I wish you pivoted around the actual pogo point and not the center of the character, that made the game a lot harder. I couldn't beat level 1. Too hard, 10/10.
fawfle
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Visuals were great! It's clear you had a lot of ideas for this game that you didn't manage to fit in, but it was fun nonetheless. The spaceship felt especially fun to control. I wish you got to add some more interactions since every one I tried to do didn't seem to work and the ending crashed on me, but I hope you finish the vision you wanted for the game!
This game has a really strong visual identity and was pretty relaxing. I'm not sure if there was a failure state, but I think the game would've been better if there was a larger penalty for hitting larger asteroids. I also think some sound effects would've gone a long way to making the game more meditative, but it's impressive how satisfying you made it without any. The zoom effect did a lot to sell the fact that you were getting a lot bigger.
Super impressive for just 1 week, you've fixed all the bugs and I had no issues! The story was intriguing and I don't fully understand the ending but it definitely made me want to figure out what's going on. The visuals are incredible, all the spritework, lighting, and environmental effects add a lot. My favorite part was probably the gunshot, the light and subtle sprite changed looked incredible. The sounds of the monsters walking and broken glass were great, I think there was some corn rustling in the later section could've added a bit but the section was still really cool. The whole game had a great atmosphere and managed to be tense while not being too tedious, The game feels basically complete, great work!
Having literally everything being typing was genius (You missed the chance to make the inside of the settings (sliders) also be controlled by the keyboard though!). Frantically typing and switching between gnomes was super satisfying. The visuals were also cool too, the filter effect is great. I replayed the game on hard and it felt even better to have to switch between different words for the actions. Great work!
The vibes were on point, the game was super spooky. The radio and birthday room were really cool and the lighting was great. Feeling the flashlight dim and die was genuinely suspenseful. It might make the game too easy, but I wish there was a less harsh penalty for dying than having to play everything over again. There was some variety between runs but restarting from scratch with nothing felt especially punishing, especially when getting softlocked or just not being fast enough to get back. Really cool game though, and the difficulty helped make the game more tense!
Super pretty and satisfying incremental game that didn't overstay its welcome. The visuals and sound design were great and the multitasking mechanic with the slider thinks was actually super unique. I had a lot of fun trying to maximize the output of both bars. From the unincluded assets there seems to be more of a story which is super intriguing. Good work!
The game could've definitely had more polish. Walking between locations is slow and the map is a little too big and enemies can hit you from off screen. There's definitely something here and some little changes would go a long way. Adding some more dialogue could've also helped the story, it mostly felt like fetch quests.
Genuinely great! The idea was super unique and the physical layout made it really interesting to navigate into corners and around objects. The game looks and sounds great too! The levels got a bit samey near the end and the wormhole mechanic is a bit too powerful on some levels, but overall really fun. If I had any suggestions, adding fixed gravity wells or something similar could add some more depth.
This game is actually awesome. I beat it in around 40 minutes, but ironically half of that was spent on the first level just trying to figure out the controls. I would say they were confusing but near the end they actually started to click and the platforming was pretty fun. I actually like that sort of "learning to ride a bike" feeling so no complaints there. The progression was handled really well and the "contextualization" with the story made each level (including the 3rd) actually feel like a logical progression.
Your voice acting was super fun and was the main reason I kept playing after the first level. The intro to level 2 got me hyped to see the end. The levels each had a distinct (strange?!?!) feel and giving the later levels unique gameplay mechanics helped keep it fresh (the part with the other eggos in level 3 was peak).
If I had any complaints, the music in level 2 got a bit grating after a bit, mostly because it looped too frequently and each "section" wasn't long enough and the constant genre changes built up. All the other songs worked great though and I did like it at first.
This is literally my kind of game, could've been harder. I'm gonna check out your other stuff, Carpal looks pretty cool. Keep up the great work!
Very cute game! The art style was adorable and I love how fast the turtle moves. My 2nd room had the anomaly spawn directly under a non anomalous cushion and sometimes my descriptors didn't seem to work for the objects even though I knew they were the anomaly, but other than that the game was pretty fun!
