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Kaiera

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A member registered Dec 07, 2014 · View creator page →

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(15 edits)

To be honest, this is already warned due to not having enough time for a tutorial in-game. You’re not meant to take it head on since the inputs are designed to be for left and right hand instead of LMB and RMB..

But you’re right though by looking far it does look daunting, so I made it so that the description is more separated and clearer than not hitting you all at once.

Tell me if it improved readability for ya!

That’s the intended design of the game in full light~! Whether you want to make it a challenge or a fun rhythm mixup, there’s enough for everyone.

Very glad you enjoyed it!!

MY DUCKLINGS 😭 I ended the game with only 4 and I did my best ; ^;

Truly though, one I would change is simply the frequency of the cars because no matter what it feels like you’re going to lose ducklings unless you’re intended to, but I know that there’s going to be a lot of people who would try and save all of them no matter what. (even the 20th..)

Nice and pretty concept along with the aesthetics, well done on that!

I can guess that money is a leftover currency you’re supposed to use but never did. Since that was not a balancing factor, I ended up pretty high just with that one upgrade that allows you to miss the mark by simply spamming stop immediately and minimizing the leeway.

I still can’t stop gushing over the title screen being so cool…

The only downside is well… PoliteClub’s comment as you already know. It just takes forever.

Great work on this game! I like the art.

I just wish either I’m given slightly more time or have it on a cycle timer instead of an active timer so I can read the decisions that I had to make. I ended up just looking at the arrows to see what favors.

This is discussed on the stream that one of you asked: Maybe have the decisions hidden until they touch the card and then the timer starts going down. That way it’s still ample time to read and consider but still on a timer to make the decision hasty.

Really cool concept!

It does need a few things though:

  • The distribution of the bumpers should factor in not touching each other and a bit of distance since it always feel awkward when they’re all hugging each other and even to the point that one bumper blocks the rest
  • The ability to hold the ball by keeping the bumpers up

I had fun though and it’s pretty nice and has the potential to be way better actually! You could go full Balatro with it!

Small, simple! Good enough.

Launched with 96% integrity!

(2 edits)

This is a nice concept! It’s like figuring out who is the werewolf in a game of werewolf but you have access to all of them and the goal is to shuffle them around.

But this game suffers from a lot of readability issues:

  • A lot of unknowns, what you think is guaranteed is not
  • We don’t know what factors in other than likes, dislikes and goodwill, and even changing those doesn’t guarantee an effect
    • It does feel like none of the actions can affect said goodwill, nor if it’s factored in many of the actions as well
    • The descriptions does not say what gives all of them guarantee
  • The bugs in this game has doesn’t help that it’s cutting off information, like the Knight
  • Crucial information like who to move is not in the description, in fact, you have to zoom in to figure out who you’re putting in the center. Whoever has edit privelages on the entry should put a warning
  • No indication of those whose actions you already have taken for the current round
  • No indication of no places moving, making you think there’s a bug of some sort due to nothing happening
  • Title screen blends with the background and is noisy, hurts to the eyes
    • In fact the thumbnail is better showing the logo than in-game…
  • Title font as normal font. Just makes text hard to read

A lot of these can be fixed by doing a whole overhaul of the UI, just to make details clearer.

The game could have been exported to non-web as well, could’ve fixed it maybe with either fixed or variable size.

I had to stop in the middle of this.

  • The way that the map is designed, though expansive and interesting to explore, it feels like it’s compensating for padding. This can be an unintentional design choice as it is big and the environment feels nice, but the experience is diluted by you holding shift for 5-10 minutes trying to find everything.
  • I love the way you took the theme as quirky as it is, but yeah… I’m not helping anyone and running off into the sunset trying to find trinkets.
  • Bug: You can go back fast enough between maps and get stuck not seeing your character.

Either way, good job! Though, you may want to keep the feedback of the comments in mind, especially for those for a game jam, where you at least want only a few minutes of your time at the rating stage.

It feels like blackjack on frantic steroids!

After a bit though the gameplay becomes stale until the last few dice, so it didn’t really need to start from 500, maybe 200 might be better in this case.

Real feedback though, the numbers could’ve been way larger. The dice rolling sounds are on point though!

Cute art! Everything is mostly on point~

I love how silly it is! I got 73!

The only feedback I would say is that the green eyes when they’re peeking on the window already felt like I was about to lose, maybe due to how it looks already. I didn’t expect that I can push further than that on the first try… then I saw the high score and noticed I can push a lot more until the point the door opens.

Seems you figured out the multi-tap bug! xD

No worries, that is fixed on the post-jam version for sure :D

Consider updating the game post jam to have it at least!

