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GGGelo

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A member registered Jul 11, 2020 · View creator page →

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And I hope we meet in another jam too!

Thanks a lot! Haha yeah all sounds are me trying to throw some sounds so it doesn't feel as empty, so I had a bit of fun with that.

For level 3 the easiest way is to send the one on the bottom left to the corner and lure the ones from below to go up, while you keep the ones from above to enter as much as you can (coun an reach one barricade before collapsing. In the end you have just enough time for the one in the corner to stay.

Yeah, I commented below this that restart completely slipped my mind and would have been very easy to implement. I have some code for an undo for actions done, but decided I had to prioritize some other stuff and couldn't get to it again on time.

Yeah, for the explanations, I wanted to at least have two different ways of displaying the ranges for starters (so movement and stacking show two different colors). And didn't get the tutorials on time (which would have been a picture for each stuff, not something that complicated), so I hoped that levels were easy to repeat enough so that would be enough room for trying out stuff (which wasn't the case because many commented on the lack of tutorials / explanation of things).

I'm really glad you liked it! Thanks! Yeah, the undo button was something I had on the original idea and some code leftovers, but I couldn't implement it completely by the end. The reset was a bad omission though, I did not think of that and it would have been 5 minutes.

And level 3 does have that small position change to bait or not. I thought at some point to add a taunt, or make the chase "stronger" so the units follow always the same unit.

You make me want to play fire emblem from start to finish now. I have always bounced off, mainly because of those being very long games more than anything.

haha thanks! Yeah the scope was a bit off for the jam.

Oh, that's a shame, I always tested in my 1080p screen. Will look into it to for newer projects. Did you try in the browser and the exe? Thanks for the feedback!

Thanks! Yeah from the start to end the presentation (not only the stick figures :D) is not the strongest, unless you love the default godot background and default godot font. 

Im glad you liked the sounds, it may be a bit too much nostalgia bait but that was what I was saying every time I tested them.

And yeah, I definitely needed at least one good adjustment to all numbers by the end, and I had in mind a few more maps and units I couldn't get in (I'm used to going in with a group so I didn't scope correctlyI guess)

Thank you!

Thanks, it's a bummer that it wasn't for you, it's quite unfinished and unpolished anyways, and I don't think the idea does "close up", so to speak

haha I had fun at making the audio (and had little time so the first thing that I went with the first thing in my mind)

Thanks, I guess you take the first level as a tutorial?

Yeah, I thought of that pathfinding like cheesing computer units on an RTS so I was ok with it, but I needed somewhere to explain that enemies would go their closest enemy unit (so I guess it makes it a bit clear how to think of their actions). 

Yeah I couldn't reach a better spot for the last levels in time, but glad you enjoyed the rest!

lol yeah I thought of including some screenshots at the start to explain the mechanics but couldn't finish that, figured you could restart quickly so you would have to learn by restarting

Yeah, I had to cut short the last batch of testing, I know some distances needed a bit of a retouch by the end but couldn't do that and make sure the game was indeed beatable haha

I guess I learned a new word today! I really liked the puzzles. The atmosphere is quite relaxed, and the pacing goes with it, which makes it quite good. I like the ui a lot, and specially the small touch of the titles for each map doing A LOT for the flavor of each level.

If there is only one silly thing to make it cooler have been a sound for enabling the button to go to the next grid. 

I love this take. I love the voice lines make the people completely feel like people even if they are cilinders lol. The gameplay is quite good, the guys you don't control have a better intelligence that idle units in many RTS. The music is also quite good.

Didn't get to beat it, not even in easy, but it was quite good

I really enjoyed it. As soon as the first day finished and I saw you could buy the abilities, it felt like a good classic flash games from around 2005ish (minus the copyrighted music and gore). The abilities feel quite good (and feel like updates)

Beat it with 1 day remaining.

Yeah you guys did a killing job here. Oh I felt the clicking base was the same but the arrangements were different, glad I wasn't imagining it

I'm not a visual novel guy, but this has something I really like that is uncommon in jams: it feels very personal. Between the drawings, the photos (I love mixed media like this), and what I assume is you playing the guitar it feels like it's entirely personal. And of course the narrative.

Again, I don't know much about visual novels but I really like how it's written. It feels both mundane, depressing and happy at the same time, which is a good thing. I hope you can make more stuff like this in the future. 

As a note, I got the ending 2/5 and 3/5, so not very good lol.

