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Frib

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A member registered Jun 06, 2016 · View creator page →

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I can't do sequential walljumps :') I think I spent more than half of my time just getting back up from pits. At some point I found a powerup for infinite airdashes but I didn't have an airdash yet (or I don't know how to do it). Then I fell into another pit with nothing again so I just gave up when I had one minute remaining :')

The animation of the main character is very neat and stylish, and I can see how new movement tech that was teased with those gates will unlock new places to get to, so I can definitely see the progression, but I just have a skill issue :D

The honest answer to that is: I just had the idea, rushed to turn it into a playable game, and then let others decide if it's fun or not :D

You can somewhat do what you suggested in a custom game. One of the difficulty options hides nothing, so all cards stay visible. But I think this game kinda falls apart if you try to optimize playing it, so the memory aspect adds a different challenge unrelated to the optimal way to play. Without memory, I think there's barely any inherent challenge at all, and it needs an additional twist or a different scoring system to make the math more important and varied during gameplay.

Anyway, thanks for playing!

Laika <3

I beat the game and played a couple of rounds of endless to unlock the remaining upgrades. The controls felt a little clunky at first, with no input buffering or hold-to-move, but with increased speed upgrades this became less of a problem over time. The dash was the worst upgrade I bought, as it broke the regular movement flow just enough for it to be annoying :') on the other hand, the jump and wrap around mechanic was really neat! It was fun zooming around the map quickly that way. I enjoyed my playthrough :D

Good stuff!

That was great! Some of the levels were quite tough, and I really like the lookahead/rewind system, it works really well! I managed to beat the game but I didn't get my popcorn :'(

You really managed to get everything out of one half of the microwave display, I loved the creativity involved :D and the post-its were a nice touch.

Good stuff!

Very nice puzzles! Some of them had me stuck for a few minutes, but in the end I managed to do all of them :D the puzzles are well-designed and the way you introduce and combine your systems into them is so good, great stuff!

That was excellent! Very frantic :D Trying to juggle everything at the same time was a nice experience. I think the display effect is a little too heavy but other than that I have no complaints, I enjoyed all the levels, enjoyed the music, and had fun!

Good stuff!

Fun puzzles! I struggled with 4 so I skipped it, but when I got stuck at puzzle 7 I realized the seducers also work diagonally, so that helped me solve both 7 and 4. Puzzle 8 was easy after that :D

Very neat game, good stuff!

My insect empire keeps growing :D really nice visualization on top of an incremental game, pretty solid overall! Only 57% to go...

didn't expect to get rick rolled, but here we are :')

I think the story and narrative fits the gameplay, but it's not really player friendly or enjoyable. You have to pretty much explore every level 100% to be sure there is no higher number hidden somewhere, and the levels are huge while the player movement is relatively slow, which made it feel like a chore to play. Which fits the story of trapping the main character in the hopes that he gives up. But as a player, I gave up in the "circular" level where the number apparently goes up to 11.

I think the concept is interesting and the story backs it up, but the exploration loop is pretty dull and all the levels are essentially the same but with a different and larger layout. It would be nice if new features or types of obstacles or something were introduced every level, rather than just making it bigger and bigger.

So other than the gameplay loop, the rest is pretty solid! The dance and v-pose animation is a nice detail and the fog-based exploration works well. And I liked where the story was going! It just didn't hook me enough to keep playing to the end :')

Love the visuals of this game! Really neat style. I had a lot of trouble clicking in time, I think I only had like three successful clicks in a few minutes of trying :') so instead I just enjoyed the music while going way too fast and drifting into oblivion

Good stuff!

Thank you! Glad you enjoyed it! And you're always welcome on the easy leaderboards, where the rest of us smoothbrains hang out <3

That was really neat! You managed to add quite a lot of ways the level changes every countdown. I managed to beat a bit harder mode, my fingers hurt after clearing the last level :D

I'm doing my part!

I couldn't figure out how to beat level 2 so I applied the console fix. For some reason it couldn't find Game so I poked around in the debugger and html trying to find how to access it, thinking it was maybe obfuscated or something. But then at some point it magically worked and Game suddenly existed and the timer was increased. No clue what I did to trigger this :D

About the game itself: The visual effects are very neat! I like the subtle detail that the cubes emit a particle beam towards the nearest target. Could use some more levels but we've all been there :') so that's totally understandable.

Good stuff!

That was really fun! I like the meta idea that you as a developer had to come up with ways to intentionally "break" the game and then have to respond to it in-universe as if you really are frustrated. 