(3 edits)

Wow, this looks very impressive for you working on this solo!

Here’s my two cents though:

  • Got stuck here in the tutorialimage.png
  • Movement feels a bit too floaty for what you’re making, if it’s a parkour thing, then you want more precise controls, but still floaty enough to your liking if that’s your intention
    • Turn speed might look fast but is too slow.. feels weird on wall jumps, but honestly what makes or breaks it in terms of movement
    • Consider coyote time, good for every platformer
  • Dash -> Immediate Jump is very satisfying, hope you can make use of that!
  • It’s a parkour game, no one will bat an eye if you just keep run always on, unless you have a reason not to use it.
    • Although I love that you have sprint as a toggle! Kinda jarring that it’s been kept on revival or on restart…
  • Combat feels weird actually. There’s no feedback (except for the boss) when the attacks hit and I just keep spamming attacks.
    • It did feel like the enemies die for some time than from my hits after spamming attacks on them a bunch…
  • Replace the ledge grab animation with a jump, that way it can be used to dash immediately and not awkwardly break time and momentum from movement.
  • Losing 10 seconds from falling is already too harsh in a parkour level. In fact, you already lose time going from a checkpoint and back to where you were already, that’s enough punishment. I can see it being totally fine being used during a boss fight though.
  • The box lights feel like breakable objects to get more time since the small orbs are used to recover time… consider changing the design so that doesn’t happen…

But either way, it looks impressive and can definitely be improved a lot to make it a much better experience, so I sure hope you continue this post-jam, as you have a good game full of potential on your hands!

  • Left Alt feels awkward on the left-side keyboard controls. Left Ctrl feels more natural to dash.
  • On the right side controls, Shift and the BVC keys are so far apart and ZXC is unused, and those ones feel more natural!
  • I did end up using the controller though to your suggestion and it ended up okay at least!
  • Bug: The guys end up on your head sometimes… and they don’t get off… image.png
  • Bug: Guess who got curious and ran off the map…
  • Since the game isn’t embedded in the game page, it would’ve been appreciated if the move list was in the game itself so I don’t have to tab in and out again, but that’s a time pressure kind of thing already in a jam…
    • Heck, something that actively updates visually would be better!
  • For game feel, I feel like LA should at least knock enemies up a bit. Might encourage juggling tactics for combos.

It did take a while for me to get used to figuring out what I was doing, but after that it was pretty solid, though for the most part I was just auto-ing combos than placing down echoes oops…

Good job though with the limited time!

(1 edit)

I love this quite a bit! It’s so charming~ I love the city lights and the soccer one and I feel bad I hit the crowd…. askljadsj bu t it’s all so nice…. aa

I do wish the text was not all fades though, it kinda just made me itch for the next one. …maybe don’t change that… it made me excited for the next one.

(2 edits)

This game is a fun count down-limited sokoban-like game! I like the puzzles and the gimmicks make it so!

There’s just a few gripes, some already pointed by the others:

  • This game is a good example of why fancy doesn’t mean clear. Every single graphic here, though nice, makes it very noisy to look at and ends up being irritating to the eyes trying to find every single thing to make out. Lower the contrast or simplify the tiles and it should do the job.
  • B to use and arrow keys to aim feels awkward to the keyboard layout when you already prefer to using WASD. It’s more natural to use the keys nearby it: TAB to swap items, WASD to aim while an item is hovered, and Space to use. Alternatively, the 1-5 keys. R feels natural to rewind already, though it feels slightly confusing when Z and R both rewind and separately mentioned. (R in game, Z in description)
  • Bug: When restarting the thunder clouds counters stack on each other, making it impossible to read when it strikes…
  • Bug: Undoing after being hit by a thunder cloud still kills you no matter what happens after, whether it’s a blank tile or thunder cloud. This is the point I have to stop.
  • Bug: I also think there’s a desync in timing when you exit out with thunder clouds on the map. It might be placebo but I remember being hit on a 2..

I do appreciate the undo when you fail a puzzle, the step-by-step undo in general and I am baffled you guys managed to slot in a full settings menu and level editor in a span of 4 days too, kudos to you guys on that one!

Good work you all nonetheless~!

Oh, this is a very nice game for how simple it is!

I feel that 1 minute is too short unless you count the dashes which mitigates that a bit. I wonder what it would feel like if you included a sprint of sorts.

I saw in the comments saying that there should be a visual on where the treasures are… I say hack the cameras to show where they are as a map, but only when you’re hacking the cameras. That way I feel it’s more fun than making it easy to find, provided there’s a bit more time for the player to take note of the map itself.

