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A member registered Apr 04, 2020 · View creator page →

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Nice SNES game! The character animation and controls have a good feel to them, and I can totally see the Metroid escape sequence being compelling when finished. Good game!

Really great polish and animation!

Very good animations and feel! It may have been my browser, but there was a lot of input lag between me pressing a key and my character doing an action. Sounds like other commenters didn't have this issue, so I'm not sure what could cause this. Great game!

Love the idea of color mixing to recreate the paintings, and I loved the low res paintings you made. After my initial attempt, I only played in practice mode because I found the timer far too fast for me to possibly complete the painting. Good game!

Good interpretation of the theme. I thought it would keep endlessly assigning tasks to me before I could go home. That would have been relatable lol.

Very relaxing game with great atmosphere.

Liked the artstyle and the wackiness of it. I felt like I didn't have a lot of choices, which can make an incremental game feel like a waiting game, but I was interested enough to wait and keep pressing buttons for awhile. Good game!

Nice, I always like games with one button controls. I noticed that the characters rotation direction changed with each boost, but after rapidly boosting, I would forget which way they were rotating. I wish there was an indicator to show that. Good game!

Such a funny one! Feels like the kind of scenario you'd experience in a dream. My only complaint is that I wish I could see everything at once, sometimes I lost because of something that happened off screen and wasn't sure how to resolve the issue. Great game!

Love the art and choice of music so much! The colors used are beautiful, and the worm/bird characters are cute. The puzzles were interesting as well, and I appreciate that I could choose which levels to do first. For a game like this, I would have really liked an undo 1 move button like most Sokoban games have, but I was still able to get through it with full restarts. Great work!

I like it! I felt like a quickly had an understanding of what to do, but it became really hard to strategize as I played. The best I could do is buy watches the the price seemed low, then sell them when I thought it looked a bit higher, but I would have liked for each watch to display the amount of profit I would gain if it was sold at the present moment, since I did not have time to do those calculations in my head, or even remember the purchase price while things were moving so fast. Space Warlord Baby Trading Simulator is a game with a similar concept that I really loved, and I like how this one worked where you could buy different products and juggle your varying investments, but it felt like too much to hold in my head. Good stuff though!

I liked this one a lot! I played a version of this kind of minigame in Gamble with your Friends and it was one of my favorites. Credit to you for changing it to not require you to put your existing money at risk to play, the wasted time spent watching the number go up and not counting down is enough of a punishment, and makes it an incremental game rather than a gambling one. The upgrades were also unique enough for me to think strategically about which one to purchase. Crashing just before I could cash out had me extremely frustrated, but I kept playing, and enjoyed it in the end. I think that is just part of how the game is supposed to feel. My biggest criticism is that I feel like the actual count up itself is missing some game fell/drama. I really liked the rocket ship/line graph in Gamble with your Friends, and while the numbers going up worked, it felt underwhelming in comparison. Good job!

O_o

Thank you!

Play in your browser!

Super Hitbox Maker is a fighting game with a character creator that is expressive and easy to use. Up to two players can make their character simultaneously, then fight against each other or bots. Share your creations and add your friends characters to your roster.

This was very well made and researched. It was heartbreaking scrolling through the collection of games after I understood why they were included. Thank you for making this.

This looks correct to me as well... The collision detection isn't 100% perfect. I bet some of the crossings were too close and weren't counted as a separate intersection, or a crossing close to an intersection made an earlier collision count as if it were with a different segment. Restarting and trying again should fix it. This is a problem that is worth fixing if I continue developing the game. Thanks!

Thank you, and you were most likely correct, there are a few issues with win detection that I was not able to fix before the submission deadline for the jam. I will upload a patch after the rating period is over, but you have seen most of what the game has to offer. Thanks for playing!

Really cool game! I especially love the artstyle and effects. The clouds kept making me think I saw projectiles coming at me that were not there lol. I do not understand how the outlined projectiles work? My understanding was that I could ignore them as long as I block the real white projectile? Let me know if I am wrong. Great work!

Loved it! Very clever idea for a puzzle game. The fact you have to make one sequence that can work over multiple repetitions with your character moving to different places makes for a super unique challenge. The artwork and sound are great as well.

This one scared me! I feel like the goal was to deliberately discombobulate, I could never quite get into a loop because unexpected things would happen, enemies would appear and at one point it started quizzing me on math! Well done.

Absolutely brilliant, favorite of the jam so far. Such an incredible concept to have an 'Auto-Racer'. The art style is fantastic, there is so much juice, and the music and sound effects choice are fantastic. This needs more ratings, and its 5/5s across the board from me. 

I like it! The shop with upgrades and skins brought me back to the old App Store games I used to play back in the day, especially Crossy Road given the theme. The audio was a bit abrasive. Even with my sound fairly low I felt like the horns were blaring at me, so I muted the tab. I also wish I had even more detailed control of my chicken's speed, but the fixed intervals of speed are likely an intentional part of the gameplay. Good job!

