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FCU Games

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A member registered Feb 22, 2023 · View creator page →

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My high score was 1437 :)

I really like the visual/audio FX. Gave me big Canvas Curse vibes! The tech also feels impressive; any game where you can physically draw in collision boxes looks like magic to me.

Gameplay-wise,90% of my distance traveled occurred when I got a right-arrow spawn. It feels a little bad knowing that my efforts during non-right-arrow segments amounts to very little score... and getting a left-arrow spawn just kinda felt bad outright.

It also felt like the character hugged the right-side of the screen a little too closely? Like, it felt really good to go fast, but simultaneously it felt really bad to hit a galaxy I couldn't see and only had half a second to react to. It encouraged moving much slower than I found to be fun.

Overall, though, I think this is a nice entry :) I can understand why you're advertising it on a lot of other peoples' submissions haha

Man I'm getting owned lol

Cute little game :) only thing it's really missing is a score counter imo.

Neat game! The control scheme was charmingly novel at first, I don't think I've quite see anything like it before.

As the game went on, though, I realized it was very easy to just spam click in the general area I wanted the pen to move towards, so I mostly ignored the size mechanic by the end.

Those last two levels were devilishly long!! I'm not sure if they had any checkpoints in them as I first-tried both of them, but I definitely would have quit if I touched a meteor and had to restart. Funnily enough it made for quite the tense, enriching experience to feel like I only had one life going through the levels; specifically that last segment at the end of the last level where you're drifting through a 2-block tall hallway with meteors on both sides. Fun stuff!

The ink is mesmerizing, wonderful job on the visual FX there. This is one of the best games that really tries to incorporate the theme + special object to the best of its ability, huge respect for that :)

I found the gameplay to be pretty alright. I beat every level exclusively using the Plus ink, so I never really interfaced with the Minus ink. It was the perfect length; 9 levels was exactly how much time was needed to showcase the systems before they overstayed their welcome, and then enabling infinite ink on the win screen was a nice cherry on the cake.

Well done :)

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My score when I ended up quitting :)



It's pretty addicting trying to find the deterministic amount of times you can spin, both in the normal mode and the combo mode. Such a simple, elegant premise! Great job on your first Godot game :)

Very brave submitting three minutes before the deadline ;)

It was a neat idea, though the gravity flipping mechanic ended up not having much presence in my gameplay. It seemed like both the top and bottom papers spawned the same set of enemies, and I setup my towers to basically mirror eachother on both the top and the bottom, so I had no reason to use it. I made it to wave 12 before feeling like I was going infinite, and I didn't know if there was a target wave to hit before the game was over, so I quit at that point.

I did like the game, though! The tech for this feels pretty impressive given it was made in such a short amount of time and the audio/visual FX are good.

God this is flaring my impostor syndrome sooooo hard lmao

I'm stunned you guys could make this over a weekend. It feels like there's a gargantuan amount of systems in play, it's so impressive (procedurally generated terrain, dynamically generating collisions, an elegant tutorial, pristine VFX for everything, a cohesive art style, etc). Was there anything you guys struggled with? Was there anything you guys wanted to add but didn't have time for?

Anyway, probably goes without saying but I think this is a wonderful entry. I don't get particularly strong 'Gravity' vibes from it, and I found it pretty difficult to play, but it's EXTREMELY fun and clean.

Tip for anyone struggling: you don't have to always be dashing :) making nice arches just from jumping back and forth tends to create really useful platforms for you to travel upwards!

Couldn't make it to the blue pencil :(

Really fascinating experience. I feel bad for probably not picking up on what the game's putting down, but my reading of it is:

I felt pity for the jelly-thing we play as, as it seems like something's happened that's preventing them from interfacing with their home the way they once had; they can no longer paint, they can no longer sit on the roof, they can no longer generate footsteps... only when they've gone up high, to a place barren of boirds and littered with junk, can they do the only thing they're seemingly able to do, which is document their thoughts.

