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Fover

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A member registered Sep 02, 2018 · View creator page →

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Glimbtastic!

Gnome-tastic!

Very neat museum! Greatly enjoyed my time in it. Was surprised to see a certain exhibit which bore a striking resemblance to my buddy, Holly.

Wait, horses are real?

Absolutely beautiful environments. Fantastic.

Hadn’t played a first-person Bitsy3D game before. That was really cool! And my eyes are now opened to the possibility of puzzles in Bitsy games.

Really liked how you did the house, and all the background objects in the attic area made for a very nice environment.

Didn’t manage to beat Reimu but had fun. I liked going around the mansion to recruit the party, but I wasn’t able to recruit the librarian whose name I forget. I assume that for her you had to backtrack to the storage room, however the passage on the stairs back to the first area of the mansion seemed to be missing so I couldn’t go back…

Also, regarding the battle I think it would be nice if the boss had less health, since it takes quite a long time to get anywhere in the fight.

In any case, I liked the game. Good job with it!

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Quite a fun twist on snake. That retro look is exactly what I look for in any snake game, and fleeing my slithering predators put me in mind of this: https://youtu.be/B3OjfK0t1XM

Found that due to the snakes not knowing of the looping nature of their world, avoiding them was made somewhat trivial by camping the edges. Only died after deciding to quit that strategy. I suppose this has been brought up by others already, though.

An idea to make the snakes less exploitable, perhaps, could be to have a few different snake AIs that would be randomly assigned to the snakes when they show up. That way they wouldn’t clump so much. I was thinking while playing that if the snakes perhaps had some AI similar to that of the Pac-Man ghosts, it might enhance the game greatly. (Think a Clyde snake catching a player off guard on account of going off in its own random direction…)

Suggestions aside, found the game quite fun despite the exploits, and this reverse-snake concept (or should I just say ekans?) is a very cool one that I’d definitely like to see explored more. Good work!

Good concept, but there didn’t seem to be much to its execution. There isn’t much strategy to the game other than just placing all your Zoms on the survivor, and the fact that your balance seems to be raised by Zoms damaging the survivor means that each run you either very quickly get a whole bunch of Zoms (which is fun to see) and win very easily, or if your Zoms are picked off then you’re left with too few to do anything with and you lose. There isn’t really any in-between, so it isn’t too interesting.

However, I will say that I like the game’s cool minimalistic visual style, and as I said the concept is definitely a good one. But the game itself could’ve used some more brainstorming mechanic-wise and whatnot in order to create more compelling gameplay. Regardless, good work anyway and good luck with your future projects as well.

Fun monster-management twist on a survivors game! Finally defeating that hero after a long and arduous battle where… sacrifices were made, was very satisfying. The music was cool, but stopped playing at a point. Perhaps you forgot to set it to loop? In any case, good work!

Great artstyle, great music, smooth controls (for the most part… ribbit), and interesting mechanics. The frog suit, I mean frog ability, could maybe use some tweaks, but other than that simply a darn good game. Levels were decently challenging whilst still being fair (at least after I realized I can revert from abilities, and stopped trying to do a tight jump as a frog), and the extra stuff like the achievement menu and speedrun mode were cool to see, as those sorts of things usually aren’t seen in jam games. Fantastic work overall!

Tremendously well-controlling and fun top-down shooter! The explosion effects and screen shake really make you feel every shot, and the health bars being on the enemies makes everything look very clean.

The mind-controlling mechanic has some cool nuances. I particularly found it nice that the red enemies don’t seem to target your green allies, as it encourages positioning yourself separately from your allies in order to protect them from enemy fire. Other things from the way allies revert back to enemies when shot, or how the infrequentness of the mind-control shots means you really gotta consider what enemy to sway contributed to making the mechanic feel very interesting to use.

