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Gibibit

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A member registered Jun 09, 2015 · View creator page →

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Oh now I know. I actually saw this happen before with another Godot gamea friend was making. Is your OS set to a language that is right to left? Godot auto detects this which kinda screws over my entire ui. I didn't think to turn it off...

EDIT: I managed to fix it but I'm not supposed to update the build right now because of the jam rules. I will upload a fixed build tomorrow.

That's odd... Is this the web, windows, or Linux version?

Thanks for the kind words! The fillions with one eye really do look alike :)

Very cool dexterity game. Tons of energy. Its like you made a game and then set the speed to x3 haha, good choice. I didn't really understand the laser parry mechanic for the wave 30 boss.

Thanks for the kind words!

I'm sorry your game got interrupted by a crash. :( Were you playing the web or downloadable version? I'm sure there's some weird edge case interaction in my scripts that causes the crash 😅

Awesome incremental game. I love the animations for the bees just flying in circles. The inside out drawing of the hive is also really well done. I did use an autoclicker to finish the game. There were a lot of combs to click and the upgrade buttons often had to be pressed twice before they worked. Great jam entry, nice job.

Thanks so much for the praise! I'm glowing over here. There are some absolutely amazing entries in this jam so I'm sure you'll find more great games.

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Nice artstyle and very energetic music. I liked the track 1982. I got owned by one of the grass spires coming out of the ground at wave 4. It also started getting a bit laggy at that point.

The reverse snake concept is clever. It kinda breaks down with the little shapes following you around and all the random obstacles but its still a cool idea.

And its also a nice twist on the theme. You're running away from the "main character", the snake, and as one of the "game elements", the apple, you're just one of the little guys. Thats my interpretation at least.

The game in general is very polished (aside from the performance issue)

This is a really cool punchout inspired game. The movesets for the tomato are great and well communicated. I'm not sure if there are more enemies since I couldn't beat him. When he turned yellow and my hand turned yellow I wasn't sure what to do, and I died in two hits at that point. Very well done though I enjoyed it a lot.

Ok I went back and gave it another try. Apparently I had to build up both fists and do the super. And I'm pretty sure its over after that. Short but sweet! Very satisfying game. I liked the little wedge of cheese as a minion.

Agent 47, we have to stop the alien balls

The slrp sfx gave me a good chuckle. I love that you can check out how many guys you ate in the belly, thats great.

Luckily it only happened when mining a crystal. Its almost like its loading an asset or something. Maybe a sound effect that gets loaded and unloaded every time.

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Beautiful game! It got really difficult when the stages switched. It took me a while to realize that I had to catch the item with my body, not the plate. I ended dead second to last on the leaderboard, only above the guy with 1 point 😅

Ending 3 is really something. I also loved the sound effects and the creativity behind the attacks. Like the foxy lady's glasses starting to spin, and the sound it makes. Its just great.

Pretty good puzzle platformer. It would be nice if you could toggle guys by clicking them so you don't have to cycle through all of them.

Very impressive to make an entire RTS during a game jam. I liked it but got a bit tired from the fast moving camera and the lag spikes when mining crystals. I know the desktop build is an option but I was already in too deep at that point

The pixel art for the title screen and intro is fantastic. Ingame art looks great too and the music/sfx are a great fit.

Nice dexterity game! The pixel aesthetic is really well done and the sfx and music are pleasing too.

At some point when I let the mouse go it wouldn't let me grow the circle anymore and I died. Got to 2500 points.

Nice little wave battler. I liked the big guy at wave 11 and the massive wave 16. Did you make the music? It's very chill. When you get a lot of minions they are really strong.

Thanks for the explanation! I tried again and I managed to grow the population. With one color its nice as a background game. Just listen for when the Dum Dees start dying and then check in on them and give them another flower. Not the most ethical way to take care of them but it works and its fun to see the population slowly grow.

And I think it would be totally fair to add an extra paragraph to the tutorial. Maybe in a separate second tutorial step. If an issue makes the game unplayable or impossible to understand that would fall within the spirit of fixing a critical game breaking bug. And its still within the first 24 hours after the submission period ended, like the rules state. Anyway its up to you.

Poor lil guys being put in front of a firing squad.

Very well done incremental. Nice buildup, plenty to do and a simple but satisfying ending. Now where have I seen that Monke before. I'll return to that later.