This game has immaculate vibes. Similarly, I didn't fully understand how to play. The "requested" clearance level seems to not matter, but it made it more confusing. What information needs to be redacted doesn't make sense to me either. If the colors denote how classified things are, shouldn't people with the topmost security level be able to know anything? I also thought the colors of the keywords were important, but now I'm not sure.
I played through the game a few times to try and understand and I did a lot better when going off what I actually thought should be redacted based on the content of the messages rather than trying to match the colors.
Some still really confuse me though, like how YEOMAN doesn't have clearance to know the subject met a guard. Nothing stands out to me that makes that different from the other things they're allowed to know. Similarly, VENUS seems to be able to know about "the well" but a line related to the well should be redacted.
The idea is really cool and I actually enjoyed the game a lot more when it was just related to the wordings of the questions and trying to see what makes sense to react based on wording (anomalous vs standard, etc.) and the remarks section.
Overall a really neat game with a neat idea. The 1988 footage was a really nice touch!
Genuinely an incredible game. The story was engaging and really took advantage of the premise and gameplay. It's already been said that some of the prompts/wordings are vague and I think part of that is that there's no way to speed up text you've already seen so every time you get a prompt wrong or travel to a new area you need to wait for the dialogue to finish. This might also be a "bug", but when you first visit a place the "node" doesn't get marked as visited or current so it was sometimes confusing to tell between the newly "discovered" node and where you were. Other than that, I really liked the visuals, music ,and UI.
Genuinely an incredible game. The story was engaging and really took advantage of the premise and gameplay. It's already been said that some of the prompts/wordings are vague and I think part of that is that there's no way to speed up text you've already seen so every time you get a prompt wrong or travel to a new area you need to wait for the dialogue to finish. This might also be a "bug", but when you first visit a place the "node" doesn't get marked as visited or current so it was sometimes confusing to tell between the newly "discovered" node and where you were. Other than that, I really liked the visuals, music ,and UI.
Nope! By movement I meant physically moving. Friday Night Funkin' is a good example of "movement" and animation and I personally don't find it distracting since it's all out of the way of the track (you did a good job with that!). I meant more in line with making the characters/objects sway/bounce/move to the beat, or just in general. For example, the cars could float up and down between some setpoints or the singers bobbing left and right in jazzy beat.
For the time frame, the game looks great and has a lot of polish! I also liked the charts, though I wish there was a difficulty past hard!
I'd suggest adding an indicator of how well you hit the notes (similarly to the miss which looks great) since it was hard to tell how close I was to being on beat. There's also not much feedback to pressing the notes and I think it might work better with a sound or larger visual cue (adding an accuracy indicator might help with this, maybe making the lane flash). The control scheme also felt weird, maybe go for [f], [j], with g, h both working for the middle lane? It's more natural to rest my hands in the center of the keyboard. The art looked great, but the backgrounds started to feel a little static. Some subtle shifting or moving would go a long way. Otherwise, this game looks incredible and is pretty fun!
Neat game idea, but it didn't feel like you had enough ways to influence your chances. The worlds were neat but didn't really affect gameplay since you can just roll through them and get more points with no penalty. Something like a stored roll or mechanics between rounds could add more depth. The art style was really nice though and I liked the special worlds, but I wish they were a bigger part of the game.
I really appreciate the feedback! There was definitely a lot I wanted to add to the user interface, like making the zoom actually zoom where your mouse is, but once it was functional it seemed worth less than the time investment it would take. I’ll probably refine it after the jam, learning how to make a good interface is important! Seriously, thank you so much!
Thank you so much for your detailed feedback! As for the physics system, the object is always scaled up from the center, but from the drawing box, not the center of mass, so it almost acts like a force pushing everything out. The pivot is especially noticeable with small shapes like a single dot and can lead to some wacky behavior. Looking back, I would probably update its center to align with the center of mass (so it doesn’t matter where you draw your shape in the box). I’ll add some text to the game once the jam is over and probably give the player an indicator of the center (If I don’t just make it update to be relative).
Level 18 was already the hardest puzzle in the game, and I see how not being given a proper understanding of the mechanics makes it a lot more difficult, especially because the relative placement of your shape can make the puzzle significantly more difficult/impossible. I added skipping so players could hopefully not get stuck and see all the puzzles, and I really like level 19, so I hope you were able to check it out. (no pressure!)