Overall had lots of fun with the game! Got a high score a little over 3000. Gets quite difficult. Perhaps health pick-ups would be nice. Oh, or an interesting idea would be enemies that heal their nearby fellows, but can be made to heal you when mind-controlled. But anyway, great job with this! Even as I’m typing this I’m considering playing the game some more…

Fun little game. The multiple combat abilities for the witch are quite cool, though I mostly found myself using the fireball to avoid getting combo’d by melee heroes. Perhaps some sort of shield ability to counter melee would have been nice.

The game’s music sets the tone well, and the art is nice. I very much like that foreboding painting in the background… Would you believe me if I said its eyes moved to match mine?

Jokes (or not?) aside, good job on the game! Enjoyed taking down those pesky heroes.

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Nice little game! Though there’s not much to it had fun with it. Doing a barrel roll was cool, and I like the enemy’s fancy hats. Good job.

Note that it seems you’ve set the game scene as the starting scene in your Unity Build Settings. Next time ’round, make you sure you drag the title screen scene to the top of the scene list. Note this will change the indexes, though.

The “YOUR ROLES REVERSED TIME” text in the tutorial was very cool! I liked that. The rolling mechanic itself is also really great. The way it indeed reverses time is an interesting concept that I’d very much like to see in action more, especially perhaps with more level elements than just bullets, or even in a top-down shooter context with a focus entirely on bullets. I mean, maybe it’s just the fancy slow-mo effect talking but I just really liked the mechanic.

Thank goodness I decided to check the game’s comments as I struggled against Level 3 or I might’ve been stuck there all day… Though, other than its impossibility, I must say I wasn’t quite fond of that level anyway as it took the focus away from the time-reversal aspect of rolls in favour of the limited-use aspect of them.

In any case, even though I wasn’t able to try the game’s last two levels, had fun playing it! Will definitely check back for a post-jam version with a fixed Level 3.

Also, the art was quite nice! Liked the little tree-looking guy and it was clear what everything was. Good job with that.

And overall great job with the game! We can only imagine what you could’ve done with two hands… (Get well soon.)

A very neat point-and-click-esque game. The dynamic of an observing character and an acting character was done well with the nice voice lines accompanying actions. The terminal screen I found to be very cool, and the puzzles done with it well designed.

Well, at least until I reached the puzzle that involved hexadecimal. I could have sworn I was decoding it correctly, but I apparently was not and unfortunately was unable to continue with the game at that point…

Additional criticisms I may note were some incorrect spelling, cut-off in some voice-line audio clips, and perhaps a lack of clarity in what things can and cannot be interacted with (at least in that first room). These issues were all very minor, though, and did not affect my overall enjoyment.

However, despite stopping off before the end, I did very much enjoy the game. I love a good point-and-click-ish thing and the terminal, again, I thought was a cool mechanic. Good job with this!

Interesting game. Controls were somewhat dysfunctional - I could rotate the marble but movement didn’t seem to be working, and in one run either the camera or the statue seemed to get stuck in position where the statue couldn’t be seen.

Despite that, the game was an intriguing experience. The visuals were nice, and coupled with that compelling music it really was something, that much I can say. So good job!

Cool idea, and nicely done maze generation. However, the controls felt quite janky and inconsistent to me. Are you using Transform.Translate for movement? I was using that for my game and found that movement felt a whole lot faster in builds of the game than in Unity’s testing window. Perhaps something similar happened with your game?

The controls would be fine, though, if not for how walls trigger an insta-game-over. I might suggest that there be an alternate “easy mode” (or perhaps call the current one “hardcore”) where the walls don’t kill. Or perhaps different difficulty levels, the easier ones giving the player a smaller hitbox.

Due to the control issue, did not win the game :( However, it’s an interesting idea that put me in mind of those metal-ball-in-a-maze thingies, which I like, and the procedural maze generation was quite nice. So good job!

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Seems what you gotta do is click and drag on those grey UI elements in the top right.

