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gammamuse

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A member registered Dec 14, 2020 · View creator page →

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Pretty impressive for a game jam! I got through a few waves with a couple friends and it was totally playable.

Full custom engine is so cool, congrats!!!

Dare you to beat my PB of $1360. What a savings!!

The idea and the narrative is quite cute. I was able to beat the game, but it was a close call! That first boss in particular was actually very good I think and kept me on my toes.

Main things holding this game back for me are the SFX and VFX. I need some juicy particles when destroying the baddies. I need some juicy sounds when shooting my weapon scythe thing. Some of the enemy projectiles are just too fast to dodge at times, so I ended up tanking many hits, mainly from the dragons lol.

Thanks for sharing!

The big room with the timer is a cool idea, I can see this being like an incremental game but with the threat of a depleting value you have to overcome.

Sadly I could not beat this game. The zombies have an overpowered attack where they can keep hitting you no matter how far away you are! I was able to get the upgrade that adds 2 seconds of time per button press which helped a lot, but I kept running out of health before I could get the needed upgrades.

Thanks for sharing!

Cool concept, the idea of having a 'countdown to ruin' before having to face a boss, and finding an optimal use of time to build your army, in real-time as well, kind of like a management simulator. The way the background changes, indicating the time of day, is my favorite detail of the project.

For a future iteration of this idea, it may be useful to see the way that different decisions affect the likelihood of beating the boss. In my run, I averaged around 90% likelihood each fight, but wasn't sure what components of my army composition contributed to this. Likelihood to beat the boss is probably the most important stat, so I'd recommend having that displayed in a big font somewhere in the main HUD, then you can see it update as you improve the army.

I was lucky in my rolls and beat all three bosses, but I could imagine it being very annoying if I lost to a 1/10 chance of defeat. I'd also recommend making some sort of target power level, and if you hit that, you win 100% of the time, and if you don't, you lose 100% of the time, to remove the variance. That's of course just my personal taste.

That's all, thanks for sharing!

Oh! I see now. The prompt disappeared before I could read what ability 2 did.

Nah it’s my bad, it runs at 4K by default, with a bunch of full screen post processing. I need to provide some kind of performance test on launch to allow it to lower all the resolutions to improve perf.

Yeah if I did this again, I’d just provide the VC redist and let the user install if the game doesn’t run. It’s a little tricky with a self-compiled engine haha. 

Took a few tries but I beat it! Groovy undead jam, I like.

I was able to get a couple bonus items besides the target ones. Could totally see this with some procedural objectives with longer lists of items you have to get over time. Also the roombas are cool with the 3D glasses flashlights!

Yeah sorry about that. I think it's an issue with my use of OpenGL on some older computers. Not easy for me to test right now.

Gee, after finishing this, I don't feel like that great a person anymore lol, munch munch. Got the "I'm too young to die" voiceline and that gave me a chuckle. Well executed executions.

The art was great, and the music's atmosphere was effective.

Hey it's up! 

I was able to load and play, and I got a few organs playing. But then I couldn't find the 6th note, otherwise I would have finished it. Like others have said, the organ looks great. Glad you got the project uploaded!

Crowd enjoyment 100 babyyyyyy!!!

The mechanics for movement are quite ghost-like, with the ability to float through the platforms and lengthy jump times. The vision system also kept me rushing to the end

Tough maze, I can get 4 of the keys and then I run out of time. I wish the prompt to pick up clocks and keys was a little more lenient and had more range, but part of the game's appeal is the tight precision and timing so maybe it's better the way it is. Whatever the case, it's impressive for a weekend jam, great work!

I didn't have .NET 6 installed at first, but once I did this worked like a charm. I'm most impressed by the playback mechanic of this project. Though it did mean I had to hear my catastro-piece that I wrote a second time!!

Nice work on this, mate!

Neat mechanic for altering time in the surrounding area. Eventually I figured out how to beat it. Like a moron I tried to shoot the ghosts, but arrows don't hit ghosts. Oh well.

Thanks for sharing!

Aha, I was able to get it to play now, and it's fun! Cool fusion of time clone mechanic and platforming to get a tight rhythm. I kinda messed up and mostly got B's, B for Bach!?

Thanks for the help!

Reminds me of Flappy Bird of all things! The way the main character flops around is quite fun and it gets tricky with the note combos. Wish there was more ceiling to get some sick air time, but it's great for a jam overall.

Those are some wicked satisfying particles, insane polish for a weekend jam. Nice one!

Two words:

Certifiable bop

This feels a lot like the indie game Minit if you've ever played it. The art's superb, sound, theming . . . top class. Oh and the dialogue's witty too, amazing.

FYI there's a funny softlock that can happen if you beat the game just before you run out of air. It plays the fail sound and fades to black with nothing to do but refresh the page lol. Even without patching that, it's a bee-autiful game.

My favorite part was when I discovered that pressing 'reset' was creating clones of the silencers. By the time I made it near the end, there was an ocean of them and I couldn't clear them out in time!

Then I went to the main menu to reset that and won the game for real (after learning about the devious 'CV control swap'. But whaddya know, I beat it, good fun!

I literally had to turn the game off I was so spooked, nice job!

Top runner for sure. The theme implementation, the hilarious story, monochrome art style, and the tight time-based platforming challenges. Nice one!

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Loving the graphics, and the use of pipes from a pipe organ as the platforming challenge is great theming! No way I'm getting a score of 617 like that other jammer, but I can at least get over 60 lol.

I can make it to the exit, but I'm always 'out of time' when I get there. ;)

Loved driving my vehicle around, felt great, and smacking the organs into submission was awesome too!

The setting is great, and I like the rings for health bars. I have no idea how to get past the 3-minute mark, but I tried my best and it was fun to beat up the enemies.

I want the secret scrolls in the house, I must read them!!

It's really quick movement on the enemies, but eventually I got used to it and mowed 'em down!!

I like that every time you replay, it adds another pipe piece to increase the difficulty, even when you lose.

Hardcore, just like that background bop.

Appreciate the spatialized organ music to keep me oriented in the world.

I could find 3 out of 5 of the pieces, then I run out of time, so the theming is on point haha!

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Definitely a top runner in this jam. The full package is here: graphics, sound, and theming. The animation is especially good and definitely strikes me as very professional. Although at it's core this game is a QTE sequence, it's a freakin' awesome QTE sequence!

Well played and superb work.

It's like patting my head and rubbing my belly at the same time: tricky! It's a nice little rhythmic runner, would have played more levels!

It's like patting my head and rubbing my belly at the same time: tricky! It's a nice little rhythmic runner, would have played more levels!

Still seems to be missing the game files on day two. :(