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E_net4

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A member registered Nov 16, 2017 · View creator page →

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Surprising low-poly 3D graphics on this one, with great performance! Nice music and sound effects too!

The game felt too easy, and at some point I did not know if I was doing the right thing collecting more collecting rings. I imagine the full experience would let us jump to the next level with less rings and have harder levels as it progresses.

It’s an enticing concept. I had a similar idea (of having a spaceship doing missions in a top-down view including collecting resources) back when I was planning for the DOSember 2025 game jam, but I ended up dropping it.

Sound effects are interesting, given the Adlib constraint. There were a few quirks here and there (planets would partial appear on the right when they were to appear on the left), but it’s nicely done. Consider reusing some parts of that in a future jam!

The only issue I take with this demo is that it only makes me want more! Loved the graphics, the photography, the overall atmosphere. Background music is well implemented here too.

It does make me wonder which encoding was used for the images and how they were rendered to the display.

It is conceptually interesting, having to aim at enemies while in a good position to shoot them. Perhaps a complete version of this would also feature other useful mechanisms, such as items, weapons that do ricochet, a looking glass to see further ahead, … So many ideas. :)

The hit detection logic was a bit wonky, as I’ve had not only many incidents in which the enemies could shoot me through walls, but I also had a case of the player failing to hit the enemy even when the hit ray went right through it.

It’s like I say, one can’t lose with a wave-based arcade game. :)

As it’s been mentioned already, having such a slow turning speed was a bit frustrating. It would have also been fun to have the opportunity to upgrade the ship at the end of each wave. Some background space music would have helped enter the mood, even if it were a simple loop.

But overall it felt like a solid experience. The graphics are the best part of it: clean, legible, and thematically fitting.

Thank you for playing! Yes, the controls were mimicking a joystick-like handle, as I felt it would enable greater navigation speed for the player (e.g. top left to bottom right does not require tapping multiple times).

As for the audio, I am not sure what it could be, but I probably have to clear more Adlib registers at the start of an audio track, to account for machines which do not do that by default (not that they have to, I admit!).

Thank you for playing! Yup, better feedback like that was in my original plans (e.g. creatures appearing flat when whacked; the hand twitching in pain if it grabbed the wrong creature), though in the end there’s only so much time and energy. :)

I ran this on dosbox-x (2026.01.02) but it wouldn’t run properly. The game would freeze with distorted graphics. Any idea? screenshot

Although racing games are not exactly my favourite genre, there is something very appealing to the 2.5D aesthetic implemented by them. My childhood included games of this kind such as Lotus III: The Ultimate Challenge.

This one is definitely more difficult than Lotus III, so I couldn’t beat all the laps. Maybe I’ll give it another spin later.

Man, I actually beat the game twice and each time there was some text that looked like an ending story (was it?) during a split second, then it just goes straight to the congratulations screen.

It is quite enjoyable, though I wonder how the attractiveness of each bait was designed. If it was completely random, then it’s odd that I got an impression that squid was among the least of the fish’s favorite overall.

It is quite creative, and hard to master! And the second revision of the game practically resolved the concerns I had in mind before I had even mentioned them!

Interesting concept and depth!


I don’t know what happened, but I think the game started misbehaving once it got to night time and it wouldn’t go back to normal. I was on DOSBox, maybe I should’ve just played it on the online emulator.

Thank you for playing indeed!

Regarding the question raised during the stream: creature names are a 1:1 mapping from the body parts selected, so creating the same creature always yields the same name.

Oh boy, even after reading all of the hints, I could only solve it after downloading the patched version.

Spoiler, concern

One of the things that got me stuck at the very end was that I had to select Lorenz as the one who gave hush money, though it was done by Leon by Lorenz’s orders.

I still needed those hints because I was failing to understand why anyone but Jacek would have his own investment statement, but OK, I should have been more open to the possibility of document sharing among partners in crime.

It is a pretty well conceived game, in any case!

I couldn’t get the DOS binary version to work well (it would complain about missing files and hang in the character menu), but I played it online, and ended up perhaps playing a bit more than I would admit! The rock grinding really takes you in. 😆

Spoilers

I found the nonexisting cheese! But not before managing to freeze the game after I visited the robot a second time. The robot would just say good luck and then it would hang.

It’s an interesting game indeed. I probably followed the wrong strategy, but I couldn’t reach the victory condition on Easy after a half-hour session.

Well, the only problem with this is that it makes you wish there was more of it! I loved the overall atmosphere. :)

Thank you for the feedback.

  • Admittedly, the collision detection ended up a bit finicky, and probably not the best algorithm was employed when there are multiple targets close together. There was not much time to polish the experience here.
  • There is speed running because clearing the targets faster will reduce the time needed to progress.
  • Having more kinds of mobs was part of the original vision, but unfortunately it had to be cut short.
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The game rating (+18) was odd and I kept myself on my toes just in case it would throw a jumpscare or something NSFW at me. I ended up not seeing anything particularly egregious, but maybe there is some secret part which is more intense.

Nevertheless, this is a cool idea, and would have enjoyed seeing it expanded and fine-tuned further, eventually with configurable speeds and a way to start over.

