Thanks for the feedback! I'm in the process of making a proper tutorial and tweaking some of the upgrades, so hopefully that'll be a more pleasant experience for future players~
enpi
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This is great! I haven't played a C64 game in a very long time, so this felt like a blast to the past. The looping was done well and the belly flop mechanic was easy to understand. The only criticism I have is that the camera moves a little too slow. I kept dying to the last enemy because I wasn't able to find myself since I was off screen, and it wasn't possible for me to wait for the camera to catch up since that enemy hones in on the frog once it enters the area. I did eventually clear that section, but by holding right the entire time and hoping I made it. Still, kudos to you for making this in assembly, really cool!
The depth of this game is incredible! I'm astonished that this was made in 72 hours, the physics, audio, and visuals are fantastic. I did get a bit confused at times, it wasn't obvious to me that the 02 tank had to be bought using the mouse so I went a long time without an upgrade tank, haha. Overall, really good job!
Cute visuals and good implementation! I had played this game earlier, and struggled to understand the controls and the goal of the game. Although the flavour text was nice and the controls are now placed at the top of the description, it might be more effective to put the controls of the game somewhere in the game itself.
I found a bug, although I wasn't able to replicate it consistently. When continuing to the next level, the UI doesn't disappear but the level will still play behind it.
Incredible visuals! The animations and level transitions were really well done. The gameplay felt a bit lacking to me, since there weren't many mechanics other than "you can't try to cross the same path twice" and "you need to clear all the tiles". It might've been interesting if there was a puzzle where you need a specific amount of tiles (not all of them), or tiles that moved such that you need to carefully plot your route with the timing of the moving tiles. Still, really well done overall!
Good concept and implementation! The amount of output randomness in the spawns made it a harder to win the later levels, since you can't know if there's going to be something for you to bounce off of. This could be considered annoying or unfulfilling, if not for the quick restart key. Otherwise, really well done!
Short, but really sweet! (Like orange juice, perhaps?) All the details are really well done, like the sound when the oranges hit the ground, the customer dialogue, being able to hold down LMB to quickly pick up oranges, etc. etc. I did get confused at the beginning, because I couldn't quite figure out where to click to get the oranges out of the tree. I also was surprised to find out that holding down LMB doesn't continuously shake the tree, but that's a very minor QoL which only came to mind because the player could hold LMB to continuously pick up oranges. Very well done!
Loved it! It was a big nostalgic for me -- it reminded me of the times as a kid where I'd play Mr. Driller on my Gameboy. The graphics were funny too, and the difficulty was just right (for me). I don't know if the blocks were randomly generated, but at some point I ran into a 4-block thick wall of the black blocks which ended my run pretty spectacularly, haha. Good work!
All around, a well made game! The game is simple, but definitely difficult, haha. I was a bit confused at first, seeing the slime pass through the stone walls threw me for a loop, but once I understood it, I was able to experience the game as intended. Another thing that took me a little while to understand was that there were different "stages", and that each "stage" had a predetermined starting point. I had assumed that landing near the middle of the trampoline would give me more height or let me ascend faster, but as I mentioned, that was an assumption on my part based on how trampolines work in real life. Even still, really well done!
Really interesting concept, with good implementation! The art was really fantastic too -- overall, really well done!
Small bug with the web browser version (Firefox), if the game isn't played in fullscreen, the mouse cursor drifts to the right over time. I've accidentally killed a few Alices while trying to refresh their page this way, oops!
The idea is really unique, and I loved the smack! My family had a CRT growing up, but I was never allowed to smack it - only my father had that privilege, haha. But finally, through this game, *I* am the TV smacker! The blur/static effect is really well done, and the mazes are definitely hard. Good work!
Really interesting concept with good implementation! The amount of polish in this game is impressive, especially for a 72-hour jam, and each level was well designed. The UI meter wasn't intuitive for me when I was focusing on the slider handle-like bar. When I started viewing the meter as two bars with varying percentages, everything clicked for me.
I did find a bug, although I'm really unsure of how to replicate it? Using Firefox on Windows, when starting the game, after pressing space the first level will not load the player and begin scrolling down to a black screen. This occurred 2/18 times for me, so it's not consistent, and no one else has mentioned it, so it might just be something on my end.
The mechanics are great, and the game was fun! I was surprised to find out that this was your first game, I could very well see this being a full puzzle game. At first I was overthinking it, trying to use the block colour to determine how many more collision I had and how many it would take to reach the goal with that colour. But then I realized that many levels had the correct colour placed near the goal, and that I didn't need to think nearly as much, haha. Good work!
Wow, nice time! And thanks for playing! My personal best was 6m 32s, so I'm quite impressed. I tried to make each room speedrun friendly, but there are some that aren't (ones where you have to wait for the falling blocks in order to descend). There's one room like this in floor 1, but there are several more in floors 4 and 5 because they were made when I was rushing so that I could submit on time -- which didn't end up happening anyways, haha! Once again, thanks for playing~
Thanks for playing! It's actually kinda funny you mention UT and DeltaRune. When I was drawing the ghost sprite, I was experimenting around with different styles for the eyes and stumbled upon the oblong black outline. Then I realized, "Wait, this looks similar to Napstablook!". I later leaned into this and made a (bad) anagram as one of the possible choices of names! So, I suppose it all wraps around, haha.
It was simple and fun! I used to play osu!ctb a lot, so when I realized that the objective was to catch the orbs, everything clicked, haha. The timer is a tad short, with respect to the spawning rate of the orbs, I had to catch nearly all of them in order to fully charge the runestone. Overall, good work!
It was a fun game! The umbrella mechanic adds a nice sense of control over the high-speed falling. I was curious to see how long I could last, so I set a timer for myself! I don't have the best reflexes, so my highest time was 31.26 seconds, haha.
I found oooone small bug regarding a specific structure:
If the player releases the umbrella while they're touching the bottom-side of a block/tile, vertical movement is stopped, but horizontal movement is functional.
I really enjoyed the story! The exploration of the self, and especially gender, was well written and gentle. Gentle isn't the exact word, but I'm not sure how to say this in English ^^;; . I thought the reactions of Emma, Harry, and Kat were so sweet at the end -- they actually made me tear up a little. It reminds me of happy endings that never were for many people. I hope one day, those final reactions become a little more common place in our world.
An interesting take on the limitation! The visual clarity is a bit rough, as there are a lot of single pixels on screen, especially the further you fall. Although, I could be more click-happy than the average person, as the submission screenshots don't show nearly as many pixels. But overall, it was enjoyable to play!
It was a short but sweet experience! I was already unskilled at pinball, so I was nervous when I realized that this game used flippers, haha. But it was fun! I got really into it, and eventually started trying to aim for specific sweets so that I could merge them for more points.
I did find a bug: Starting the game from the main menu will turn sprites invisible (at least, I think so, because I can still hear sound effects like when the balls collide and sweets falling into the waste). But if you start the game after clicking on tutorial, the sprites remain visible.
Yes, I was holding down the left mouse button, and searching around the room for the monster. I suppose the screenshot doesn't show it well, but my mouse was at the top right corner ^^;; Still, I'm not noticing any visual feedback? Is the flashlight supposed to light up parts of the room? Or is the monster (if there is one) supposed to react in some way, and I need to be vigilant for that reaction? Sorry about all this, I'm just a little confused :')