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Matt Pharoah (falcobuster)

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A member registered Aug 27, 2024 · View creator page →

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One of the best art I've seen in the game jam submissions so far!

The gameplay was fun, but my main complaint is that the main innovation of using Bubi like a flail is the very definition of "Awesome but Impractical". After struggling to use it effectively, I switched to ignoring it completely and then beat the game first try after that.

Sounds great to me, especially having every game played instead of just top 20. I've only got a couple games left to rate anyway

No, its not meant to be a rage game. Except the Unfair difficulty level, which is, well, unfair.

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Came back to it and beat the game. I found that using the arrow keys wasn't viable because if you hold UP and LEFT at the same time, pressing Space doesn't do anything. Switching to WASD works, but then I kept trying to press Space to jump instead of W because that's how games almost always work. Ended up using WASD with my right hand and and crossing my left hand over to hit the spacebar, and that worked.

There's a lot of potential here, but between the awkward control scheme and the fact that you arbitrarily can't ground pound until a little bit after you start falling from the peak of your jump made it feel like all of the challenge of the game was fighting against the controls rather than the actual platforming itself. A lot of the gravity switch parts also felt like trial-and-error as it didn't give enough time to react on the first try. It also wasn't very clear what you are supposed to do against the boss, though I did like the concept of the boss mirroring your position.

A fun twist on Puyo-Puyo Tetris, though I'm not sure how much actual skill is involved. Just brute forcing it seemed to work pretty consistently. Still a fun idea and a good experience for a game jam

It's a fun game, but the awkward controls made me quit before finishing it. The bounce in particular feels like it could have just been replaced with a higher jump, as using the bounce made basic vertical movement feel like a chore.

Hitboxes also felt a bit wonky, like they were offset from the player's actual position in some cases. I could walk onto some electrified(?) floors as if it were normal ground, but then other times would be reset without actually touching anything.

Going to come back to this later though since I don't feel its fair to give it a rating yet when I haven't finished it

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I really liked the character dialog art in this game!

One thing that really annoyed me about that gameplay is that shooting felt annoying because you can't spam click since there's a cooldown, but holding down the mouse button doesn't work either since there's no auto-fire, so you have to figure out the tempo and click to it. Maybe this is fitting given that the "bullet" you "shoot" is a music note, but since the inputs aren't buffered, clicking slightly early just makes nothing happen, and it ends up feeling really awkward to shoot.

The enemies also continue attacking you after getting 1000 points despite the dialog saying otherwise. Not sure if that's a bug or just an oversight.

Also, what's with the random purple ellipse in the bottom-right? Was that a scrapped magic mechanic or something, or is it a graphical bug?

EDIT: Nevermind, it's the recharge meter for your special attack. I forgot that was a thing

But otherwise, it worked fine for me on Firefox- I didn't encounter any crashes that others mentioned.

While it is "just" a tower defense game, I give it originality points for giving the enemies pathing and letting you use your "towers" as walls. I know this isn't a new concept, but it makes it much better than the usual approach that people do where they just have a fixed path for enemies.

I also like how each "tower" was a different Ironmouse model, and the deckbuilding gave a little bit more depth.

I did find it rather easy though-- the basic strategy of keeping a number of cheap cards to wall out the enemy meant I never even came remotely close to taking any damage in the first 4 levels, even without needing to buy upgrades for the mouses/towers. I didn't finish the 5th level because I accidentally refreshed, and it didn't save my progress, which is an unfortunate bug. A fast forward button would also be greatly appreciated. Without that, I didn't really want to go through all 4 levels again to get back to where I was.

Great game. It felt pretty well polished, and the difficulty curve was well implemented. My only real criticism is that I really wish there was a way to make the game bigger on desktop. A couple times I ended up selecting a bunch of text and scrolling my browsing window by clicking outside of the game while trying to jump. And I guess some of the hazards on normal mode didn't really feel all that dangerous, and even helped me a few times, though that's an extremely minor point.

Overall, gameplay, art, and sound design were all very good, and I liked the touch of having mouse's model change as you made progress.

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Great concept and design!

I find it a little weird how the maximum number of plushies varies between 6 and 8, especially since getting more than 6 seems rather infeasible given the time limit, so if you actually want to win, you pretty much just instant reset if you see 8 plushies. It's also pretty heavily RNG reliant on getting good positions for coffee.

The way that the game buffers inputs can also make it feel unresponsive, but its a relatively minor issue. If anything, it fits with controlling a mech over the internet

But the overall design is excellent, and a good concept and presentation is more important in a game jam than making the gameplay 100% perfectly polished, so I'm very happy to give this a high score.

Short version: Are original covers of existing video game songs allowed?


Long version: In the game I'm working on, I use background music that I made by taking this song from the Celeste OST, finding a transcription into virtual sheet music that someone made, simplifying it by removing all but the main instruments, converting that MIDI into a format used by the Nintendo 64 to process audio, rendering/synthesizing audio using that track and one of the SM64 soundfonts, and recording the resulting emulated audio back into a normal audio file.

The result of this process is an audio file that does not contain any part of the original audio from the OST as it was generated purely from a sequence file of notes, but it does of course have the same melody (within a margin of error) as the original song.


Is this use acceptable or does that still count as copyrighted element?