Edit: Wait yeah nevermind I can’t get the thing moving either…

Very nice game! Quite fond of the notebook-style artwork, and the levels are good though admittedly not very challenging. But I assume that’s just due to time constraints. Regardless, had fun with this, so good job!

Great game! Visuals and animation were fantastic, the writing was impeccable, and card creation was quite amusing, albeit the drawing tool may have been a bit too dotty. Would totally replay a post-jam version of this with sound. Bravo!

The train-hitch glitches are quite rough but the concept is interesting and I’ll definitely give this game more of a play once a patched post-jam version is out. The minimalistic art style is also quite cool. Good work and good luck squashing those bugs!

On an unrelated note I suddenly have the itch to watch the Wallace & Gromit films.

Very interesting game! An DNA-based ending-hunting snake game is a very cool concept, and the fantastic artwork with each ending was very nice. The text for each ending I also found quite funny. Good job on those!

Speaking of the text at the endings, though, it seems that when replaying the game after restarting, new ending text is appended to the last ending’s text rather than replacing it. It’s probably due to some plus-equals (+=) signs being where some equals signs should instead be when setting the ending text.

Also, I agree with the other commenter that it was somewhat confusing to work towards certain endings. I think it would be helpful for endings to tell you what dominant genes led to them, so that the player will know what combinations they’ve already tried. Additional clarity in regards to how exactly an ending is calculated might also be nice, or more tips for picking genes.

Overall had fun with the game and thought the concept very interesting. Good job!

Cool game! I really liked the concept, the picking up and throwing mechanics controlled very well, and the game’s visuals are very cool. I also liked that the game is a reference to one of my favourite scenes from Hitchhiker’s Guide to the Galaxy! I didn’t realize it at first, but was happy when I learned that.

I did find that the game had its fair share of bugs, however. Here’s a list to help you out when you work on the post-jam version.

  • The ball-bumping crane had a tendency to get stuck on the side. I didn’t test the left, but in two runs it just got stuck on the right side after I had moved all my bricks away from there. Perhaps it needs better brick-seeking AI?
  • When Arthur dies while holding a brick, the game crashes. Says something about an indexing error.
  • Pressing ‘R’ in-game causes some weird visual bugs that I think might be the program spawning another copy of the game on top of itself?
  • The first time the player picks up any of the special bricks, it will have the odd effect of making it so that all special bricks will turn into a certain type when picked up. For instance, if the first special brick a player picks up is blue, that brick will turn grey, and for the rest of the run whenever the player picks up a blue or gold brick, it will turn grey. A gold brick will make things turn blue, and a grey brick will make things turn gold. I think this may have something to do with the indexes of the respective brick types?

For additional feedback, I thought that winning the game is quite easy since it doesn’t matter how many bricks you have left. If you want to make it a bit more difficult, I might suggest making a special type of brick that triggers a game-over when broken (maybe some kind of super-bomb brick). Then more of this type of brick could spawn as the timer ticks down to increase the challenge as the game progresses. Just a suggestion, though.

Sorry for quite a lengthy comment. I just wanted to outline my bug-findings in case you weren’t already aware of them. I did have good fun with the game, and look forward to the post-jam version, which I will definitely be checking out. Good job with this!

For anybody who’s having trouble with the controls: the are on the game’s itch page proper. The arrows keys, numbers 1-4, and the enter key are used. Okay review time:

Honestly I didn’t actually start playing the game until I’d basked in that music for a full loop. Not to mention those majestic sprites. Though they’re goofy looking, I’m actually quite fond of ’em. Good job on those!

Once I did play, found the game to be quite fun. The twist of having to miss attacks on those three jacked heroes was interesting. Though it was quite easy to succeed by mostly spamming the “X” attack. That one was perhaps a bit too easy to miss. Perhaps randomizing what attack or attacks the player is allowed to throw out could have made things more challenging.