My pity might be unnecessary, though, as the jelly-thing seems in pretty high spirits about its situation. They retain hope that one day they'll be able to do what they had once done in the past again (like paint), and they still are able to appreciate both the beautiful and the not-so-beautiful around them. It feels like a really touching experience about what it's like to be so physically divorced from what you once called home, but against all odds still holding onto the idea of it.

bad end. :( I thought I picked the right potions (and found the pen in the drawer!) but nothing happened, so the time ran out and I lost.

Also idk if it's just a me problem but the sensitivity was SUUUPER low, like I had to do full swipes with my mouse to make the camera move mere inches.

But the art/audio is good! The 2D stuff feels really polished, and the 3D potion bottles look really appealing.

Idk why this game made me hyperfocus so much lmao, I was sweating so hard trying to get the  pen into the mug. I popped off so hard when it finally worked out LOL


My high score was 269 :) I think I got pretty lucky with the gap spawns lol

Good job on submitting something playable + a functional score counter. I hope you learned a lot during the jam :)

Wowww, this game was just a big dopamine engine from start to finish. The audio/visuals were pristine, and strategically setting up an insane bounce-house with big impulses and gravitors felt amazing.

I'm just now noticing the screenshots show off how pegs can have multiple colors on them; but during my first time through, I didn't know that, so I was unnecessarily spreading out my powerups. My jaw dropped when I accidentally clicked on one and it gained the segmented colors, the tech behind that seems really impressive!

Awesome entry, I'm glad to see this is getting the attention it deserves :)

Cute little entry :) the checkpoints are appreciated, as making it through some of the sections felt extremely luck-dependent.

I'm not sure how difficult it was to implement, but speaking purely as an outside observer, the tech for being able to draw/erase a finite amount of pixels on the screen seems like a really impressive feat to achieve within the timeframe of the jam. Like, it's really neat how if you use all your pixels and then erase like 4 of them, it only gives back 4 pixels you can draw in.

In hindsight, "Use keyboard to write" really implies you'd be typing your own messages... that could have been worded better, haha. I also probably should have made the next letter you have to type wiggle or something if you press the wrong one.

Thanks for playing :)

I can't find the resources I originally used when looking into it, but I did find this which seems pretty good as a jumping-off point:


Awesome, thanks! Just knowing the names of some of the nodes involved will help focus my looking into it.

This was a pretty good entry that I think people are sleeping on :) I LOVE the little walk cycle the guy has, and the music was REALLY catchy. The puzzles were pretty simple (and I did accidentally cheese one of the space ones by clipping out of bounds and touching the next level trigger) but enjoyable regardless.

What's the name of the main gameplay music you used? It's gonna be stuck in my head all day!

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My theory is that the yellow rectangle is where you start, and touching the blue zone is necessary to open the blue door to escape.

With that in mind, this is my optimized path I came up with, coming in at a lean 44 squares traveled >:)


Ahh sorry to hear it, I have Windows so that's the only version I'm able to verify works 🥲 Mac/Linux I just hit export in Godot and hope for the best.

Just curious, can Macs not run the web export of the game? Part of me thought having an HTML version of the game meant anyone could play it regardless of the machine they had if they just go to the game's page itself.

It's a charming little entry :) the pen clicking sound is really satisfying, and solving some of the early puzzles was fun. The little glorple with the raygun wrecked my business so many times, especially when physics would cause it to start doing full revolutions and it'd incinerate everything in a 5mi radius lol

The game didn't work for me :( in both levels, only a couple of objects would spawn, and then nothing would ever spawn again. It seems to be a rare issue, since I'm only seeing one other player in the comments that also had it.

It's really a shame, since the art + music clearly had so much TLC put into it. I'm glad others are able to enjoy it atleast :)

I like the idea. I found it a little difficult to understand what was going on as I was playing; clicking the play button would often draw a line straight from the start to the finish (probably because I clicked somewhere at the start accidentally beforehand lol), and for whatever reason, just clicking the play button a bunch of times would cause the level to be completed even if I didn't draw an accurate prediction line at all. I played the game properly the second time around when I knew what I was doing, but it was trivial since I had already seen what the apple would do from the first run haha.

Regardless, I still think the idea is neat, and the audio/visuals have a lot of charm to them :)

Cute entry :) the mushroom art + scream put a smile on my face everytime.