One bug though, I can’t click to go back to the Main Menu…

Best I could do was 4 stars in the game. (not the rating!)

Also, thank you for rating my game as well~

Look, if I did this as a 9 to 5, I would.

For its simplicity in graphics, in terms of gameplay it definitely makes up for it and I had fun~

I think here’s my two cents on it though:

  • Sure, the death of the others are clear-and-cut, but those who are daring to repeatedly defy death needs a clearer marker among the sea of black circles. The only way I pay attention to them is when one already died and it just so happens the nearby daring one is almost dead.
  • The check-up also needs to be clearer. Kinda hard to notice if it’s at the edge of your eye.
  • The mistakes allowed counter blends too much with the background (dark grey on black is bad)

Nonetheless, it’s still very fun to play and definitely loving the death messages!

(1 edit)

I love this concept so much! The fact that you have to beat the last 15 players to get out of there makes it so much intense and adds a pretty interesting multiplayer and competitive aspect to all of this.

I really like how everything is framed too, the horror theme is on point and you’re already immediately tense because of how the others performed.

This is definitely one that is worth of high praise!

Unfortunately, I am one for puzzles and escape rooms…. So… I’m so sorry for the next 15 players…. I had escape so fast…. (3:32)

From one fellow rhythm game-related jam creator to another, hats off to you!

I love how you tackled taking a rhythmic countdown and bringing it down to it’s knees with all twists and turns. Complete with how juicy everything looks as well (even though my visual accessibility alarms are ringing constantly and you already warned me this xD)

Though I think the roman numeral one should be one stage later since I find the one after it a lot easier than the roman one.

Wow, that very last one is absolutely dastardly for sure, especially for the rhythmically inclined… (me)

It’s simple but gosh it was fun! The two monkeys are charming too~ Those count changes definitely trip you up, but it’s definitely fun as it throws your wrench from standard counting…

5..4..3..2..1..1..1..1..

I like the concept a lot and definitely can be improved further once you have the ability to take time in it!

Gotta love that strawberry jam though. Having AllSword 2 and Rive 2 was enough for it.

I actually laughed on that lore and shy button… xD And of course, I will rate fairly just like you said.

(1 edit)

This looks like it’s going to be a fun game! …but I’ll leave it at that.

I love how the aesthetics look, but for the whole life of me even if the shrimp tells me what to do…

  • “Put the fries in the bag.” The order is two drinks, sir…
  • Ordering from the PC doesn’t really do anything once it “arrives”…
  • The drinks conveyor worked once, and I don’t know why it’s not moving. I placed a large cup for the large drink
  • The physics made it too chaotic to properly place things in the bag…

It does look hectic, but I’m not feeling it.. but man, I would love to play this in full!

(1 edit)

This feels somewhat like Among Us and FNAF, and that’s a good thing! You have to micro-manage your sanity while doing your tasks and make sure you’re not getting killed.

If done correctly, I think you can have a fun yet frantic game on your hands. I just hope you don’t add jumpscares if you do continue this and would love to play more of it!

While the bright white screen flash does it’s job on notifying you get hit, it’s not as friendly to those who have sensitive eyes, as it can leave some players blind for even a small moment when they get hit. Something to keep note of if you plan on continuing after the jam.

I do wish there’s more levels to properly introduce the dash correctly, but that’s from the limit of the game jam, right?

The sound definitely made it tense, great work!

Simple yet a very fun concept to do!

But as someone who is frantically clicking everywhere, it doesn’t help that there’s a bug where the book you select vanishes away when accidentally clicking off the book’s pop-up and closing it, making the goal of reading all the pages impossible to complete.

It’s such a shame that the sound didn’t make it. Must’ve been devastating to your sound guy..

Simple enough game! It’s pretty fun~

I see the concept can be improved so much more! For example, a bonus to some of the arcade machines and you have to frantically swap in and out of games to try and chase those tickets.

Glad to see you making this a complete experience, even for how simple it is.

For your friend in the credits, you don’t have to link it with an itch account. It could be any social media account, or their name or username if they prefer. Or you can leave it private.

If it weren’t for the shard requirement on some levels, I can definitely see this as a proper speed game, especially thanks to the leaderboards!

I found myself trying to get better times (and got #1 on some even) but I had to reach for those since I also wanted to see what you had for the entire experience.

One thing I would like to point out:

  • If you do plan on making this fully, change the design for each shard. It’s not bad per se, but in terms of accessibility it would be easier to see different shapes at a glance if you plan to keep them white and glowy.

Clever use of the count down theme too, with the black holes being your time limit.

