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epigrodel

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A member registered Dec 10, 2024 · View creator page →

Creator of

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It's cool. I think the music, constant movement, and a few effects make the game feel dynamic.

I guess games like this are only played until you lose the first time. But if I'm wrong, it would be nice to add a menu with the option to choose how to move the camera—continuously or after completing a section.

The game is creative. (I did't play Baba Is You) It's for chess lovers. You have to think through every move. Your character's controls literally depend on your actions.

More interactivity would be a good thing. I don't see the need for right-clicking.

Thanks for the feedback. You're right that the tutorial could have been better. I only made a minimal tutorial on the last day of the jam. And then only because I had mostly completed my other tasks, and I had a little time. Creating an interactive tutorial in the remaining time was beyond my capabilities.

I'm not sure using AI to create this style is such an impressive feat. We can discuss this in a private conversation. Perhaps you genuinely encountered some kind of problem with the AI. Or perhaps I encountered the same problem, but was too stubborn to notice and kept generating images until I got it right.

What I mean is that the actions themselves won't be hidden in a constantly opening and closing panel.

I appreciate your effort in creating a match-3 game with new, original elements. I think the most important distinguishing feature is the cat's movement. Unfortunately, this feature will become meaningless if the game is changed.

Let me explain. It's better for the player to be able to play on the entire board. This means the cat can automatically pave the way to the finish line at the end.

Honestly, I don't think players will enjoy this kind of strategic match-3 game. All these rules, with only sleeping cats active, greatly limit the gameplay. I'd even say it kills all the fun.

Holding the movement button resulted in distorted sound.

The board with the tiles and the cat are cute. I recommend redoing the rest of the graphics. Also, note the cat's tail.

The button next to the text overlaps the text. The text doesn't fit on the panel.

I hope you can make an interactive tutorial for the full version.

This is a new version of the block puzzle. Nice music.

I enjoyed it. I had a great time.

I recommend considering having a small, always-open action bar. At first, I even thought using actions instead of pressing the arrow keys on the keyboard was unnecessary, but it seems like the action bar is indispensable after all.

The red trap in the corner makes me wonder if it's an obstacle or just background noise.

It's original. I haven't seen a combination of Tetris and a jigsaw puzzle before.

But I'm afraid players won't like the current version. It's too small and everything blends together, making it hard to see.

And I see several solutions and different games that could be created:

a) The player chooses when to drop a piece, no slow automatic movement. Accordingly, we remove the empty drop zone and get a larger picture.

b) We collect not the entire picture, but a row or several, then we can keep the  slow automatic movement.


Very simple mechanics; maybe I should create a game like that myself. Heh-heh)


The pop-up text on the board hinders the gameplay.

I liked it. I'm familiar with lightbulb-switching games. Something like that probably already exists in 2D. Still, I think your game is original and perfect for this jam.

Although the controls really irritated me. Instead of focusing on which button to press, you have to fiddle with the cube's rotation.

I recommend adding a menu with the ability to invert the axis movement.

The cube sometimes continues to spin for some reason after you let go.

Perhaps you shouldn't lock the rotation range.


I think level 19 is weak. The four buttons are just dead weight—they never change color.

I'll stop at level 20 for now.

yes

I think this was the first level where the island with the finish is a single cell. There are no level numbers or saves, making it difficult to explain. I can identify it from the screenshot.

A good game. It really challenged me. It looks like one of the levels will require hours of thought. That's where I stopped.

In the full version of the game, you'll definitely need the tutorial. In the full version of the game, I recommend adding a huge number of simple levels.

I don't want a button click that creates or removes an obstacle. And buttons that block the board aren't very good either. The character prevents you from placing obstacles easily.

The game would be better if you removed the timer.

Otherwise, I agree with knoxy_.

Thank you. I also think this music and art are a great combo.

I didn't like it. The player should understand how to play your game. In the first room, the head in the upper left corner is a box that needs to be placed on a slab, not a UI element. Furthermore, it turns out you need to press E when you reach it. Overdifficult.

The life counter is weird. If you lose, you start over. What's the point of all this? Remove this counter and just restart the room.

The double jump is poorly implemented. I managed to jump only once out of five times. A jump on W and arrow keys wouldn't hurt.

I didn't get past the second room.

Thank you for your feedback. You can't interact with the board until your turn is over.(Until the chip is moved and removed from the board and until the child's intervention is complete.)

