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Elric

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A member registered 6 days ago

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I enjoyed the puzzles. Having to deal with the various types of behaviors each game piece has and sort of pull around the sight cones to cause chains of actions to occurs was quite cool.

Some critique: would have been great to have the puzzles progress automatically in sequence rather than kicking me back to the menu and forcing me to due it on my own. Additionally, rotating the pieces on the board rather than in the box would be a massive UX upgrade for this game. I figure these little rough bits are due to time constraint, but if you want to build the game up further, here's where to start. :D 

I do enjoy those retro aesthetics!

I usually bounce off this sort of game (and am bad at it), but I managed to put up some good times here. The swinging aspect feels quite good to me, and I like that the anchors you need to progress turn into ever-expanding hazards when you use them--a nicer expression of the countdown theme than the timer (which times up, coincidentally).

I love the aesthetics, and the Inscryption-esque macro puzzle pulled me in. Following the trail of breadcrumbs was quite satisfying.

If I could offer some criticism: The "back-tracking" caused by the timer mechanic is a bit problematic. It's an example of the game providing "resistance" versus "true challenge." I know why you did it, but I'm not sure it fit 100%. I can only type in the login info so many times before it irks me a little. :D It does not quite fit with the otherwise very high level of polish, to my mind.

I'm a big fan of the primary colors against the black, sort of Tron-style. The visuals are definitely a big draw. 

I'm actively trash at this sort of game, so it binned me, but I can't help but see the high level of polish in the movement, visual, and sound. Definitely a worthy contribution to the jam!

I enjoy these types of little positioning puzzles and the small narrative worked for me. Definitely more time to work would have helped the project, but the core conceit works. "Uuuurh" villager sound is MVP!

This has Cruelty Squad vibes, to me. I have to be honest, either I'm garbage, or this game is quite difficult. It ate my lunch! Yeah, it's kind of like if Cruelty Squad and Descent had a baby (and both games are known for a certain casual sadism). 

If I might offer some constructive criticism: this game taxes multiple skills simultaneously at high levels. The movement in 360 degree movement, the shooting aspect, the object identification/sorting challenge, these could all become full games. Perhaps clip something here to give the remaining more space. 

Also, respect to the dev advertising the build problems and still asking people to vote only considering its current state--integrity there.

Clean, intuitive, engrossing. The interaction between enemy position/movement and the player move sequence with the restriction of moves always needing to go lower in the sequence really works to create interesting miniature puzzles. I like the way this makes me think across a time horizon as well. My only critique is that I wish the game were longer, and more visual information concerning the enemies next movement would be great. Thoroughly enjoyed, great effort!

So kind of you to say--the boys really threw themselves into the puzzle design on this one; it's great that the intended feel came across. The team had a lot of fun ambushing one another with the really devious ones. They were challenging to make, but maybe even more challenging to organize into a cohesive progression.

The main mechanic is wildly clever--excellent use of the theme (not to mention it looks and sounds great). The movement being timed to the countdown aspect in this completely organic, intuitive way is such elegant game design. Easily one of the best games in the event!

That's always the hope--always want to achieve that feeling of challenging but fair with satisfying solutions.

I had a blast making the drawings--so happy you enjoyed.

So glad you found it worthwhile. There is some impressive stuff in here, so what a compliment. 

We were originally going to have some sort of puzzle select feature that would have gotten more or less the functionality you wanted, but unfortunately it got left behind. Just game jam things! :) 

<3

So good to hear that--the dream is always to have non-enjoyers of the project genre enjoy the game.

We all agreed with the tutorialization feedback. We got a little cramped on time toward the end and on the size of the puzzle suite, but who knows, maybe for a full version...

Many thanks, and don't be so hard on yourself. I played your game and it was obviously something made by a smart and talented person.

