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GamedevGoblin

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A member registered Nov 20, 2023 · View creator page →

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Thanks for taking the time and the feedback, ft_fst!

Super enjoyable to play, unique, very addicting gameplay loop, fits the theme well!

Great and unique style! Immersive in its own way due to the puppet show setting! Also very interesting battle system that fits the theme!

Apparently I have black hole phobia haha (melanoheliophobia)! Really nice shader, very immersive gameplay! The only annoying thing was I sometimes got stuck inside the ship and was unable to exit because of the radiation and the slow movement. But this game fits the jams theme very well!

Agreed, alternative builds would be nice! Thanks for the feedback Mathias!

Thank you for taking the time, Vapniak!

Thank you GameBarrel for playing! Unfortunately the game becomes unplayable beyond level 30-40 and needs some optimization!

Great setting! Loved the dialogue between Chronos and Kairos, fits the theme very well! The cubes could have been a little bit bigger, because it was sometimes hard to aim when jumping.

Easy to learn but still challenging! Great concept!

Thanks for the feedback Zalex!

Thank you for the encouraging feedback, Spetic! I never thought about multiplayer!

Great style, easy to understand but also challenging to find the best path for all fruits!

The game looks fun and I enjoyed playing it! Some sounds were a bit loud though in comparison to the music which lead to some volume spikes while playing. 

A spawnlimit would be useful but thanks for testing KD!

Thank you Xgor for the feedback! Currently the game is lacking different builds and has progression and performance issues. But I'm glad that you liked the idea!

Thank you LemonRat for testing and the feedback! Balanced progression and item variation would be huge. I think the countdown mechanic also allows very interessting builds.

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Thank you cannolicat for testing! I'm happy that the concept proofed to be fun!

It's so much fun how much speed you can gain, once you get familiar with the controls! Also the pathfinding aspect is a lot of fun, the track is very readable. Good work! Could use some fail-fast-feature like pressing Backspace to instantly reset your run (like in Trackmania) and skip customization UI at the beginning for people who want to grind for PBs and WR.

Thank you for taking the time to share your feedback! It’s interesting that you pointed out it’s a rarer genre, because I think speedrunning games work quite well for streamers in terms of replayability.

Thank you for playing and for the feedback, EvilGreven! I agree - track orientation and controls need a rework, especially the WASD midair control, which can be frustrating at times. But I’m happy that you still had fun and that the game as a concept seems to work! 😊

This really feels like a game poem! Watching and discovering birds was a very relaxing and wholesome experience at first, but it also raises questions about who might be watching you. I’d be very interested in playtesting a more fleshed-out version, as the game’s message could be developed even further.

Hey, the ‘go fullscreen to start’ idea is really neat! The game is VERY immersive and a well-crafted experience overall. I loved how the suspense builds up and how much is left to the player’s imagination.
The point when I stopped playing: as I explored more rooms the map kinda got messed up. After that point it was hard to orient myself and I got lost in the end :)

Some minor proposals and bugs:
– I needed some time to get used to the floaty WASD controls
– The response timer for VERA could use more contrast and was little hard to see the first time
– Movement speed sometimes doesn’t feel consistent between different rooms (not entirely sure about this one).
– After reloading my save file, the main menu music kept playing.

All in all, this is really impressive for a game jam! The fact that you managed to create such a solid experience in just two weeks is kind of crazy!

Also that chat responds with "suffering" and "enough" when you do nothing is hilarious haha

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Hey, thank you for testing up to level 6! I agree with you - the controls and camera movement need more adjustment and fine-tuning. Also, the brakes aren’t very responsive. Thanks for pointing that out! After reading the comments I think the progression could be a bit faster, since most of the shortcuts can only be used with a fully upgraded car after reaching gold on all 10 tracks (and shortcutting is the USP of the game).

Thank you for taking the time and for your encouraging feedback! More player guidance and clearer indications of where the track leads are really good points—they make learning the track much smoother. It also looks like I forgot to remove a test button that stops the timer, haha. Thanks for pointing that out!

Thank you for playing and your kind feedback! How far did you get in the progression? I try to determine if it is worth to develop the game further but maybe a dedicated playtest might be more suited to answer this question. Also I'm happy that you liked the main menu :D

While playing I felt like walking through a collection of really good memories :)

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Haha, thanks! But what is a Gimp?