Loved it! The concept was so easy to get, but it was tough for me to think through an ideal strategy. By far the most dangerous part is the instant one of your past selves shoots. If you don't realize you are on that spot, it is a quick game over, but remembering that and planning for it is part of the challenge. I was blown away by the bricks exploding physics, and the super satisfying rewind effect! Would love to know how you did that. Great work!

Loved it! 5/5 Artstyle, brings me back to PS1 and the factory aesthetic makes me think of Oddworld. It took me a bit to understand the mechanic, and after I understood it it took me a bit to put it into practice consistently. I think that is the mark of a good mechanic. Level 2 might have been a bit too hard, I almost feel like there are some levels that could have been put before it to help me get used to the mechanic without needing to keep retrying a tricky jump. Regardless, I loved it.

10/10 music choice. N-key rollover will cause issues with having 26 simultaneous players (among other things lol) but maybe that adds to the strategy of what keys you choose? Very creative and funny entry!

Great entry! Things that would ordinarily be points of friction just served to add to the setting. The character and space station rotating at different speeds started as nauseating, but gave me the feeling of acclimating to this sort of environment, and by the end felt like second nature. Very clearly inspired by Interstellar, especially when I missed my target and had to loop back around, "This little maneuver's going to cost us 51 years!" lol. Great work.

Incredibly well made puzzle. I seriously underestimated it at the beginning, thinking everything was about to easily fall into place, but then I realized just how in depth the puzzle was. Great work!

I haven't quite finished every game on the calendar, but this is easily one of my favorites. Great use of an easy to understand mechanic to create situations where the correct move is difficult to find. Also there is A+ use of misdirection throughout, I think I fell for every twist you included. Great work!

He has! I got his permission to adapt it before the jam and he recently played and enjoyed it. I chose this cart because, to me, it already said a lot about what kind of gameplay it could have, and like it was the kind of game I'd like to make. Thanks!

Thank you! I hoped players would forgive the tank controls after finding out why they are necessary :P

Here is a hint, there is no spoiler tag so copy it to rot13.com to read: Gur svefg guerr zbirf ner yrsg evtug evtug

Correct! Just wanted them to stand apart from the already entered information.

Thank you! That hint is only helpful for one possible way someone could arrive at the solution. rot13: Ryvzvangvat pbagenqvpgbel fgngrzragf nyybjf lbh gb svyy va fbzr oynaxf jvgubhg haqrefgnaqvat gur ehyr. Ohg V svaq gung zber crbcyr guna V rkcrpgrq haqrefgbbq gur ehyr orsber gurl arrqrq gb qb gung.

Brilliant mechanic, and felt very satisfying to solve.

Thank you so much! That level onward was an interesting process to make. I made the game for the Ludum Dare Compo and was strapped for time. I first implemented the mechanics of the game as I imagined them, then spent time exploring them to find interesting results. The mechanic used in that level is unintuitive, but logically consistent with the system I had made, and I felt that it was too late to prevent the interaction, and the interaction was impossible to prevent in future puzzles, so I figured it would be a waste to not deliberately take advantage of it. Not sure it was the right choice, but it was an experiment for a game jam. If I could go back, I would have worked out a better interaction. Thank you again for the kind words and for playing my game! I am a huge fan.

You bring up a good point: Free games can be a part of a bundle, and I believe pages without any downloads can be added to a bundle. From a site perspective, it seems easy to do what I am asking, I was simply checking if there was any rule against doing this. I will most likely work out an alternative to make all games available at the time of the bundle's release, but I wanted to know out of curiosity if this was allowed. 

I could not find an answer on this in the forums or FAQ, the closest thread I found was this: https://itch.io/t/3575159/can-i-add-content-to-an-existing-co-op-bundle-on-itchi...

One of the games in a planned co-op bundle needs to release 2 days later than the bundle itself, but I would like for itch users to be able to buy the bundle as soon as possible, then come back later once the game has been released.

Of course, this would be made clear to all users before purchasing the bundle. It will say exactly which games are available now and which are coming in a few days, but I wanted to make sure this was allowed on the platform. Users will buy the bundle with a clear disclaimer that one of the games will be available for download in two days, then they can come back and download it when it has been made available.

Can anybody confirm if this is an accepted practice? Just want to make sure I'm doing right by itch, thanks!

Thank you for the feedback, I definitely agree that the mechanic you are referring to was unintuitive. I realized it existed towards the end of the jam and, since it was consistent and logical and led to some interesting puzzles, I decided to leave in those puzzles that used it. If I were to go back, I would have changed up how the mechanics work, but that's part of the fun of a 48-hour jam. I implement a rough idea, then spend some time exploring it, meaning I also find the problems in the system lol. Thanks again.

Forgot that was a thing in PuzzleScript, thanks!