the bot, aiming and shooting was a challenge.

Very little information was telegraphed, I wasn’t clear what I could/should be aiming for, and what was just part of the arena.

I really enjoyed this one, favourite of the jam so far!

I’ve got a few quibbles (on my phone the pieces are quite hard to read) but overall a game with genuinely interesting design and decision making to do as the player. I can imagine this going on to be a bigger game if you wanted to!

I really vibed with this concept! Definitely needs a bit of refinement (spending 66 energy to draft 3 drones can sting a bit!), and the pace of gameplay made it hard to make meaningful decisions, but overall a neat implementation of a three lane tug-of-war game :D

Classic 2d arena fighter, but wow I must suck as arena fighters - the game (or possibly just the AI) was too hard for me to meaningfully engage with the systems. 80% of my playtime was being stunlocked by the AI, 10% stunlocking them instead (and the other 10% falling off the platform)

It’s a neat concept and I think it was sort of clear enough to play (I don’t speak Spanish, so couldn’t do more than press buttons and hope), but definitely a high learning curve!

I like the concept but the difficulty is really high. I played every round as the kaiju, but even with trapping the bots in the corner with stuns, I could not land more than one or two hits!

Matches the theme, and I like the overall idea, but yeah really hard to get to grips with I’m afraid! Would like to see a version with a smoother on-ramp.

Very neat little puzzle game concept (again, how dare you), I can easily imagine this going on to be a full release.

I’d love to see the game explored with variations - maybe some levels let you see a few pieces into the future, some let you rotate the next piece/placed pieces/the board, etc etc. Nice work :D

As a platformer I struggled with this one a bit - the time limits are extremely tight and the controls aren’t responsive enough to let you recover from individual mistakes.

I absolutely loved your approach to the death cutscenes, really novel and definitely worked well!

I loved the concept, but I also struggled with my poor client’s migraine - I collected a whole bunch of herbs, but couldn’t figure out what to do with them! (The book said they’d need drying, but possibly that was flavour text?)

Glad to see you’re going to continue development, would be fun to see where this ends up :)

Am British, can confirm: this is what our roads are like. Thank you for drawing public attention to this. Amazing game.

Really liked the concept, I’d love to see more of the idea - switching between styles felt really smooth, and you can’t convince me that arpeggio/poison is anything below top tier.

Definitely took me a while to get the hang of it, but I’d love to see the concept developed further with a more approachable resistances/weaknesses system. Nice one!

Absolutely amazing work, well done! I’d love to see this concept explored further (and maybe the opportunity to get a checkpoint somewhere along the way)!

I couldn’t explain to anyone what the lore is or what 99% of my time playing was.

Spectacular work.

Poor Scringlo, it’s so much fun watching you get fired! D:

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Spectacularly simple and clean concept with a tonne of depth you could explore - I’d love to see the game developed further!

Also, amazing name:

sloop

sloooop

slooooooooop

Really neat concept! The drip-feeding of mechanics was really well paced, gave me a solid sense of progression out of the gate. Thanks!

Morning beanc16, thanks for playing our game!

Yes, sadly the images broke a few hours after the jam finished, that’s why the game is disqualified - we’ve uploaded a working version here, if you’d like to play the proper game! https://dotwogames.itch.io/squarepinski-temp

Hope you enjoy!

I did indeed take lots of damage on the HTML version, oof is that hard!

image.png

I may have made a mistake.

Is there anyone on the dev team who’d know if anything like this is doable?

I’m happy to submit a PR if someone can point me in the right direction