What else can I say. Everything is well put together, it looks nice, didn't overstay its welcome. The leaderboard is the cherry on top. All in all this is definitely a great jam entry. Of course there are always ways to improve but there's not really anything to criticize. Keep up the good work!

Opening with a visual novel style in school setting is already peak but then casually dropping the Isakai anime "I Woke Up As A Youtube Loading Spinner", I'm dying over here. 😂

And then, it kinda took a dark turn... I'm not sure if I would like it better if it stayed wholesome but either way I'm curious to see where you'll take this. Its always nice when someone wants to develop a jam game further, I think you got a nice start here.

I liked the puzzle-platformer gameplay. However, the start of the level was pretty much "run all the way right and die a bunch of times". It would be much much better if the checkpoints are closer to where you expect the player to stack body parts.

Also the contrast between regular sized humans and the Chinori really helps sell the little guy theme. So good job on that.

These ladybugs with guns are getting out of hand!

Nice juicy shots and impacts. I like the concept of switching between an NPC companion and back in an action game. The music track slaps as well. Could use some screen wrapping since the playing field is quite small. Keep it up!

I like your interpretation of the theme. Putting in extra effort for an intro and dialog is always a big plus, I enjoyed that a lot as well. The story of an overlord with burnout (or a bore-out in this case) made me chuckle. The usage of mixed media, handdrawn pen illustrations and digital, is also great.

The gameplay itself was frustrating at fisrt because I kept trying to chop the trees right next to the overlord, and it became a bit easy when I realised there were trees and rocks far away from the overlord. I can see the vision though and it's pretty original as a concept.

Did you make the tileset and song as well? It's not clear since there aren't any credits. If so that is quite a lot of assets made by one person!

Also one more tip. When there are this many controls its a good idea to just keep them on the screen at all times. Because it was a lot to remember.

Cheers to this being your first game jam. Keep it up!

Hmm Valheim looks different today.

Jokes aside this is a pretty cool (har har) top down action game. Bit like a survivorslike but not quite. I like how Loki greets you with a chill (hu hu) "whats up".  The enemies being upside down when they're moving to the left is quite funny. Sadly I couldn't finish the game because it got stuck when I exited fullscreen and I couldn't fullscreen the game anymore either. Also I think I couldn't take any damage because my armor was that high. 

The game isn't that challenging but I can see the framework of what you wanted to do and you got quite far. The pixel art is pretty good too. One thing about the controls, it would be nice if I could hold left mouse button instead of having to spam click.

A nice first jam entry, good job.

Cool. Very relaxing game. I think the game would have benefited from a desktop build, it started lagging quite a bit towards the end. Probably because of the massive amount of painters and flying creatures. Drawing my own attributes for the lil guys was great fun. Nice choice of paintings and music.

Nice, I love me a classic platformer! What can I say. The movement is snappy. It could be better with coyote time and jump buffers like YoloArts mentioned but since  the jumps aren't that tight its perfectly fine. The gravity reverse and jump platform mechanics are oldies but goodies and they are implemented well. I really liked that you managed to make different themed worlds with their own music track and tileset.

The timer felt a bit unnecessary. If that ever reset me back to the start of the level it would have felt like doing the level again for no reason. There were also some blind jumps like in the night world when I had to land in the correct spot after hitting a gravity reverse. This caused some frustrations and trial and error.

A satisfying ending screen to top it off and everying together makes for a great jam entry. Keep it up!

Haha we made the final few waves really difficult on purpose. Because when you're successful in the earlier waves you can snowball pretty hard and stack up loads of clay guys. You can beat it without cheesing. There are also cheese strats though. Thanks for playing, glad you enjoyed it!

I love me a simulation game! The visuals are really well done and the sfx for the Dumdees are great. Sadly I couldn't really figure out how to play the game. I read the tutorial 3 times and tried different things but the Dumdee population grew the most when I didn't touch anything and just left the starting flower as the only one. As soon as I planted one extra flower everyone started dying. I also tried 1 flower per Dumdee but that made them all die as well. I'm not sure if it's bugged or you just need a really really specific balance

I think some feedback is needed like the Dumdees eating the flowers, or a happiness bar so you can sorta guess how many flowers they want nearby.