I understand that you want to connect the next pair as quickly as possible. I can unlock this feature (for those cases where the child isn't expected to intervene unexpectedly after a turn). And frankly, it will require a huge amount of work.

You've made me think that the player needs to be visually shown that chips are being moved and that they can't interact with the board. It's obvious, but I wasn't thinking about that when I created the game. Thank you.

Overall, I enjoyed eliminating enemies without any hassle.

Right now, the game certainly lacks progression, especially with enemies.

I didn't like the beginning, where the player had one weapon that fired in an unknown direction. I didn't like how enemies would get stuck in walls and seemingly be out of reach. I didn't like how enemies could spawn on the character.

I didn't like the constant interruptions to gameplay (although this is a problem for all games of this type). The game doesn't let you destroy all the enemies and collect all the gifts.

I think the fewer choices the player has, the better. As strange as it may sound. Then the player won't have to choose for too long, and he will get back to the game faster. And then you can have multiple waves per level.

I think the barrage of enemies and projectiles in these types of games looks good. But it seems you're already having trouble with the current amount.

The keyboard layout affects the controls!

Oh, I'm impressed with this game. It uses very simple mechanics, but thanks to good effects and easy player victories, it leaves a very good impression. The current version already has enough content to keep me engaged. The cheap upgrades are also welcome.

The fireworks seemed the most useless to me. I got the hang of the Sonic Trap the best. Although, I mostly focused on upgrading character's attack, so I easily one punch enemies at any range.

It was fun to play this game once. I don't think it grabbed me enough to win. The locomotive and the wagons crash into the aliens very easily, and I can't prevent it. The projectiles often miss. I think this is why I lost control of the game and lost. It's frustrating.

The maneuvering field is very small. Aliens can spawn right on the player.

Some hit sounds, and maybe gunfire or maneuvering sounds, would be nice. I don't know about other players, but I prefer background music, and here it's louder than the explosions.

You can add upgrades between levels.

What was my problem? I didn't understand that I had to give the item to the person and that I had to click on the person specifically. It wasn't obvious.

In the full version, you'll definitely need a tutorial, and probably help the player through the gameplay loop over and over again.

Forcing the player to make mistakes is a bad idea.

The game should let the player know what they did right and what they did wrong. Your game doesn't do a good job of this. The green and red lights are kind of muted and appear for literally a couple of seconds. The sound doesn't help either. If the game automatically entered this result into the book, it would be intuitive. And of course, it would be nice to immediately show it to the player.

The game has a nice atmosphere. But I quickly got tired. Constantly rotating the camera, constantly opening and closing the book, constantly memorizing the fear-item pair and the fear-item-result trio, forcing myself to enter the result into the book at the right moment.

I'd recommend getting rid of the camera rotation. Place everything that's needed in the window in front of the player. Perhaps even keep the book open at all times (if the book is needed at all).
Well, I hope you give the player a clear goal in the full version of the game.

(And by the way, after closing the book, the player needs to click on the game to restore the camera rotation.)

I read all the instructions on the game page and all the comments from other players, but I still don't understand how to play.

Beautiful room and pleasant music.

Yes, that's exactly how it was.

I liked it. I got bored by wave 6. I thought about quitting after winning wave 8, but I lost.

I liked the simple, silly graphics.

The controls are difficult. It's really tiring. If you double-click down while on a roof, it actually slows down your downward movement. And in some places, pressing down has no effect. I had to repeatedly click down to speed up my character—quickly drop the gift and move down. And again, don't stop! Don't waste time—fall to the floor below.

I don't want to wait for the right moment to jump after I receive a gift, or the opportunity to throw a snowball, etc.

Overall, the game, despite the huge number of cooldowns, seemed dynamic to me. But throwing a snowball is very difficult and breaks the flow.

I hope you understand that you shouldn't torment players by making them wait for the timer to run out.

It seems like the full version of the game would be about completing quests and progressing through the story.

Narrative is one of the things that can help hold a player's attention.

But overall, I found it boring; there were no quests, and the flashlight was useless in the version I was given. All I had to do was walk back and forth, tediously, for a long time.

I liked the game. Simple and cute.

Of course, the full version will require a tutorial.

The game doesn't fit the theme of jam.

I played a little. It's a calm, cozy game. It captivated me for one session. I'm not sure that the game has potantial for development. You can add character speed upgrades, bonuses, etc.

I didn't really like the graphics.

