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Ethan Cuka

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A member registered Jan 29, 2021 · View creator page →

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Really standout entry! Everything about it is very plausible - the UI, the reddit/forum thread, the text chatter between characters, the tiny little inconveniences that get between you and what you need when you're using technology in a tense/time sensitive situation... I think everyone has been in that situation where you're watching your battery anxiously tick down, trying to judge if you have enough charge or if you're screwed.

If anything I wish the battery dropped a bit faster. As is I got the "nothing particularly bad happened" ending without being at risk of running out of anything. Looking forward to playing through again for some other endings.

I don't see a way to play this one on the project page, unfortunately.

I don't see a way to play this one; no web version or download option on the project page.

Unfortunately doesn't seem to load for me.

The control scheme is a bit clunky, but I like the idea of an RTS focused around microing unit formations. There's not a very strong connection to the "countdown" theme.

Wow, there's a ton here for a jam project, great work! I didn't get very far in but what I saw was pretty cool. Very much reminds me of the old Rebuild flash games

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Strong visual style. Could use a touch more narrative framing 

The timer is too long / too slow; having the rounds get longer but nothing mechanically change means the player has less to do instead of more. I pretty much just let it sit in another window to let people accumulate and then waved the mouse around every once in a while.

Overall mechanically a bit weak and the theme tie-in is a bit tenuous, but good job building atmosphere.

Don't mean to cast aspersions but the description reads like chat-gpt.

OMG can't believe I didn't think of trying to move the square - I thought the square was to indicate the starting mouse position.

Okay, now that I can actually play the game, this one was pretty fun. The narration got some laughs out of me, the music is nice, each level has one or two quirks. I cheesed a lot of them by placing my mouse and even my fingers onto the screen as reference points!

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Wow, this one really impressed! I love the way you combine a run/roguelike structure with music to layer on more musical complexity onto the same track. I think with a little polish/juice this would be a standout game even outside the context of a jam.


edit: My only real criticism is that the theme tie in is weak. Other than that, this is definitely one of the most fun entries I’ve played so far.

Really fun combo of mechanics going on here, I love the unique movement, the rooms being on different timers, hunting through the maze for the basket, the silly music, it all combines into this great mix of hectic, slapstick, and desperate.

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Oh wow, I totally forgot that the out-of-box dialogue manager can be controlled with arrows, I was just clicking through it when playtesting lol. I’ll be sure to rebind those if I develop this further. I’d like to go back and add the second route and add some more reactivity, patch up some weird jumps in the dialogue, and maybe add another scene with some necessary levity or comraderie between the characters.


Also there was originally going to be a way to kill each character on board to preserve air but it ended up being out of scope and I think the way the story ultimately came out, the tone might not be able to sustain a “serial killer” route.

Love the character sprites, love the style, love that the puzzles are simple but each rest on making use of some different aspect of the character's respective abilities.

In terms of theme tie in, there isn't really anything the countdown adds that manual swapping wouldn't, but I could definitely see an expanded version with more puzzles where controlling swap timing matters, like characters needing to turn into stone at a specific time to avoid some hazard like fire.

Unsure if there's any wider objective or thing I'm supposed to be doing with the wool. Very relaxing and charming though!

Simple and relaxing. I didn't totally grok what the point of upgrading huts was. If you developed it further, some light automation stuff would be nice.

Thanks! Turns out when 90% of your game is one long dialogue script you get a lot of bang for your buck in terms of playtime.

Loved your submission by the way! Good incremental games are a real needle in a featherstack.

Really charming and got a few laughs out of me - great work!

I like it! I was having some trouble with the material component section which can be a bit ambiguous (are damp green clumps that weep sticky sap alive? I assume so, but without feedback on what was wrong it feels like guesswork). Cool/funny theme and I always love a "you can't do simple mental tasks under time pressure" game.

