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feenix1

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A member registered May 20, 2019

Creator of

Recent community posts

Would’ve been a pretty great idea! Unfortunate that you weren’t able to finish it, but I’m wishing you good luck for next year.

Pretty cool game! Really impressed that you guys were able to fit a level editor in during the time that you all had. While I didn’t have time to finish the gargantuan amount of levels, the ones I played were great puzzles, and overall made for an enjoyable game. Nice work!

Also wish this were available!

Really great sprite work, and overall nice art style! The lights on the potions and fire really bring out the art in a beautiful way, that sorta reminded me of Celeste. The movement was a little bit clunky, and I wasn’t able to finish the game, but I think you guys did an awesome job.

Fun movement! I spent a while figuring out the different ways to take the count down, but I wasn’t able to figure out how to progress past the first level. The different weapons were fun and had great feel. Good job!

A really fun game. This might have been the game I spent the most time playing in this jam! The dynamic audio of the wind with the speed was great, the effects on the stopwatch and the ground as time got closer to zero really sold the urgency and made it feel a lot more polished. The movement itself was really smooth (maybe a little too slippery, although I might just find that difficult). Also super creative to try to maximize time instead of minimizing it, like most speedrun games do.

Great work!

Count Down was actually a tie in from one of our abandoned ideas brainstorming for the jam. In that idea, you would control Count Down, a duck managing a duck county, where you would collect down from your citizens in a Untitled Goose Game / city builder way. It is a little silly, but we felt like we couldn’t leave the pun on the table. Thanks for the kind words!

A really pretty game, and a creative mechanic! It felt like the aesthetic would work really well with calming music or a simple narration over top. The character falls really fast, so it’s hard to tell when a fall is deadly or not. Regardless, I enjoyed playing it. Great job!

Pretty hard, but a really fun game! The artwork was great, with the little animations on everything making a big difference. I think the sounds could’ve used some variety (maybe pitching them up and down a few cents randomly), but it was a short enough game that they never became grating.

Pretty funny game. I was surprised to see so many items with custom text for their usage. The sound effects fit the vibe and the story is perfectly ridiculous. Nice game!

Thanks! It would have been nice to make a Mac build, but we overlooked that during the all nighter we pulled, haha.

Cool game! I don’t play puzzle games very much, so I wasn’t able to figure out the mechanics behind what made the numbers stick together and move seperately. I think the audio could use a little bit of variety (pitching up or down the move sound a few cents randomly would be nice).

Really impressive for the amount of time you had though!

Thank you for all the kind words! As said before, those all were on our list of things to do, but while we were pulling an all-nighter to submit the game, we were mostly focused on getting it done, haha.

I mainly worked on the audio, so I’m glad you pointed it out. I used FMOD to layer a bunch of different samples together with reverb and EQ, and had things like the decryption radio change parameters of the sound depending on how close you were to the right waveform. I tried to make as many things make a sound as possible, so I’m happy the overall mix felt distinct to you.

Simple, but very well polished and balanced! The animations for the countdown, dynamic camera movements, scaling with upgrades, changing music, and overall look made a great impression on me.

Also the UI happened to scale really well when I accidentally opened it on my vertical monitor, so props for that!

Interesting concept, (and also very familiar, my team and I did a game with scales for GMTK 2023, haha). The story seemed interesting, and like snikkers said, sacrificing treasure for more time to get treasure is a cool back and forth that does make the game more engaging. The fighting and UI could use some polish, and the dialogue take a while to fully play out. I think adding a “skip to the whole dialogue being shown” mechanic would be nice.

Sounds like it’ll be a fun game, I’ll keep an eye on this one!

A pretty basic game, but done well! I think it would be better if there was more feedback or more sounds for every action.

This may be the greatest game ever submitted to a GMTK jam, ever.

I really liked the sounds of the little systems getting more impatient. It’s a creative concept, and I would’ve been happy to play more! Unfortunately, I wasn’t able to figure out the first level (it seemed like the submit and clear buttons didn’t work)

I thought that this was a fun little game! The art for the upgrades looks great, and I think with some extra polish the rest of the game would look really good. The clicking did start to feel tedious over time, but the balancing for each wave scales well, which is pretty hard to get right in a game jam timescale.

Great work!

Got a little repetitive after a while (although that might be the point!) I liked the creative take on the theme. It was a little hard to tell how far up I was jumping to avoid the hands, and it would be nice to be able to be hit a few times before resetting.

If you have some time, would you mind checking out my game?

I liked the keyboard-only controls, and the sounds gave it an arcadey feel. I think that you could improve it by making the letters change color or something once they enter the center zoneI had a hard time figuring out when letters were typable. Nice game!


If you have some time, would you mind taking a look at my game?

Thanks for the really detailed feedback. You're totally right about the busyworkthat's a part of the long list of things  we never got to address before our time was up. Glad you enjoyed it!