Of course, the game evidently wasn’t completely finished, but I had a good time with what was complete. I might recommend that next time you’re running out of time in a jam but still need a game over/win state, just make separate scenes (or whatever GameMaker uses - I’m a Unity user) with simple text that say “Game Over” or “Win” as well as “R to Retry” or something. Then you can just hack in switches to those scenes into your monster and hero health managing scripts, probably.

Anyway, sorry for a bit of a lengthy comment. Bottom line is good job on the game! Enjoyed my time with it.

The controls are on the game’s itch page proper. Pressing the enter key will commence the your monster’s attack and end its turn.

Very fun puzzle game with engaging dialogue!

Hearing the hero’s story from the perspective of his bag was more interesting than I admittedly thought it would be, and the puzzles were just the right mix of challenging and fair. Carrying out the correct solution as the timer ticked down always felt very satisfying.

Fantastic job! I very much enjoyed this game.

It seems that my laptop’s display’s resolution is 1366x768, which after running the numbers seems to be slightly off from the aspect ratio of 1920x1080, I think. So that may have been the issue.

Also, somebody recommended in the comments of my game to next time make a web build to avoid display compatibility issues. I thought I’d tell you since it sounds like good advice for next jam or whatnot.

The “oof” caught me off guard! (In a good way.) Fun little dodge-em-up. Red guys coming from the top really gave me a run for my money. Am also quite fond of what you did with the game’s thumbnail >:D Good job on this!

Unfortunately wasn’t able to play the game, I think due to a UI bug in the levels? I assume there’s UI in them, but I none of it was visible to me. The main menu and level select, while visible also had some UI scaling issues.

Judging by the other comments that were able to play the game, this is probably an issue on my end. Probably something about screen size or something. But I wanted to mention it since if you plan on editing the game post-jam, it might be worth looking into.

If I were to take a guess at a possible fix, maybe you didn’t set the UI Canvas’s Scaler component to “Scale with Screen Size”?

Anyway, sorry for the lengthy comment. Just wanted to let you know about the bug. If it is fixed in the future, I will play the game! I can’t just leave Bob all alone…

Very nice game! The mechanics are cool and interesting and introduced in an understandable manner, and the art looks fantastic and is very cute.

I think it would be nice if there was an indicator on the dragon’s alertness bar so that it is clearer to the player how much each action may alert him. I also noticed that the amount that certain actions alert our dear dragon is different in certain levels, so an indicator on the bar would help make that feel less inconsistent.

I would love to see this game with sound and more levels. Would totally play more to see how the puzzle mechanics could be explored even further, and how the full story might go.

Fun experience with great presentation! Love the cool isometric pixel art and the music.

I did feel as though the Area of Effect towers were a bit too powerful, however. There were many times when they seemed to simply shut down my entire army, though perhaps I simply wasn’t spacing my troops as well as I could have. I just think a bit more ways to counter those might be nice.

Despite my gripes with those dastardly mortars, still had a great time playing this game. The troop variety and potions were well done and again, I very much liked the presentation.

Cool game! I liked the story; the music choice and presentation of the text made it feel very dramatic.

The mechanics were interesting and played alright, but I think it would be improved greatly if there was a better visual indicator of your “power” charge. Something like a bar would make it much clearer to the player how much power they have.

In any case, enjoyed my time with this game. Good job!

First thing I did was open up the Flappy Bird minigame and happen to die right when the music stopped its loop which really startled me.

After recovering from that heart attack, found the rest of the game to be the pinnacle of literature. Fantastic presentation, beautiful writing, and the music was nice too once it was done messing with me.

Overall very very cool game! Nearly as cool as Cool Ranch.

Very nice game! Reaching 0 was very satisfying. I suppose I got quite lucky with those last few pieces…

Would absolutely love to see this idea expanded on with additional game modes or whatnot. I love Tetris, and Fudge does a fantastic job of compellingly flipping it on its head.

From what I can gather, seems that to play the game on any platform you need to run the .yyz file with a copy of GameMaker Studio or the like.

Maybe the 53 endings were the friends we made along the way :)