I managed to find 21/17 coins before nuking the repo, I'm so sorry that nobody is able to play this unfinished game anymore. It's a good thing that that NDA, that I totally did not sign of course, is also gone.

Good stuff! Thoroughly enjoyed it :D

sonc

That was neat! I liked having to mentally go through the level and prepping the bombs and dragonflies to then just get it done in one attempt. Sometimes. 

At first I found it weird that the countdown timer at the start didn't start immediately, but then I noticed that everything was synced to the beat of the music, which is really cool.

I made it to the last level and I enjoyed playing through your game. Good stuff! :D

Enjoyed this one! It's always fun to figure out what is strong in these kinds of games. Managed to win with 2 losses iirc and a couple of ties. I like the twist of the genre by building up to specific broadside moments, but it does seem to promote draws a lot if both ships stack damage, so maybe it's an idea to stagger broadside attacks per item (and per multishot?), rapidly in succession, based on placement in your ship.

Anyway, good stuff!

Some of my thoughts as I played the game:

"Oh, clicking advances a day. Oh no, I wasted 15 days already!"
"Nice, I can just plant whatever I want almost anywhere!"
"I should stop planting dandelions"
"I should stop planting stuff randomly, I'm running out of space for the pretty plants"

Anyway, here's my wild garden:


Love the look of this game! And it has an excellent vibe with the music. It was fun for a single playthrough but I would have preferred a little more depth to it to keep things interesting.

Good job overall!

Combining arithmetic and memory is probably the worst of two worlds, so I'm glad I got your seal of approval :D thanks for playing!

Thank you for your comments and the video! And don't worry, you did great :D

Agreed on fullscreen, I'll have to figure it out how to let that scale properly with Godot but it was too late to fix that when I realized it's a little wonky right now. Also, the "undo" feature that's in the tutorial used to be in the game but I discovered the reveal exploit close to the deadline so I just removed that feature altogether to be safe :D I agree with your feedback on the UI in general.

Thanks for playing!

Weird story, but pretty amusing overall :D I liked the counting puzzle game, but I wish the UI was easier to work with. Reordering rows was a bit of a pain. And in the end I got most of it wrong regardless :')

I had some trouble with mouse drift, which I usually have in first person web games. Usually fullscreen fixes it, but in this game for some reason if I move my mouse down and right, it would move up and left instead unless I move it at a higher velocity. Made gun golf a little bit awkward lol as I couldn't aim properly.

But overall I enjoyed my playthrough! I was hooked by the story and the weird ideas the entrepeneur came up with, it all makes perfect sense!

That was pretty neat! Congrats on your first game jam game!

There's a little bug where if I stacked two bricks at the same time, I couldn't put down both bricks on the two brick holders. I couldn't beat level 3 because of that, but I did manage to find a workaround for level 6 so I did manage to beat the game :D

Yeah it's pretty hard to be precise! Wish there was like a line of your previous attempt drawn on the block, but that may make it too easy instead lol. I managed to get to the level with the metal block but it kept repeating so I think I played all levels? I enjoyed it!

Pretty fun, and has a nice visual style, but the reset back to the start is brutal lol. Checkpoints for each island would be very much appreciated :')

That was pretty neat! I sadly couldn't pick up the golden key in between the barrels, it kept focusing the book instead.

I also agree that the default window is very small, but (depending on browser) you can shift-rightclick the game frame once it's loaded and then only show this frame to have a somewhat fullscreen experience. Would be better to add a fullscreen button to your page, but this workaround is for those that want to play in the mean time.

Sometimes when you hit a jumppad at the right angle, it launches you quite high. It's a shame that you then hit the ceiling of the platforms above it lol, would be a nice shortcut :D

It took me a few minutes to figure out all the features and controls. I couldn't understand how to consistently get back into the catapult but apparently you just have to click and hold it :D

I like the giantslaying effects, it's pretty neat to see pieces fall off of it!

Nice, another musical farm animals game! :D

I must admit, trying to cheese the game by keeping a big meteor stable was pretty entertaining!

Thank you! Torches can be put in your off-hand slot, so you don't have to hold them. Melee weapons can be put in your weapon slot and they only work if they are in there. Ranged weapons, staffs and magic scrolls are basically point-and-click so you don't equip them like the other things. So I'm not sure which part might have confused you, but it could also be just another bug that prevented you from equipping stuff :') you definitely should be able to equip a torch and a melee weapon so you don't have to "hold" them with the mouse.

