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Fryvan96

107
Posts
A member registered Aug 02, 2024 · View creator page →

Creator of

Recent community posts

Congratulations on reaching top 100!!!

Congratulations on reaching top 100!!!

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Congratulations on reaching top 100!!!

Hi there! Thanks for stopping by and giving the game a try! This version only represents about 20% of the learning path I originally planned (levels 4 and 9 are good examples of the rushed level design :P). Knowing that, the fact that people still understood the progression and enjoyed the experience despite its unfinished state really means a lot to me :)

I get it, you're trying to boost your karma haha :P. Im really proud of what I made and I think it will perform better than my 2024 submission. Thanks for playing and voting responsibly ;)

Thanks for playing! I tried to make the audio as unobtrusive as possible because its a puzzle game and to match the narrarive of being in a cave. Glad you enjoyed it :)

Plague Inc Latinoamerica jajaja. Estuvo muy bueno en general, quiza el orden de los niveles bajo la narrativa no se si era el indicado (ej el cerebro deberia ser el ultimo por su importancia), pero el resto de cosas esta muy bien logradas. Excelente trabajo!

The gameplay was so smooth, and the audio in general was incredible and accurate with the pace of the game. Well done!

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Would have been a nice thing when you pick all the fuel available if the train guy just told you that there's enough to complete the travel and then the victory card. I had to wait a long period of time to see what will happen because I thought I missed something.  

On one hand, excellent story! On the other, there is just story with a few choices. Like a very unbalanced experience, But I don´t regret playing it tho. Well done!

Dude, we have the same central mechanic on our games :0 Its like a different perspective of the same thing. The level of polish on the art is incredible (despite being MoM style). The only thing to mention is that the puzzles with levers didn´t feel like puzzles, because it was "activate this" then "activate that" and yeah solved it.
Great work on the game!

Oh, so it was a skill issue thing :P. No matter, it was a great experience anyway.

Very original approach for the theme! The only thing that bothered me a little was the timers UI, like blending with the space (I didn´t know about the piano until I saw it fall on first try) and the difficulty to increase/decrease the values (small box with moving camera). Every other concept is really well done.

Man that was a funny narrative to be against. The doors toggle on times were well balanced, some levels played with your assumptions, very nice work! The only complaint I have, is the character´s eating habits, like he allowed this to happen 10 times my god :0

Hi, thanks for playing! Yeah the lack of controls info in-game leaves level 5 up to the player curiosity and/or the read of the description.  The game still had bugs 6 hours before deadline so I didn't get to apply that feature.

You are in the key part of the game! I wont spoil it for you, in the game's description is the info you need. 

And about the art you're right, I didn't get to polish phase because of lot of bugfixing, mostly on transitions between the hub and the levels. Totally I missed the explosion art to give feedback of the bomb's range. Thanks for playing!

Some spikes spawned at places where it was impossible for me to get to the next coin, I mean probably the spike placement every 10 seconds is random, but it is a problem. The part i liked the most is the music on sync with the clock, did its work on mantaining the pace of the game. Good work!

"Can someone please buy some good displays for the microwaves? I keep firing new employees after 3 complaints and I cant stop it": The Game. Good work on representing the stress of the situation :P 

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For your first game you nailed an important part maybe without thinking it. Im gonna remark something cool I saw that idk if any on the comments told you: On level 2 where  the rewind ball and the two buttons on the rotating platform, It was the first "closed space" the player is in the game, and the way it looks (like the effects on the lights and the white walls) along with the music, conveyed me a sense of disconfort real strong, like someone is watching me, playing with me, laughing at my mistakes. Surely that´s all my mind creating that context, but that room ENABLES that feeling. Just with level design and some music you controlled the mood of the player, which is wild to do on a jam and more on a first game so, congratulations for that achievement! The rest to say is just the same: the levels globally were too big relative to the movement speed of the player, idk if theres any way of reuse an ability if I mess up on some jump, etc. It was a nice experience really anyway. Great work!

The first game on this jam that I played almost an hour on full focus. Magnificent work!

Omg loved the main mechanic, and that each level teaches you a particular use of it. Despite being short, its a perfect application of a cool mechanic on a puzzle game. By the end I felt like I´ve mastered the thing and i was ready for the next one. Congrats on your work!

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Totally responsible of me to throw my baby on the air to cure boredom, give then high sugar food even he has no teeth, let him poop on the floor, etc. Maybe that's why he threats to explode every now and then XD. Very good job on portraying this into a game.

Also, 21 SECONDS LEFT?!? Damn, the pressure must have been huge, congrats on making it :)

I like tha idea of so many powerful characters with unbelievable abilities just did a bet with a random cowbow of the west on how efficient each one could be with a gun :P. Very nice work!

Literally I added the water and melody and it felt soooo much better to be there. Thanks for playing!

This game bringed me back the Geometry Dash trauma. So evil to make the spike colliders EXACTLY THE SIZE as they look. Anyway, it was a nice challenge, well done :)

It took me a while to clear the levels, mostly because of the hard reset and the absence of checkpoints, and some of the structures blocked the camera view so it was hard to see where to go. But at least I got a bug as a prize on level 3. Im a saiyan now :)

Holy, I think our games are brothers in a way! They have very similar concepts, but interpreted on each one's manner. Loved the fluid movement and fast pacing, and very well designed scenarios. Excellent job! 

Nice and simple, perfect as a Pou minigame. I got engaged on passing the 15 mark like por 10 minutes so the addiction is there haha. Great job!

I kinda stumble my way in the game by trial and error, the screenshake was a cool addition but not when you dont know if you are progressing. I just got 2 endings neither of them "good" so if it is one idk.

Hi, thanks for playing! And welcome to the group of victims of my implementation of movement :(. I fixed it right after 1 hour of ended the submission period (on my local version of course), and it feels sooo much better now.

Damn, I just see this word and I hear  Paige in my head saying HEY SCOUTS, like a Pavlov thing -_-

THIS. This represented my mindset the first 2 days. Like I have on sketch at least 6 more mechanics including the time banking thing, and 1 or 2 vague ideas of puzzles for introducing, applying and mastering them. Basically 23 levels were "thinked" rather than executed. At the end of day 2 I realized I couldnt playtest everything on time so a lot of that content got cut down. Thanks for playing!

Come to think of it, wire reconnection could have been another mechanic. Discarded or not, but still a cool concept. And yes there is a clear consensus on the feedback about the movement thing. I only hope your hands were ok by the end :P. Thanks for playing!

Really challenging game. The idea is really good, but I just couldnt progress up to the third key block. Maybe im just bad at this, idk :P

Its like superhot 2d but with fuel, very interesting. I only miss that the enemies dont come back on rewind the level, apart from that it was a nice gameplay. Well done!

I was focus on the timing of the countdowns to be the most efficient possible, and then I cracked with the audio clips. Excellent voice acting :P

I think this is the 20th game i played since voting started, and for now this game is the best one. Extremely complete at all categories. Amazing job!

Cool story, it left me thinking about it after each choice. Great work!

The upgrades were so connected to the narrative and useful in game, that's a hard thing to achieve on a game and more on a game jam. Congratulations, excellent work!

It is really difficult to control the ship you create, mostly because of the default buttons displayed on a line. Maybe if the game let the player choose which key controls each part would be better, and a WASD + Q + E config would be a better default option since it is very standard.