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dotwogames

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

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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

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I don’t know what’s been discussed previously, something as simple as

GET /jams
GET /jams/upcoming

(Repeat for all existing filters)

Where each document has the basics of the jam, e.g.

  • Title
  • Description
  • Start
  • End
  • Current participants
  • Current status

…would allow for interesting ways of integrating with the site; my use case would be read-only, but I’ve seen some discussion about users wanting an API to automate jam actions on top of this

It would be amazing to have some level of API access for jam metadata for third party sites.

I work on a team finder project for an annual game jam, and one of the soft blockers to expanding it to any/all jams is managing which game jam/project participants are engaging in. If there were a way to GET a list of all upcoming jams, our site would allow a user to select the jam(s) they’re participating in to improve the UX of finding teammates.

Really like this concept, I’d love to see the idea fleshed out a bit more if you keep working on it!

Really fun concept! The visuals are absolutely amazing (where did you get those assets?) and have been put together nicely, and the voice acting is just the right level of self aware cheese, love it.

I’d be really curious to see what this game would look like if development kept going!

Absolutely brilliant entry, this has so much potential as a standalone game!

Thanks for playing mechabit :)

That’s very much what we were going for, our lives in lockdown have been the same as a lot of people; I’m glad we managed to resonate with people on this.

Thanks very much! We didn’t make it during the jam, but I’m still happy with how it all came together (and the hack we needed to do for the highlight effect, without Post Processing or shaders as an option) :)

Thanks very much uduwana, that feeling is a really core part of what we were aiming for - feeling like you don’t have any control over your life, just looping through day after day.

Really happy that you found it effecting, thanks for playing :D

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Fantastic, absolutely brilliant! I totally loved the exploration of game design and player agency here, and would love to see more games that explore the same space.

I got increasingly frustrated at performing the same few loops early on, with either some poorly weighted bones or a soft-lock of die rolls that kept me in the same loop. Sadly, I lost after rolling no dead bones, but that’s just how it goes.

Totally unique and memorable, absolute stand out, one of the best jam entries I’ve seen for a long time.

(Edit: I’d also love to know - was the choice of philosophical register intentionally chosen for this concept, or just the way you happened to write this piece?)

Thanks very much! We knew it was a bit of a gamble to make the ending mechanically out of the player’s control, it’s really great that a few people have noticed :)

Thanks very much for playing NeatGames!

We’re not sure whether to work on it any further, and make it a bit more mechanically complex, but it’s comments like this that will decide the projects future - it really means a lot :)

I personally learned a lot - especially about the lack of 2d Post Processing support for the stack we used! - and had a lot of fun!

Will do, everyone who comments goes on the review list :D

Thanks very much! Depending on how you look at it there’s either 2 endings, or about 12; let’s go with 12!

Yeah, stuck as in the game broke (not froze, as I could still open the instructions), but definitely a bug and not lack of interest in continuing.

I’ll be on the discord for a little while longer if you want me to repro the bug?

A nifty little puzzle game, with an interesting twist! Played until the puzzle at 2:10 on your video, but I went straight for the control unit and got stuck xD

I’d like to see more of this game, maybe with some time for additional audio/UI polish and a slightly more obedient camera :)

A really well polished, cleverly designed game. The core mechanic was interesting and just varied enough to keep adding challenge, although by the end I made it through each level by just stuffing everything in the recycling bins and hoping to ignore the problems until tomorrow - was that a metaphor for reality, or just lucky?

Really enjoyable game, well done :)