(and if the narrative is also that personal, I hope you are doing ok OP)

I really liked the puzzles. Had to leave so I skipped to the end from around 20:~ to the end, but a lot of the puzzles where very satisfying to solve. The music also goes well, I think that at some points it gets something extra added but I couldn't tell. And I love the art style.
It truly feels like an original idea, very well executed

I like it, the shooting feels good and the bomb defusing is definitely stressful. I reached wave 4.

I probably didn't get this, but what do coffins do? I kept opening them but I didn't notice if those did something. And are all puzzles solvable? I'm bad at puzzles though (specially when you are getting shot at), so I'm sure I missed the solution in half of them.

I like this a lot even if I'm really bad at puzzle platformers lol. It feels quite good and looks really nice. 

I liked the concept! My first run I clicked accidentally and skipped the help. Then, I've constructed a tent and couldn't get any more money, but I spammed soldiers and that could hold the enemies from what I see. The next run I spammed workers and could do the same. Looks like it misses a bit on balance, but I think with numbers and a way for units that stay in the zone can damage somehow

The gmtk game jam says you can't 

https://itch.io/jam/gmtk-2025

(Under "Changing your game during the voting period")

Hey, it's not working for me. I can start it, go to settings or credits, but as soon as I start the game it crashes. Can I send you logs or something?

I like the concept,it took me a while to grasp how it should work but when it clicked I found it quite interesting

This game is cool! I like the multiple weapons (and the sheer number) and the overall aesthetic. It's cool that it's not too fast in a way, so you have time to think about what weapons you have at the time and to use them.

I feel that it could have used some variety with the enemies, and some feedback for the player damage.

Hi! Yeah, no problem! We tried to make the game a little different from a convetional wolf3D clone.
It had some disadvantages though: because of the concept it didn't make sense to shoot the enemies more than once, so that's a limitation on top of RGM limitations, and that meant that having different weapons would be weird, so we had the only one.

If you need anything just let us know!

I really like the concept and the way you gave minesweeper a lot more atmosphere or theme. The visuals are very pleasant and the music and sounds go along in a peaceful manner. 

However, I feel that the gameplay is a bit of a downgrade from the reference, as it is a bit too slow, and sometimes I feel that the knight is just dragging a litle bit, like I'm scouting, I see that one is open, and then I grab the knight , make them move through the place to open the things, change, check the new ones, and repeat.

I liked it anyways, but I think with a litle bit more time it could have introduced a new mechanic that could make it shine (don't know that that could be though).

I imagine something like classic 2.5D shooters like Doom or Wolfenstein 3D. I don't know Baldi's basics but it looks like it does the same, where things are sprites instead of full 3d models

Thanks! You can try to use mamoku just before they complete their attack to take less damage, or osumaki to push them away and take less damage that way

Ok, this one is just amazing. The music is perfect, it's infuriating when everything is going bad, and makes you feel like a classic dancer when you are doing good. The graphics are simple but easy to read. And it even goes perfectly with the theme. I hope this one makes it to the top of this jam.

This one has a lot of polish. Both the visuals and the sound design are really well made, and the controls feel right. Only visual aspect I would mind is that I didn't understand the glitchiness going with the game. It would have been great to have a better progress but you can't do everything in 48 hours.

Really like the concept, would even like to see something more ambitious with it (of course that can't be donde un 48 hours). Also I really like the simple aesthetic that gives you a lot of information.

Looks cool! It's not that much focused I think, I didn't get the objective besides beating people up and collecting their things. Sending people to the moon with the club was good though.

I really like it. It's a good way to make the "frustrating controls" idea work with its theme. Nice visuals and humor, especially with the double tap. Only thing I can complain, channeling the AVGN spirit is that it shows she clicks up to jump lol. 

Looks really beautiful! It plays well too. Although it looks zen (I'm sure the zen mode is chill), the challenge mode has you at the edge, trying to control the chaos. Only thing that may be a bit annoying is that touching the tiles behind some buildings is a bit difficult in the heat of the moment, but it's a good entry.

Woa, the stats idea sounds really cool, we haven't thought that. Thank you!

Nice music! I like the idea, I guess its inspired by FTL. I couldn't beat it, I guess there must be an optimal way I didn't find. I didn't get what do the terminals that are not the oxygen or thrust do.

I really like the idea. The controls are a bit too difficult for me to handle while keeping in check everything else. Also had the problems of falling out of the map (through the corners I think) and that the mouse wouldn't work in the menu.