Still, I'm sure some things are being simulated in the background and the overal vibe of the game is great. Keep up the good work.

Nice incremental game, always love to see these. I got 2 of every guy fully upgraded. It did miss something extra happening. Usually incremental games have a twist like a second currency, prestige, second mechanic on the side, and so on. But of course that's a lot of work for a jam game and I know that coming up with interesting mechanics for incremental games can be really tough. You got a great starting point for making a bigger incremental game if you would wish to do so.

I like that the bugs have different sprites for each tier, it's a lot of fun to see them evolve. The ladybug getting a really deep munching sound at the final tier, I loved that. Those sorts of touches really give the game character. The sound effects and music are very well done. The sprites and UI are nice and crisp.

All in all a great jam entry, keep it up! Very impressive overall especially for a solo game.

Note: I would recommend disabling fullscreen, since going fullscreen some time into the game made the browser window and entire browser hang for a long duration, after which the game crashed. And another time going out of fullscreen crashed it. This is in Firefox.

PS its also fun to see a jam entry made in Construct, I don't see Construct games too often.

I'm ready to ploink it up. Haven't got my ploink on in ages. The new boss characters in the screenshots look amazing, and diabolical in a very Pyrocreep way. Can't wait to see all the new pegs, balls, and areas.

Amazing. I really enjoyed the cinematics, those are lovely. The platforming is pretty good with satisfying movement abilities. Although no coyote jump and glide only counting after you start falling means the inputs are pretty tight! The music didn't loop in the second area. I liked the bossfight it's very cool and has many attacks, but the attacks are way too fast. I gave up after 5 attempts because the attacks are pretty much un-dodgeable. Which is a shame because there is probably another cool cutscene at the end of Harold getting back his veggies. The design for Harold, the levels, and the enemies is great too. I love that you animated and implemented different sprites for attacking while standing still, running, or jumping.

Great entry, feels like a very complete game. Keep it up!

Great puzzle game. I love the design for the squishy guys and the different mechanics are nice to play with. The later puzzles get quite difficult and open ended. Personally I couldn't figure out 13, 14, and 16. Since the board changes so much with a single click when there are a lot of guys together, it's difficult to intuit what the board is going to look like and what I want to do. In the end I solved a lot of puzzles with trial and error. That might just be me though. Still satisfying to play either way!

Even though you didn't make the music yourself the choice of music is good. Overall an amazing jam entry, keep it up!

Short but sweet. I really liked the intro story, is that hand drawn or digital? The movement animations are great and I liked the sprites overall. The movement itself is not the smoothest ever but you made good use of the physics engine. Summoning little Ziutkis, climbing on them, and manipulating gravity are all pretty satisfying.. I liked the little devil guys that were hidden around the level.

Could have used some SFX and extra levels but overal still a great jam entry with a lot of character.

Woah. I found two or three of the crystals. I thought they were just bonus collectibles. Didn't expect there to be a whole second dimension! Don't have time to check it out now but maybe I will later

Cool game. I like the music track and visual style. The buildings are nice and I like to just fly around appreciating their geometry. The distance between the structures is a bit high but it allows you to get a better view from far away.

Good stuff. Very impressive and fun to know it came from a month long game jam. Never heard of Alchemy Jam before.

I'm curious to see how prestiging will work (I assume that's what the upgrade tree in the screenshot is for) and how many layers you manage to tack on.

Very cool. For the later levels it would have been nice if there were multiple different types of COBB instead of multiple with all the powers at once. That way you'd have to adapt based on the situation. As it is it's easy to get cornered over and over especially with the freeze and hunger mechanics.

The looks and songs are amazing. I didn't really enjoy the notes being all over the screen and jkl sometimes being on the right but then suddenly on the left felt cheap. There's a reason other rythm games have strict lanes. The vine system is cool but its a bit too difficult to keep track of like this.

I think you have to enable continuous collision detection since the balls sometimes clearly pass a portal but they don't hit it.

Cool jam game. It's fun to see how patterns form and later on the opposite happens, complete chaos because of the balls bouncing on each other and disrupting everything. Which is also fun. Would be nice to move portals since a small change like upgrading portal speed or ball rate can ruin your setup.

Happy to help, I hope I wasn't too harsh or anything! I do think you got something nice going here. Good luck!