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ElJoepo

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A member registered Dec 21, 2025 · View creator page →

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Thanks! I changed the jump mechanism a bit. The tough part is that it is real physics, so I am limited. 

A fun little game! I found it a little demotivating I had to restart all levels. The blue lines felt a bit difficult. 

Tried it, it has some potential. I guess it doesn't match the 'one button' requirements indeed. With a lot of work perhaps you can adjust to it .

It works. But lacks a clear and goal as far as I can tell. 

Nice game in general. 

Pretty decent game. I got stuck on hole 7, the ball just passes over it. Also I couldn't see any moles (I suppose they are below ground, in the hole?). Tips for improvement: Make the 'time to wait for the next stroke' less, allowing quicker movement after the last one. Somehow the direction pointer lags slightly after clicking, making it rotate about and extra 10* after release. 

A very relaxed feeling game. I enjoyed it, reminded me a bit of tetris but with a twist to it. Sometimes I have the urge to give the dropped object a bit of a swing towards one side or the other, I wish I could hold an object with the mouse for a few seconds and then letting it go, giving it some intertia (side wards movement). 

An interesting game. Not quite sure if any other path could be taken, I had the feeling it was headed in one direction, I could only affect the pace. Thought it was becoming spooky at start ;)

Aye, the commands and difficulty should be raised far more gradually. The early ones shouldn't be able to be messed up I think. Consider keeping the instructions in sight (perhaps as an option) when playing the game. Otherwise good game. 

A bit hard to learn but not so bad once figured out. 

If there's anything I'd suggest to improve it would be to make the mouse (and perhaps joystick button, game control button, touching the screen etc...) as an input button. My spacebare somehow isn't made to play a game like this, but I think I can do it with my mouse. 

Nice game. A lot of levels it seems :D

Small things that I think can make it better: Maybe consider a jump counter for each level and for instance add bronze for >100 jumps, silver for 80-100 jumps and gold for <80 jumps and make the levels require a total amount of certain medals. I got the feeling the 'max jump' should be a little easier to hit (often my timing was off). 

Enjoyable game. I like the potential and approach of it. Tips for improvement: I think a bit less is more. I would remove the jump component somehow (the double click) and perhaps rely solely on angled edges for a 'jump boost'. I would like to see the ball change colour when charging (eg: go from green (minimum) to red (maximum). 

It was a nice experience. Personally I think the game would be better when a player can 'bounce' from the pink walls and only lost the game when hitting the ground or the ceiling.

Was a nice experience to play. I would appreciate a bit more randomness added. My first strategy was to divide 1.000.000 into 8 groups of 125.000 but this failed at the first one. Later on I was quite sure when the others would press. 

Thanks! I know what you mean. I fiddled around a lot with the jumping mechanism and eventually ended up with this one. I was looking for something that is a bit of a challenge but not too much. I actually added a gravity force of 4x normal to get the frog down after jumping to make it easier. It certainly something I would improve when messing with a future update. 

Thanks for the reply. I will make the instructions more clear. Probably I should make the front row cars appear earlier (maybe directly). 

Heya, well noticed! This indeed should be 3..2..1..!

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This game ended up nicely! The feature of level making is impressive. I left the game jam unfortunately, a combination of utter lack of inspiration and extreme temperatures (looking forward to the winter!). 

Some tips: 

The described operators should include 'g for goal' creation.

Something unexpected happen, description of the event: 

[] is a block containing something:

There's the following in line [72] [-]

when I make this by moving [1] next to it, it always becomes [-71].

Thus: [72][-][1] = -71

It seems the order of the calculation is based upon the moment of the final block that is added. And not on the order of the sum (as I would expect it to happen). When creating [72][-][1] I always expect it to result in [71].

It seems it is calculated as: [last block added] [-] [72].

Feel free to try my level (12321) to see what I mean. 

I think it is better respect to do sums by order from left to right and from above to below. As a suggestion :) And not take into account the moment of a block added. 

Great work on the game :) 

*mumbles something about a cheat when pressing escape to get a high score for level 5...*

For user created levels, perhaps make a grid of 100x100 blocks and allow users to select and create their own place on it. And also allow users to select a number between 1-10000 for a specific level. 

Yeah, those are for when you wanna go big with this one ;)

That's a good game too! I like the concept. Reminds me a bit of portal. 

That's good stuff. Otherwise for recommendations: Keep the symbols recognizable and simple, especially at earlier levels. 

Consider adding the 'infinite symbol (omega)' (the 8 that fell over) for things like: 8/0. Maybe make it like a brick that can't be used. 

I think this is more fair than turning stuff into 0 or saying 'overflow'  ;)

Add colours for the symbols. Keep the focus on simplicty, I think most people just want to move 3+4=7 etc.  and want to enjoy the maze part. 

The pinguin and celebration effects are a nice addition! I would like some applause too ;) And a bit more firework. 

A pinguin that rotates or jumps a little when finished? 

Maybe a princess pinguin at the end of higher tier levels?

Perhaps make the levels 'unlockable', for instance by entering a number that can be obtained by finishing a previous level. 

Consider bronze (>50 steps), silver (30-50 steps) and gold (<30 steps) for levels as a reward, this will motivate some players to find the 'perfect' solution. 

My penguin moves quickly at first. However, after a celebration or when I held the button a little longer he moves slowly and sluggish somehow. Perhaps this needs attention. I think you got a great concept. 

I tried two times. I enjoyed playing it, it is a nice concept (doubt it if is something new, otherwise impressive!)

I didn't run into any bugs. The concept wasn't clear after doing the tutorial. I was simply pushing numbers through a long hallway. 

I think the first level was better at explaining the concept. Perhaps the tutorial should be more like a very easy first level. 

