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Paolo Di Filippo

12
Posts
A member registered 8 days ago · View creator page →

Creator of

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It feels minigamey in the best way possible, and I found it quite challenging as time progressed. I struggled to hit 3700 and have yet to beat it after several attempts.

Simple but a great way to adhere pretty strictly to the jam's theme. No one's missing the count down here :p

Something to make the "pick 2" mechanic more clear that it's part of the dungeon's timeline would help clarify things I think. I kind of imagined it off a similar addition to the UI in level that could be added to enemies coming in to the timeline, a slight offset as they move to their slot in the timeline. I would want to see more of the timeline too (even just one more slot cause I like the subtle fade in as the last slot fills in and it almost feels like a fourth slot with how you can picture the counter going down in your head).

Anyways, I really love the game and think it has a ton of potential. The audio was spot on, only noticed it when I went to rate it because it fit the vibes and the mechanics perfectly.

I managed to get both endings, the igloo is at peace.

Took me a second to understand what I needed to do each loop, but it's satisfying to get to the answer. Feels obtuse right away, making it hard to get past 3 or 4 loops. Visuals and audio are cohesive with the whole vibe, it just feels satisfying to fiddle with.

The character assets really inform the vibes. It felt like an alpha of a much bigger game. Got my head spinning with ideas. Good Job!

Loved the detail of the sound effects changing when the timer is almost up, getting deeper with each step. Nice touch. I sadly seemed to have encountered a bug after a couple attempts where I can click Start at the main menu, but the Start text is highlighted red.

I accidentally found myself playing to completion so huge ups from me. The concept is cute and fits the jam in such a funny way. I loved seeing the comments the posts would get after I complete a level. I ended up taking too long on the level with the double hydrants and the music stopped playing until I got back to the Headbook page.

Yeah that comment had me rolling too :P

I think that could have made things clearer for the player and wouldn't have been too hard to implement off of a similar mechanic I setup for the portal tracking off screen. There would need to be some sort of priority system for proximity to or current quest you're on to keep only a few arrows or pointers on screen and not overwhelm the player.

I would personally want to keep things subtler but that comes down to better level layout and world building on my part. I definitely got a bit slapdash at the end as the deadline started looming.

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That's incredibly impressive! You made a flash level experience while essentially tying your hands behind your back.

I don't know what engine you're using, but this feels like it was made in flash in the best way possible.

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