Yes, you're right, the exit is at the door. But I haven't tested the latest changes I made. So now it doesn't work.

Several players must have been eager to play the updated version, judging by the number of dislikes. So, I'm sharing links to the full version:

https://playgama.com/game/mars-colony
https://lagged.com/en/g/mars-colony
https://www.y8.com/games/mars_colony
https://yandex.ru/games/app/471073

Adding a tutorial to a game during a three-day jam is unrealistic! I read the description before playing, but I didn't remember everything it said. Luckily, I remembered reading something about coal, reread it, and played a second time with shuffling. Only then did I write a review.

Why wasn't I impressed? - Perhaps because in the second session, I had little experience with shuffling and used it at a different time than a professional player would. So, yes, I had trouble removing the coal. And I don't know how much better an experienced player would have done.

A game like Vampire Survivors. I think the enemy spawning is well-balanced. The player doesn't have to wait, and the player can avoid enemies. To collect experience, you need to lure out enemies. I had a hard time doing this, but maybe other players will do better. I think accumulating points is one way to implement the theme.

It seems like the leaderboard in your game has caught everyone's attention.

The "skip" option is confusing. I didn't immediately realize that the red text is debuffs. The dice should roll automatically.

I lost before I saw the leaderboard.

A game of filling the board until you lose. I don't know what to call it. It's boring. Waiting for the dice to fall and shuffling takes a long time. Local scores. No sound.

You could try developing the game in a different direction. First, make the dice (or other pieces) shuffle more easily. I mean, work on the physics so the dice slide over each other better, bounce off each other, maybe activate a magnet at certain points, etc. Second, you could add bonuses that would add dynamism. Third, maybe you shouldn't block player input at all. And change the goal of the game.

A game of filling the board until you lose. I don't know what to call it. It's boring. Waiting for the dice to fall and shuffling takes a long time. Local scores. No sound.

You could try developing the game in a different direction. First, make the dice (or other pieces) shuffle more easily. I mean, work on the physics so the dice slide over each other better, bounce off each other, maybe activate a magnet at certain points, etc. Second, you could add bonuses that would add dynamism. Third, maybe you shouldn't block player input at all. And change the goal of the game.

I didn't like it. In blackjack, the player has more influence on the outcome than here. I see what you added, a nice focus effect, but you forgot about the functionality. The points and health are small, and I can't glance at them when I need to. The percentages aren't informative. There's no leaderboard, as far as I understand.

An interesting turn-based strategy game. Pleasant visuals and sound.

The restrictions on craft tool are invalid.

There aren't enough descriptions. I often forgot that me need to invest low-value dice in starting a fire and the like.

It's better to separate active and passive skills.

Points against survival, in my opinion, is a bad idea, as it's like pursuing the opposite goal.

The leaderboard works.

A good puzzle game. It's for those who like to keep track of the relative positions of the dice faces in their heads. And calculate which face will end up where as a result of a move.

The game does not allow you to make your next move for a very long time. Add keyboard controls and you can speedrun the game.

As far as I understand, you need to press the numbers at a specific time. I think the game should clearly tell you when to press a certain number. I couldn't hit the melody.

You yourself wrote that you were asking for a rating, as you do in hopes of reaching the top. As I already wrote, this won't allow you to manipulate the results. Yes, that's not cheating. So, yes, I didn't write it very correctly. I'm not accusing you of cheating. And I apologize if it seemed that way.

I meant that the results could probably be manipulated in other ways.

I didn't say what you wrote in point 4. Although I do think that creating and making money from games isn't as simple as it seems from the outside. (I develop games alone. I don't understand you because I have a completely different level of skills, even though I wasn't able to demonstrate them in the jam.)

You're mistaken, that's not true! If you really want to win a prize, make a good game. Show some respect! Other developers have made very good games and deserve a reward. There are probably other ways to cheat, but the community will probably invalidate the result.

I liked it. I liked the basic idea. Right now, it's unclear when and why a certain weapon is loaded, or when there's ammo. You shoot an enemy, but they don't die. Is there an enemy with a shield? And how do you interact with them? Apparently, some kind of bonus freezes enemies. A lot of things are unclear. I think it would be better if you never ran out of ammo; it would be much more dynamic. Beautiful graphics and good sound.

Idk why the rating is so important to you. Gameplay-wise, it's just the beginning of creating the basic mechanics of a shooter. The game isn't in a good condition to comment on. It's full of bugs. The game only formally corresponds to the theme.