I didn't pay much attention to the end screen. But I'd consider weighing 'taken steps' as more important compared to 'time taken' in an end score. 

A very late entry that I eventually finished today (I joined the jam but didn't manage to make a finished product): 

https://eljoepo.itch.io/isomorphic-memory-maker

You're welcome!

I also posted in the horror game jam thingy. Let me know if you've got time to make something nice. Perhaps you have discord or something?

I tried playing it, but unfortunately did not get past the door. It says press E, but when press nothing happens. There's a bunch of items, but it seems I can't use them (tried pressing E on them as well). It seems like I can't find the keycard? A little hint would be helpful. 

Other things to improve: Prevent clipping (seeing through walls), no sound. Otherwise it looks nice already, character movement's good. 

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Heya, I might be of some help. Not sure what you are looking for. 

I use code since a few months, use unity & c# and can make basic 3D objects (in Blender). 

Bedankt voor de comments! Mooi dat je het aardig hebt kunnen spelen. Er zaten nog wel veel dingen in om te verbeteren. 

Ik heb inmiddels al een nieuwere versie die klaar is om up te loaden, als ik de meeste dingen heb verbeterd ga ik die uploaden. 

Bekend probleem! Op een gegeven moment moeten er keuzes gemaakt worden natuurlijk. 

Voor een game jam binnen 1 week is ie super.

Pfoewie, okee.. Nu kom ik wel langs de eerste poort. Ik klik een aantal keer op het blauwe poppetje. Het lijkt niet altijd goed te werken (ik klik dan met het midden van het scherm op het blauwe poppetje). Het concept is wel grappig (soort omgekeerd mario idee met de spookjes). Je zou het ook nog een beetje creepy kunnen maken dat de zwarte personen alleen lopen als je niet kijkt. 

Knap gemaakt! Het duurde even voordat ik door had dat ik alleen op de knop kon drukken waar de knikker was. Ook gaan de knoppen continu naar achteren als je er vaker op drukt. Het zijn best uitdagende levels. Een korte 'bird view' van de leven zou fijn zijn aan het begin. De controls waren verder prima. De knikkerbaan maakt een klassieke indruk van hout. De andere knikkers mochten van mij wel heel anders er uit zien om het verschil duidelijk te maken (dan zou het pijltje denk ik ook niet nodig zijn). 

Leuk gemaakt, het concept is grappig. Het zou leuk zijn als het poppetje geplet werd (in plaats vooruit geduwd) als hij onder de trein kwam. Ook zou het tof zijn als je zag hoeveel hout je nog kan dragen. Misschien zou de vlammenwerper nog extra op moeten laden met 1 van de wagons van de trein? Ik had de indruk dat het wel snel wat moeilijk werd (maar ligt misschien aan mijn skills). 

Leuk gemaakt, eenvoudig en goed uitgevoerd. Iets voor op een arcade. De donkere tegels die misten mochten van mij nog iets beter zichtbaar (misschien groter contrast tussen licht en donker). En het vraagt om powerups natuurlijk, dubbele jump power, dubbele snelheid, halve snelheid... 

Lijkt bij mij niet iets te gebeuren. De blauwe personage blijft stil staan? Ik ga ook op een knop staan, maar er gebeurd niks lijkt het? De poort blijft dicht. Ik heb een paar rondjes gelopen. Misschien mis ik iets. 

Leuk gemaakt, tempo, graphics en music/ geluid passen goed bij elkaar. 

Lastig om goed onder de knie te krijgen. Doet mij vooral denken aan tony hawk (de hele tijd in beweging). De optie om iets (10%?) langzamer (easy mode?) te gaan had van mij gemogen ;) Ik kreeg de trucs wel voor elkaar op het toetstenbord, maar voegde voor mijn gevoel niet echt iets toe. Misschien gewoon een simpele versie zonder trucs waarbij je wel een sprong kan maken?

Leuk gemaakt! Iets meer dan 2000 meter gehaald. Ik vond het lastig dingen op de voorgrond van in de weg staande objecten te onderscheiden. 

Prima spel voor de jam, voor mij nog onbekend concept! Als alternatief zou het misschien nog leuk zijn als ie zo klein wordt dat ie verdwijnt. En misschien ergens een stukje maken waar je juist 'groter' voor zou moeten zijn. 

Hehe, tja klopt, het is een beetje zo gekomen. Had eerst nog een ander idee in gedachte, maar kwam van het een in het ander. Ik vind het zelf wel aardig om te spelen als je het een beetje door hebt. De fuel counter was al verhoogd van 100 naar 120, maar misschien nog wat krapjes (of misschien een difficulty schaal). Ik wilde het bewegen in de ruimte (zonder zwaarte kracht of wat dan ook) nabootsen. De controls moeten zeker beter, nu moet je 10x op W drukken voor gassen en weer 10x op S om te remmen ;) Maar kwam er niet op tijd achter met de nieuwe controls. 

Ah, ik denk dat je maar 1x op W hebt gedrukt ;)

Als je er vaker op drukt gaat ie snel (ook zichtbaar aan de speed). 

Bedankt voor het proberen in elk geval!

A nice approach, have seen this type of game before. I think stale mate would be fine in case of repetitive (>3x) moves. I think it is more 'chess like' than surrendering in case both parties can't make a break-through. Nice work on the explanationa and introduction, goes quite smooth. 

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Nice game, I was too late to give it a proper rating unfortunately. I like the mechanics, however, the combination of the keyboard (WASD + E + spacekey + arrows) are too far apart. I would consider making for instance the Q button jump as well. And perhaps a bit of a tutorial at the start would be nice. Also it makes me long for more complicated levels, moving platforms, fishes that can be caught for bonus points, a timer for a gold medal... etc. The bird's respawn timer could be a little longer, especially the one coming from below allows me to get to the ceiling quite easily.