(1 edit)

I’m not lying that you overscoped as you said, but upon playing this, I think you have a massive potential to bank on this concept and game loop of yours. I suggest continuing it until you have a decent experience post-jam.

It’s part survival and part “extraction shooter” without the shooter part, but I can imagine being desperate for supplies when the portal is about to close and yet the thing you want is blocked by something you have to kill, and you’re not prepared for it, and so you go hungry the next day.

Gosh I want to play more of it.

(1 edit)

I like the idea of controlling different characters for a puzzle, so this is already a big plus for me!

I’m pretty sure at this point the others have said their piece on the buggy mess the game is currrently in.

Here’s my unique two cents:

  • Bug: there’s a solid invisible collision box where the characters have been when you reset back to the previous character.
  • Bug: the characters don’t turn into stone when they die if the characters replay..
  • The ninja is definitely too fast…
  • The levels could have been done in one screen.
    • This solves the camera issue early on. You can even zoom out instead for bigger levels.
    • This saves just waiting a few seconds to pan to each character in the scene as well
    • This also gives off visibility issues if you have way too big of a stage, not noticing what is included in the puzzle (a button missing from the character pans, for example)
  • A button to immediately pass to the other character is nice, especially where you have situtaions where you would want to wait (the tutorial is an example)

In the credits there was a lack of an artist, so I assume much of that time has been working too much on the graphics instead of programming and level design as a priority. You want to make it work first so you don’t end up with such a buggy mess. That’s just my point of view though… something tells me you all had way less time to work on this than the alloted amount.

Either way, post-jam I hope you all thrive with this as it’s already a fun concept to play with!

(3 edits)

Very interesting concept for the theme! Didn’t expect a horror thing for a roomba.

The game itself has pretty much good potential- actually I just glance over PeteHeat’s comment and it’s pretty much that!

Unless you’re trying to make a point that it’s a struggle for a machine to continue on, like the art piece “Can’t Help Myself”, this is most likely ends up being a frustrating experience due to its difficulty. The best I can manage is to find one floppy disk without the assistance of a map.

We definitely need to have a method to mitigate its multiple effects to make navigation easier, but not entirely clean, like some time for “Diagnostics”, or adjusting your view to center you “forward-ish” enough because of the virus switching it somewhere… those kinds of things that keep your attention to struggle instead of the main task at hand so you actually feel the futility of your situation, and not as a frustration.

I know a lot of these can’t be done due to the nature of a game jam, but other than that, you have a very good concept on your hands, and myself would I love to see more of it!

I’m early enough to see “Soon there will be description and credits.”. Please work on it as soon as possible. A lot of people will appreciate it.

(1 edit)

Fun and simple puzzle game! I think that’s a shared sentiment among the comments~

I think readability on the font is definitely a problem on this one, but that is expected on how low of a resolution you’re trying to do. A 3x4 pixel font works a lot better for this if you want to keep low res.

“Explodes in:” can be substituted with like a timer icon or a bomb icon to reduce clutter, but that is also hard to do in such a low resolution…

Also, I think there’s no surprise that there should be a full reset option, maybe a keybind for each rewind, like backspace.

Real nice game though! Well done~

(1 edit)

Something simple but a fun twist on 2048’s gameplay!

You can definitely roll with this and turn it into like a “daily sudoku” kind of thing that people play for 5-ish minutes every day on mobile or web with a bit more polish. Heck, you’re already a long way ahead on setting it up for it!

I usually give more thorough feedback, but no you can just literally roll with this.

Total Movement: 74 (2026/7/27)

(1 edit)

It’s a very creative and simple idea based on the doomsday clock… and a fair reminder of it too…

Though I think there might be frustrations on how it’s handled:

  • I realized it’s a “pin” that constantly moves 1-3ish seconds up and down after a few tries. A lot of people won’t realize this and change maybe even way larger than this… and there should be an indication.
  • The game might be more fun if it’s adjusting relative to what you’re currently set on, instead of constantly trying to chase said “pin”… as it quickly spirals out of your control once you see “too high” or “too low”.
    • That said, maybe better indication of “Just enough” could be enough instead. It feels a bit horrible when it turns into “too low” or “too high”. Maybe “Could be higher” would be a better indication, as it can still give no change to motivation.
    • “Way too far low” is another good indication… As people will try to move +10 -10 early on…
  • Some of the news give too much nuance to know if the “pin” moved or not. “We might be aliens” could be a good or bad thing, or entirely neutral. Maybe go more extreme on the neutral news.
    • Honestly, even neutral things feel like the “pin” shifted.