Thank you for your comment. In a way, this game was also a means to strengthen my ever deteriorating skills in mental arithmetic.

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Thank you for the kind feedback, glad to know you liked it. Having a simple looped soundtrack, even if just for the menu and interludes, was in my mind at the time, but unfortunately I ended up having little time to polish the game before the deadline.

Thank you for the kind reply. It is true that a bit more imagery and eye candy would have favoured the submission. The idea of adding more forms of dialogue is also good. This was what I could achieve within the time limit, unfortunately a bit less polished than what I was aiming for.

Sorry to hear it wasn't quite what you were expecting. The gameplay principles were simple enough that I felt needed no explanation. An Op is just an operation performed in the cloud service. You may think of the total at the top as a score. Clients requesting Ops (and your machines fulfilling them) creates revenue depending on how much each Op costs. Changing the price affects demand, and so does the services' visibility (an estimate of which is unlocked by a project card).

In the end, it's just another clicker built in a restricted time span. Usually when I participate in this jam,  I only get so much time to fine-tune and tweak the game's mechanics after having done the essentials.

I played this 1v1 with my wife, great implementation of the card game, with nice aesthetics and great mobile support!

One thing that surprised us was the length of a game session. We got both to 25 points and it was still going, so it might be the case that it's using an unlimited number of decks?

Thank you for playing! Background music was in my plans, but I could not make it on time. I also notice the "spinning around" phenomenon, I ought to at least keep the issue recorded.

You are right, that would have helped a lot! Thank you for playing!

Cute Lemmings clone. :)

It looks adorable and the concept is great! Maybe with additional time you could have included an interactive tutorial and tuned the gameplay mechanics to be more forgiving. This would have made it excellent.

Perhaps I enjoy these clickers.

And perhaps I enjoy Win95/98 aesthetics too much.

One or the other, all I can say is that this might well be one of the most memorable games of this year's GitHub GameOff.

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It is an adorable concept with lots of potential, but the array of nasty bugs in the game makes it close to unplayable in the long run. A few problems which I detected:

  • In the tutorial section, as Pixie tells us to go to the computer, I always ended up being faster than Pixie and opening the computer screen before there was a cat guest request.
  • Sometimes I could not move existing objects to new places at all. I was able select the object and position it on the new spot, but pressing the X key (as described by the game itself) would do nothing. I would end up cancelling it with Z instead.
  • More than once I got stuck with the transport cage in the protagonist's hands while at the same time the game thinking the cage was not picked up (a "C pick up" pop-up would stay on it despite it already being picked up), and that made it close to impossible to release it.
  • Then at some point, when one of the cats was ready to leave, I dropped the cage but the cat wouldn't get in it. Trying to move things around would either not work or hang the game.

Combined with the lack of game saves, losing all progress because of them is frustrating.

Still, all of this can be fixed if you do go through with the idea of making it into a full game! Do consider it!

Certainly very original and creative! Great work!

You were clearly up to something with these horrible controls! xD

Peculiar mood and graphical design. Gameplay reminds me a lot of Ghouls 'n' Ghosts (featuring nearly unavoidable projectiles xD). It was sufficiently enjoyable, although picking more convenient key mappings would have gone a long way (I'd constantly mess up W/E/R/T).

There is hardly anything more cliché than a platformer with double jumping and dashing. :))) Although I could not identify how to beat the back&forth level, the rest was sufficiently challenging. Assets fit the theme well too. Great work!

This was a peculiar experience, albeit quite repetitive. Some procedure generated fighting and gathering levels would have gone a long way, plus making them longer and larger.

I also could not trigger the end game condition even after obtaining 25 of all resources, could be a bug. :(

Thank you for the feedback! Admittedly, with a bit more time invested, the scenery could have been more diverse.

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I almost always enjoy a nice wave-based hack 'n' slash game, and this was no exception. After I got the controls right (I figured out that I had to use the T key rather than G to select the second item), gameplay was smooth and sufficiently challenging.

It's a bit unfortunate that most of my play sessions led to a crash with a segmentation fault on my Linux machine. This is probably a bug in the Godot engine, but with all the crashes I could not get to the ending, if there is one. Can't look further into this without the source code either. (Note that participation on GitHub Game Off requires you to upload the code to the repository as well!)

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The concept is awesome, and the graphics and audio assets are well made and suitable. The execution and learning curve was upsetting though. It could be something about how commands were placed, but when a dwarf felt unable to proceed for some reason, he'd get stuck forever without even trying to do anything else, there forcing us to restart. Either dwarfs were not prepared to cross the tunnel to grab resources and back, or they  just felt like not doing it for a reason not presented. Once a construction request was placed, it could not be reverted to work on something else.

This is a pity, because one can see that there is immense depth and possibly many opportunities to master the game, making it interesting for long sessions if it weren't for these minor gameplay issues.

I really appreciated the direction of this game, and would be looking forward for more!

A minor caveat: I was originally trying to run this on my mobile phone (the game allegedly supports this), but one cannot right-click on a mobile device, so eventually I just got stuck! Maybe some temporary buttons to pick the intended action would have worked here.

Thank you for playing! Truth be told, it is still a good strategy not getting hit by explosions, since that makes you lose points. :)