I'm really curious, was the Godot implementation of the arm movement difficult? It looks and feels amazing, and being ignorant on what the implementation of it looks like, it feels really impressive to get such visual fidelity in within the timespan of the jam.

The final keypad puzzle felt awesome to solve :) this was an excellent entry. I can't fathom any other jam entry inundating itself with the theme of the whole thing quite like this one does!

I find it really charming how interested you are in sharing knowledge about the subject at hand, going so far as to provide article links in the game's description for those that'd like to fill any knowledge gaps they might have. Coupled with how the game itself wants you to know certain formulas and pieces of scientific jargon (I'd never heard the term Lagrange Point before!), wanting to know more about the topic of Gravity feels infectious :)

Excellent entry, easily one of my faves so far!

Very charming fever-dream of a game. The from-left-field line of dialogue before every level stating *exactly* how much gravity there is in the specific domain was making me chuckle everytime, like you just *know* those were the exact numbers put straight into the game engine for that level :)

The reveal at the end that the game was tracking my winning routes was SO funny. Sincerely the last thing I ever would have expected after experiencing those three levels and that narrative lol

Mannn I wish there was more time to explore this idea further, because I think there's something *really* cool here. It takes a while to get to the point where the game starts to get interesting, since you can trivialize a lot of the early rounds by just submitting lines and squares of varying areas... but when you're forced to start submitting awkward pieces that mess things up, that's when this idea really starts to shine.

Awesome entry! I've easily spent the most amount of time on this one so far.

Thank you for the really kind words! Also yeah haha, I feel a little awkward knowing players are being tasked with rating the "Fun" and "Gameplay" of my little thing that's functionally just an interactive animation lol

Ahhhhhhh that's clever, I sincerely think I would have spent so long just launching objects at it hoping for the best LOL

Really neat idea! I got stuck at the puzzle where you have to activate a button on the ceiling that's just past a barrier... I wanted to make a ramp-thing and launch an object into it, but it was cumbersome to try something and then have to restart from the checkpoint and get back to the room to try something else, so I ended up quitting.

But the amount I experienced was really pleasant! I especially loved the puzzle where the button was on the ceiling, and I drew something that hooked onto both the circle in the room *and* the ceiling the button was attached to to keep it pressed while also ensuring the drawn object didn't fall.

Really neat idea. I kinda wish I could make quick swipes anywhere on the screen to change the gravity, rather than only within the notebook; it was a little frustrating wanting to do quick micromovements only to realize I had dragged off of the notepad so it didn't go through (but maybe that's a skill issue on my part lol)

You guys nailed the art/audio. The UI and actual game assets look pristine.

I found it a little boring building the same triangle/square/square thing every time. I found myself not really looking at the actual game area at all; I was purely looking at the crafting menu and craft button, just hammering that out as fast as I could.

I really respect you guys trying out such a novel idea!

My high score was 62 :)

Loved the amount of effort that went into the art and visual polish! I'm enamoured with fish-eye effect that happens whenever you start a run, it's awesome when jam entries delegate the time to adding stuff like that.

I found it somewhat cumbersome to utilize the pixel drawing system; it was hard to see where my mouse was through all the screen clutter as the game went on, and I felt like I was blocking good stuff as much as I was blocking bad stuff, so eventually I dropped using the pen and exclusively focused on dodging (which itself was really fun because of the way you could whip objects away from you using the gravity field).

Regardless, I really liked this one!

The tech for this is really cool. Was it difficult to implement this system of drawing enclosed areas in Godot?

Great game!

Fascinating idea + control scheme, I don't think I've ever seen anything quite like it.

I really wish the randomized elements weren't in the game, though... I really wanted to replay the same configuration I had to see if I could get faster times with less mistakes. I got a perfect score on one of the boards I was served, but only because I rolled a configuration that made the board not rotate at all.

Great entry regardless!

That's very flattering to hear, thank you!

Thank you :)

Thanks! Boiled-line aesthetic is my goto when I'm on a big time crunch 😅 it feels like a really cheap and efficient way to make the game feel more alive/dynamic than it might actually be haha

Thank you! I'm really happy with how the pen movement came out. It's awesome realizing how much visual polish you can get in basically for free if you know how to utilize damped oscillation math haha