Thanks for your kind words! The combination of music, visuals, and the little phrases was our approach to storytelling. we were trying to build a certain progression of tone and concepts. If we had more time it would have been cool to expand this into something a little more concrete to give more motivation to the puzzles. Maybe you get stuck on a hard puzzle but power through it because you want to see what the next scene and story beat is. :D

Beautiful art and music. I got to a stage of the run where I bought everything and then could reroll until I hit my instant of choice every round, so I sort of ran out of content about halfway through the run. Has a lot of potential to do cool things with more cards and potentially more dice. 

So happy you enjoyed and thanks for the notes--these are all very useful considerations! We'll pocket these in the eventually we do a full release.

I sent a few runs and had a nice time. Lots of strategy and tactics to enjoy here. Maybe a touch brutal with some of the random maluses, but I generally felt like I lost runs to making mistakes rather than bad luck. Genuinely a solid roguelike puzzler. 

I've always bounced off this sort of puzzle in the past, but the rewind mechanic in conjunction with objects persisting in a state I left them before rewind really worked for me here. I genuinely enjoyed the puzzle solutions and found them satisfying. I also found the robot movement noises endearing. Why should it not sound like a power drill?

A charming little battler with cute art. 

Some bad spins cooked me a couple of times, but that's the nature of the beast. It would have been nice to explore the build crafting side of this a little more since it has potential--maybe have the ability to expand the wheel or get more spins, effects, etc. to make it feel just a bit less like brute force luck was rewarded and planning was more central. 

A flavorful little point and click with a mini game and some very light puzzle mechanics. I think part of the gameplay is understanding what you can interact with--this sort of "resistance" from the game can be considered good or bad depending on the player. I have to say the visual style, which I really like, is also sort of a hinderance, but I think that's purposeful. It's another form of resistance that furthers the conceit of being trapped, which some may like and others may not. I had a good time with it overall. :D

This game looks and sounds gorgeous!

What a shame the game is so short as I was having a good time! The movement feels very smooth with some crazy air control. Side scrolling games often rub me the wrong way but I would not mind more of this one.

So happy to hear that you enjoyed!

You're just right about the half lit segments. It was intended to be a tool to help players parse the game state, but our inexperience with shaders in Unity sort of cooked us on that front and we didn't have enough time to really polish there. If we take this game to full status we'll absolutely want to do more with this aspect of the game.

We loved the audio too! While doing the drawings I spent a ton of time listening to the music and sound effects being made. The two things ended up informing each other reasonably well, I think. 

A charming little game--I'm one of the psychos playing the heavy CRT filter.

Engrossing, somber art and music.

I love that film! I'm very flattered.

If this game grows into a full release, I'd personally love to build a more cohesive narrative. We started growing something with complex tone and overall theme, but much of this the player needs to infer from the interplay of images and text. With more time and effort we could reveal more and hopefully make something really satisfying.

Thank you for your interest and kind words! 

It's a very valid point about the darker clock segments. We were new to Unity's shader functionality, and some of this is a side effect of our ignorance. If we were to bring this to a full length game, customization for the way segments display would be an excellent feature to add--let the players decide how they want it to look so they can better focus on the puzzles! :D

I enjoy the positioning strategy aspect of this game, attempting not to get stuck in the middle of nowhere and thinking about future moves to do it. I did not quite understand why the tiles sometimes display their timer numbers and sometimes do not. It appears that the timer is running whether or not you can see it. Tile color, meanwhile, seems more reliable.

I'm a fan of the stark visuals and the vaguely occult feel.

I enjoy the base-building/defense aspect of this expressed by the material system. The timer feels at first a little tacked on, but the sense of urgency it creates brings something to the game overall.

This is a genuine cat simulator.  Implement a stage with a spray bottle so I can squirt him with water and get my revenge for the way he ruined my lunch!

Wildly ambitious concept. It's too bad that the scope prohibited a fuller vision to making it here before the jam ended. This sort concept is one for the Europa Universalis bros, I think--ultra-crunchy with lots of carefully considered moving parts.

Reminds me of the early stages of A Dark Room, which I quite enjoy. I really enjoyed the sound work, added a bit of weight to the interactions that would otherwise feel a great deal more flat.