Also, I'm sorry if I offended you. My comment was meant as a genuine reply and not condescending.

Haha, not sure If you are just memeing or just began making games recently (or both) but I liked the player model and the cat pillars. Not bad for a first prototype. 
The Web GL Version doesn't seem to be playable in fullscreen though, which makes it hard to see the incoming obstacles sometimes. 

How I would improve the game:

  • Game Over Screen
  • Count Score for every pillar passed
  • Pillars should approach earlier at the start of the game
  • Soundeffects for Jumping and scoring
  • Add a personal twist to the game mechanics (like other obstacles)
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180k is really good! Certainly enough for my purposes ^^
I try to recreate galaxies out of scribbles and doodles for a WebGL game.
I might try Unity 6.1 Beta and export as WebGPU in order to use Compute Shaders with the VFX Graph to further optimize it and get up to a million haha

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Want to participate in a Speedrun Challenge? Think you can beat the best time of the developers?

You you can now play our roguelike shooter PumpKill on our page for free and try to beat Speedrun Mode in under 5 Minutes!

https://gamedevgoblin.itch.io/pumpkill/devlog/909721/speedrun-challenge

Thanks for playing <3

Holy moly! I think the best part was the Metal Gear Solid Reference. So many funny little details and references. Sountrack inspired by Heartbound? Great work!

Thank you for playing! I'm currently working on a more playable version and will upload it as soon as the rating is over ^^

Nice game! Core gameplay loop works well, interesting idea that every upgrade brings a debuff with it. Reminded me of Curse of the dead gods. 

I think the camera should be more in the center of the character, because it was sometimes hard to see enemies on the lower border.

Also sometimes red skulls would spawn directly at my position and deal damage.

But the core of the game works very well. Very entertaining and fun to play. I played until Level 97 and then the enemies stopped spawning. 

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That's a good question! The timer of your fuse seems to indicate that shorter sections are better suited for your current gameplay. In addition players also lose time when they receive damage from enemies and blow up. But I think it could be a very interesting twist for a rouge like dungeon crawler. The fuse allows lots of interactions that could be engaging, like a consumable that stops the fuse or refreshes the timer. Personally I would build a small prototype for a week to test if a rogue like could work with this mechanic. Since you have to use your own life to kill enemies it could lead to avoidance of enemies, if the players have a longer section in front of them. If you want to make a rogue like I would add more mechanics that allow the player to regain life (or explosive charges).

I imagine that it could work for a fast paced gameplay but I would test this hypothesis with a prototype.

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I think this game has one of the best soundtracks of this Jam. It fits the speedrunning genre. Also "Wutkreislauf" is a very funny title and I like the idea that you throw your body at enemies. I just couldn't finish the game. In Level 5 or 6 - when attempting to leave the level - I just get reset to the entry of it. Is this a bug or does the game end there?

Ah, I get it. Yes, time was short. Maybe you could add to the size upgrade also a higher resistance to enemy projectiles to balance the upgrade more. But higher damage also makes sense.

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Very good prototype with a simple gameplay loop that is easy to learn! The rules could use some clarification, for example: When are the NPCs going to detect blood? Stealth games often have a visible indication of the enemies range of sight (as TheWorldsCutestGamer already mentioned). That would be a very helpful feature. Personally I would also add a little more time to battery life and faster charge speed, since waiting for battery charging wasn't a really engaging or fun part of the game. Still all in all fun to play and challenging level design.

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Really good prototype! Funny soundeffects and interesting upgrades! One question: Doesn't the size upgrade make you more vulnerable for projectiles? I think this has a lot of potential. As a next step for improvement I probably would make it a little easier, because I was dying very early and felt that I had no chance to win the game or progress further. My highest score was 882, but only because I got early health upgrades and a full heal right before I was dying.

Still really fun to play. I definitely want to see more of it.

Excuse me? This was crazy, haha! The way the dragons head explodes, the dialogue, the humor. I'm really thankful for the king's bravery and sacrifice! What I would add is probably coyote time and a jump buffer as grace mechanics. That would make jumps a little easier. But really good work and funny concept!

Very nice rage game! Easy to learn, hard to master with lots of interesting obstalces. Good, engaging level design.