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DrDre3k

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A member registered Apr 02, 2020 · View creator page →

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Really easy to lose, but I totally get the vibe here. Maybe with an economy you can impact? Or more options to pet the animals! That’s the best feature.

Adorable, must sleep. The cursor being the paw was a cute addition!

Couldn’t really play since I get motion sick in first person, but the area looked real nice and the set dressing was good.

Made it through a few rounds, got real lucky with some scrap upgrades early on which really helped. Would’ve appreciated a few more varieties of attack or a background song, but it’s a good assembly of things as is. The grenades were hard to use, but once you get some upgrades and an idea of where the enemies spawn, they’re good picks.

Nice and crunchy, a I really like the UI around the whole thing. The levels were good and fast paced, without feeling like you didn’t have control. Good job!

A little trippy, but I liked the main character and their little Yoshi flutter jump styled walk animation. The levels were a little hard to get at first, but they weren’t too long so it thankfully didn’t feel too punishing to take a little to get situated. I actually thought the 5 second count down covering the screen added to the effect, and for most levels I think it was reasonable to play around, but it’s still darkening the room a bit too much. Overall a nice game, good job.

This was interesting for sure, but real tough to figure out. It almost feels like a hidden information card game of sorts, which is real neat. The readability issues are pretty major, but I’m no stranger to them. I imagine there’s some quite complex systems under the hood given all the relations, so I can only figure the deadline was tough to meet as is! I think if the text were easier to read and not so easily covered up, along with a visual indicator of having to tap others, that would go a long way.

Neat take on going down and having the air go down too. And a lot less stressful than in Sonic. I feel like this could lend itself to a rhythm game too with the unique fishing catching gameplay!

Wholesome, the birds must be protected. I especially loved how they’ll follow you around and how you look if you lose all your down!

A great meta take on the theme, and the variety of the minigames, really just makes you feel like spiderman, er, I mean a cat. Really captures the overall vibe of the cat that wants attention, but doesn’t want anything further.

The movement feels a bit too floaty, but it accentuates the jumps a good bit. A unique approach to movement and you use that well for levels.

Really nailed the unsettling vibes here, and it’s everywhere, from the decisions, to the ambiance, to the visuals. Good stuff here.

Good execution on tying moves to the count. I definitely felt like I had to get moving faster to try and make it through, even if that made it feel more like an RTS than a puzzle game, which is a neat combo.

The little robot was very cute, great use of the CRT style TV too. And the level mechanics were great, constantly adding when I thought “surely we’re done now”, and then a different take on the mechanics. Great job!

While I did go a good while without taking damage, it didn’t seem like there was any way to heal? I assume that’s either intentional, or only shows up once you’ve taken a lot of damage. However it was also hard to tell how much damage I’d given to enemies. Other than that clarity issue though, everything seemed nice a smooth for movement and for the aesthetics, and the music was great too!

Love the cute visuals, and I think the difficulty ramp is a nice curve. Efficient use of the room, as the different spawns each level make them feel very different.

If you can add audio, I really want some Skeleton Xylophone audio! Who’d hurt the fellow? They even gave me some gold! It’s also impressive to see the goal is to get it on a Garmin, and even explains some of the design constraints! Good job.

Okay not what I expected, even though it was pretty direct with the fourth wall call out. I thought it was a good enough time, but I didn’t expect that cross room puzzle near the end. Really liked that. Also a neat way to shout out the engine in a way that still felt genuine.

Don’t mind me, just removing world leader from the bucket list..

This was tough, and it’s real hard how everything is so impactful. Decisions matter, and I liked that take on the countdown, even if a bit grim. Or maybe I’m just not good enough! The audio was a bit too painful though, but I assume there’s some sort of atmosphere you were going for with it? Overall, impressive effort.

Oh yeah, Sacred Growth wins 🌳🌳🌳

Ahem, anyways, props to making a whole simulation. I struggle with systems based games since it feels like you need to make so much before you can even start on the game portion. Even if it turned out to be prediction based only gameplay (hey, prediction markets are popular these days). Wondering what you’d build it out for in the future.

The variable speeds and all the items that can be affected really makes it a whole ecosystem of mechanics, and yet they’re relatively easy to understand even from a quick glance once you get it. I like the overall vibes and visuals too. Good job!

It’s really got that Inscryption-Balatro style with the chunky PSX aesthetic, and I actually really appreciated that the complexity came from the simple game rules, rather than from modifiers at the end of each turn or from a shop. Good job.

I like the simple aesthetics here, enough detail to appreciate and to focus on the puzzles. I feel like I’d like another level or two early, since the difficulty felt like it was ramping up quicker than I’d like. Nevertheless the design of the puzzles is great.

The first level’s mechanics really don’t ease you in, and I like that. It really forced me to actively think about not just moving forward without a plan out of the gate, instead of picking up on that a few levels in. It really re-enforces the whole loop upfront. I would say it feels odd to input once you go faster, because it almost feels like it should be real time when really it’s stepped (as most puzzle games are)? Overall good job.

This has some good juice and the countdowns are every where. Really reminds me of some old action mobile games I used to play back in the day.

I would’ve imagined scaling up with a visual timer at the start, but forgoing one really lets you get to the action quicker. Especially with the atmosphere you’ve built up here. A good execution.

Neat to see physics and puzzle put together in a nice package. I usually find that those can fight against each other, often leading to speed and precision over thinking, but using kinematics really makes it solvable in the same light. The overall complete look and feel really adds to it too.

Love the aesthetics, although could we not be at risk of death? Didn’t expect to have to learn go in my final hours, but this was a good time with neat upgrades, and getting on a roll really feels like it stacks up nicely.

I like the spin on blackjack, feels like I could play this with a real deck.. only preferably without the countdown in real life! The minimal art style really works here too.

Wonderful! Hope you were able to make it all the way through after that c:

I have not used the Playdate admittedly so I don’t know. I’ve recently been interested in such tools, and I found the FireFly Zero through a jam earlier this year. It’s in the same hardware space and I did try to make a small game for it without having any hardware.

Thank you, glad you liked the bees!

Cute game, and really nice to see it put together in such a short time in Godot. Great Yoshi color choice too 🟣🟣🟣

Thank you

Neat to some physicist representation! The levels seemed fairly long, but that prolly had to do with there being no checkpoints. There were also some spots where the telegraphing wasn’t great (an unsure jump), but then other spots where it was really good (the hidden collectibles).

It’s mighty impressive you managed! I struggle all the time to get my unoptimized 2D Godot games to run in the browser, especially when loading a new scene or level with a lot of objects in them. That’s why I find it so notable, cause it’s a tough and often thankless job.

I’m sorry you ran into that. Do you mean this level?

image.png

If so, you actually don’t need any of the blocks that are next to the wall! They’re mostly set dressing and meant to push you to think about the boxes that you can move. The key is to get one of the blocks in the top right out of that area with the two bunnies you have up there

Please let me know if it was a different level, or if you can replicate a bug, as I can look into that as well if it turns out to be broken in a different way.

Thank you!! 🐇🪨

Haha, appreciate the praise! 🏵️🐝

Aye, nice to hear! There are plenty of flash games that were gems, but somehow haven’t been repeated today. Congrats on re-finding one, and thanks for playing!