Funny premise, but I can't figure out if I'm doing something wrong or if there's a bug; I don't see where my mouse is supposed to start, or how to tell whether I've completed a level correctly. I tried starting from the green square and working my way to the left edge, but nothing happened and when the time started over, the level restarted. I'm assuming that means I hit a wall but I just can't tell.

I really like the environments; the lighting, flames, etc. do a good job of getting a lot of mileage out of the assets.

I wasn't quite sure how the shop/loadout was supposed to work. Was there supposed to be an upgrade screen or button on the elevator?

extremely important gameplay footage

This is a really strong entry! Great visuals with lots of cool touches like the bubble trail or the arrow guide for power cores, unique theme/narrative, neat environment to explore, and I liked the voiceover.

Fun gameplay, charming graphics, and I like the little touch of the water splashing around the player. Upgrade prices are a bit steep.

The theme tie in is pretty tenuous but other than that, I like this one.

Great! Took a bit of experimentation to figure out but this one is fun, challenging, and I'm always a sucker for the crunchy, aliased visual style.

Just an incredibly funny concept - loved this one! The artwork is nice too, especially the character portraits. Probably the most I've laughed at a jam entry so far.

Aw thanks! Means a lot to me to see people liking it. Just played yours and it had me cackling.

Really creative concept, both in its take on the theme and in general!

Cute! Pretty unique narrative framing and the VN / Bullet Hell hybrid is a really unique choice.

Cute, clever, made me snort out of my nose a few times; wouldn't change a thing.

Really unique concept for this control scheme and I loved the visuals/vibes.

I can't seem to edit my name on the leaderboard.

Stylish! Love the artwork, cute story, and the bomb defusal was fun. Some of the timers were a bit overly generous but I liked that there was some variety in the different tasks to complete.

Let nobody accuse you of not playing to the theme

Fun, clever, made me laugh, and I like the bullet-time zoom in.

Is it intended that the countdown decreases by more than 1 second per second?

Cool idea! Is it intended that your gun doesn't work until you move? Might be handy to have a pause popup with instructions.

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This is cool! Love the aesthetic, love the choice of a kind of non-modal FPS style. The mouse sensitivity is a little high but not really enough to negatively affect the experience. Will have to remember to revisit this one when ratings open.

Thanks for the feedback! I'll add a quick instructional display and see if I can clean up the collision zones around the loft.

Overall, loved it. Some feedback:

- No way to sell/remove deprecated monsters and traps means the window slowly fills up until you can no longer confirm choices, effectively softlocking you.

- Since monsters cost resources and traps don't, it's often less effective to try to synergize trap - monster layouts. Instead, all the traps up front and the monsters to clean up is most efficient, since any monster who dies killing an adventurer is net 0 profit for you. Monster types that don't cost souls or refund souls in some way, trap types that cost resources, or even a way for a monster to retreat from battle, saving resources, could alleviate that.

- Poison and Bleed are such dominant strategies that there's often little point bothering with anything else. Just 1-2 Iron Lungs up front, 1-2 Laser Grids next, and then 1-2 high level monsters beats any party. The game is most fun when trying to concoct interesting synergies between traps and monsters, e.g. placing spiders adjacent to your best traps or stacking bleed before a fight with a vampire. Maybe Poison and Bleed could be nerfed, but more monsters which synergize with these effects?

- Ale sales accounted for more than half of my money for most of the game and there isn't much to spend souls on. More currencies, more unique currencies for higher level adventurers and upgrades, could help pivot the player away from the early-game inn stage.

Really looking forward to seeing this one develop!

Really liking this! I did experience a bug where one floor is stuck with a level 1 adventurer who wanders around the tavern and never goes inside, preventing anyone else from using it. Luckily it's floor 1 so it's not costing me much by having it broken.

Love this game! Is there a way to load up multiple subatomic particle farms or atom manipulators the way you can for glass/rock plants?

Could the issue be that it is reducing your Thaumaturgy, resulting in a net decrease since Thaumaturgy also gives mana cap?