Combat works by bumping, then it takes all the dice of you and your equipped weapons/gear and other buffs, and rolls it against the dice of your opponent. If you hover your mouse over one of the entries in the bottom right, you'll see more detailed dice results. Basically you need to have at least 1 successful hit to deal damage, and damage is based on your damage dice plus total successful hits vs their block dice and armor. The icons in the bottom right were meant to represent the attacker and its weapon vs the defender and the combat result (boot for dodge, shield for block, metal-like texture for armor, blood for damage, skull for death, with the number representing how much successful dice you lacked in order to succeed for that roll)

Thanks for playing and the feedback! :D

Thank you! Glad you liked it! And yeah that sword is arguably the best weapon in the game right now :D

Thank you! I plan to release a fixed version after the ratings are over, that should hopefully resolve all the game breaking problems :D

Thank you! Yeah, falling down was the intended start of the game. I wanted something cinematic and give you a reason to go back up, and also to visualize how long the game would be.

Yeah, the gamebreaking bugs are quite annoying and they snuck in during the last few hours of the jam. I'll get them fixed post-jam. It's mostly related to some on-hit effects, I think. Some enemies cause them to you, like the beholder and I think the snake lady as well. And I've also seen one instance where equipping some regular gloves freezes the character, and I have no idea why that happens :')

So I'm very sorry about the freeze bug! But I hope you still had a good time playing it :D

Thank you! I'm glad that at least one of you had a good time :D 

You didn't miss a backpack, I just threw way too many items at you :D and I agree that the combat could've been presented better, it's currently too numbercrunchy for fast-paced combat decisions. I originally planned it to be turnbased combat, but eventually decided to go with realtime to make the game feel more tense and stealthy. This turns the combat loop into a "I hope I have more dice while I keep bumping for 3 seconds" loop rather than the tactical choicemaking loop I had envisioned.

I don't think you missed much by not using other characters; most just get some free stuff that you'd find anyway, but some have an on-hit effect (like the cat, who is OP). And there's Old Fart, who just shouldn't be played if you value your time and/or sanity.

Thank you for playing and for the nice video! It was fun seeing you explore the game and its mechanics. You gave me some new insights and I definitely should've added a tutorial section about ranged/magic attacks. I'll also look into increasing the overall speed a little, but yes, Old Fart was intended to be annoyingly slow :D but at the same time I think the weapon/staff attacks should have been faster so there's probably another bug with speed buffs hidden in my spaghetti.

The dragon boss was basically the final boss and you've practically reached the (buggy) end. Congrats!

Thank you! Yeah unfortunately the beholder enemy has a gamebreaking bug :( you were near the end though, you made it about 80-90% through I think.

Out of curiosity, do you happen to remember which character you chose? The speed varies by character and you're not the first that said it could be faster so I'm wondering if I should've increased the base speed of the slower ones a little or if everything should be twice as fast :D

Yes, that's exactly why combat worked the way it did. The beholder couldn't see you until you hit it, but once you hit it, it starts moving eratically. And because it's such a fast bugger, it was hard to catch up with him. When you equipped the torch while you were locked in place, it could see you and immediately started attacking you.

I forgot to deactivate the bridge trap :') you'd have to go all the way up again, but there are a few shortcuts (like the ladder near the shop) that can skip some sections. It would still be frustrating, but it shouldn't take long to get back up without enemies etc

Watching you play with the cat character made me realize how OP it is combined with stealth :D you hit them from stealth and they immediately get confused and fall off of ledges or run into walls, while barely able to hit you.

You brought up valid points regarding the combat results visualization, it's indeed way too chaotic to use, especially in realtime combat. At first I was unsure whether I should've made things turnbased or realtime, but when I added the stealth mechanics, realtime just felt like the better choice. But it gives you no time to reflect on what's happening during combat.

I also added way too many items. I wanted scarcity to be a thing, but since I only had time to make this one level I just threw everything at you so you could have fun and experiment. But the limited inventory space does make this a little frustrating.

It was fun seeing your approach to the game and how you used certain items. Was so happy to see you use the levitation ring to skip a small section :D

I'm glad you liked the game despite the crashes. It hurts to watch when it freezes :') but yeah you were nearly at the end. I think you had to climb one more tower and then you'd reach the chasm, with the big boss in the final room and a lever that would unlock the front gate. Then you'd have to cross the starter bridge again without falling off (so with the ring, or with super speed to outrun the projectile) and you'd have beaten the game.

Thanks for playing and for the video!

Haven't had the chance to play it coop yet, but I did enjoy the single player experience :D It has a pretty solid gameplay loop and I like the hat stacking mechanic, both visually and mechanically. I'm not sure how long I would keep playing it coop as it does feel a bit grindy without purpose, but that's just my taste. Overall very polished and great entry, good job :D