Despite me saying this sounds harsh, at the end of the day I did enjoy the challenge, but there’s that nagging feeling that a few adjustments could have been done better to feel very genuinely fun. Good work!

(1 edit)

Love the game, good atmosphere and a lot of the difficulty stems from you believing in everything and I got got! I remember the objective was to keep the line active and that’s mostly it other than the real friend notes. No recordings, no power and honestly it’s nice to hear most of the conversation the second time around.

Here’s my two cents:

  • I think it’s a common agreement that everything felt too fast. There’s not a moment to breathe, even at the beginning.. though I feel that’s the intention. Others take it to just slightly adjust the drain on the timers to get used to things. For me, I think it’s just adjusting the values at the beginning to give more leeway to get used to things.
  • The only real feedback for me really is just some instruction on how to use a rotatry phone and the speed dial. I don’t need it but I feel a lot of the others would..
  • Might be a bug: The Speed Dial persists even after a reset.

When I first saw this I thought it would be some dark “keep the guy on the line” kind of thing. Glad it isn’t!

Sorry for responding to you so late!
Thank you for the kind words as I think feedback is definitely important to learn from, especially in jams.

I’m excited that you guys are pushing through and making this an even fuller experience as I’ve enjoyed my time with it. With that said, I’ll gladly join and give some feedback on the game, when I have the time of course.

The best way to get to me is through my socials or through the site on my profile.
You can try through my e-mail, but currently I can’t really reply with that as of now.

Me and my teammate do have plans of developing it further after the jam! We got quite a bunch of ideas while we were making and planning it, a lot of it was supposed to go in the jam too, but of course, didn’t make it.

(3 edits)

Oh geez this is a big comment…
Seems boring at first until you get to the big numbers and exponentially grow so large!

Googling my curiosity at first, ln() was a confusing one to look at, because why is ln() in legendary/epic? and then I realized how extremely easy it is to scale up without them… ah.

In a game like this, not being able to fail is really nice and I get to experiment a lot with it, which is nice. There’s achievements too so I almost got back into the fray after spending a lot of minutes.

I saw in the achievements that there’s a goal of doing it within 20 rounds, but with how the numbers are shown, it’s really hard to know how far you are from 2^1024, and I thought I was only just passing rounds to repeatedly break goal markers…

The UI definitely needs some work: Common functions, variables, assignments, etc. should’ve been grouped together so you don’t waste a lot of time trying to find what you need for your solution. The item counters should be a bit bigger, maybe fade out ones you don’t have in stock.

The store function itself is something that can also be improved: Instead of removing it, you should be able to select it on the side and place it in your pool. Being able to also re-arrange the functions you already placed is nicer than using the store function. This is a lot more relevant when you’re trying to put a bunch of them into a repeat. I was scared when storing felt like removing a function accidentally…

I can’t blame you for all of these though, it’s a jam but there’s definitely a lot that can be improved! The typing sound is definitely nice for the game feel when I was playing through it, so it’s appreciated!

This one in general isn’t really too much in theme unless you’re really particular about running your code over or through the repeat command, but it is highly creative outside of that and I’m excited for it! With a bit of polish, this is definitely a game in my eyes something that many would play and I definitely would should you do continue this~

repeat 2 (a bunch of them stacked together)
a <- (a bunch of ln a ^ ln a, of course it's a bunch stacked of ln a's too)
a <-x a ^ a
P <-+ a
(1 edit)

Definitely did try to convey that you can do so at first, hence the small little “(Try me!)” thing. But I do agree it can be WAY better but didn’t manage to due to time constraints.

There’s definitely an attempt though. I’ve been racking my brain how to approach conveying all of it simpler for too long without making a whole manual for it.

(2 edits)

Sisyphus is definitely a concept I didn’t expect to see!

I like the idea of you going back and looping around and going even further each time… though in normal play that can lead to frustration, the level design definitely helps temper that, and if it has to go longer it’s easier and safer to execute.

I also like the fact that you can’t just go back, which is very much in-line with Sisyphus!

There are two things that need improvement:

  1. The animation of you unlocking a new path takes too long. I’m surprised you didn’t notice that it takes absolutely more than 10 seconds just to notice something changed.
  2. The B key forces you to go back to the menu. Which is next to the respawn key (which is V) on the standard US-keyboard layout… and since they’re next to each other, you just lose all the progress you made if you fat-fingered it. Which is absolutely enough for me to stop playing since I don’t want to wait for all the long cutscenes and the whole effort of doing it over again.

I really would like to finish this game, but going through all of that again isn’t worth it for me.

Also, it’s a surprise to hear Waterflame in a jam entry! Nice!