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hatmix

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A member registered Jan 18, 2018 · View creator page →

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HMU if you have any trouble–happy to help!

Great concept and beautiful art & UI. Need to pre-cache those shaders and particle effects when the main menu is up to prevent the really bad stutter during gameplay. Hope we see more of your games in future GWJ’s!

Sweet game! Very cohesive and polished. The end of level transition is so juicy, it made me want more of that during gameplay!

Ah, reloading the page solved it–I’m too tired. Now I just need to figure out the rest after a nap! :D

My helpers didn’t seem to do anything? Enjoyed the art style and the pixel-textured models and environment looked great! I think some camera controls and more feedback for everything would go a long way for the experience. Failed purchase gets a red x and buzzer, successful purchase gets a green check and cha-ching, for example.

IDK what I’m doing wrong, but WASD doesn’t move anything for me–or if it does, the camera doesn’t follow the movement.

I like the 2.5D graphics, movement and controls a lot! Orcs spawning from every direction is rough without a visual indicator for direction damage is coming from.

Gorgeous art as others have said. IDK if the controls are unintuitive or if it’s just me. I think some tutorial in-game would have helped a lot. Solid entry!

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Fun companion & nice controls. The bit about throwing vs stacking seems like an overcomplication. It needs more gameplay feedback to distinguish the two types and defeating the enemies is challenging enough without it. Still, really promising first GWJ entry and I hope we see more!

I think you did a better job keeping the doom imminent here than we did, though I wish it felt more like yours existed in the world. Excellent job!

I love the dance mechanic and the animations. The lights coming in are great. The platforms stay too dark for me, though, making the platforming bits no fun. Congrats on a very creative and playable entry!

What is this and why can’t I pick it up? Looks important!image.png

Very fun, but too tough for me! I think the enemy hurtboxes could be a bit more forgiving. But great entry for solo dev and first GWJ!

I think Maaack put the total jams he and I have participated in–or maybe that’s just his count. I’ve done GWJ a few times (9)–Maaack has done it many, many times. At the top of the Itch.io/jams page it shows you how many jams you’ve joined and submitted. image.png

You nailed steering with the mouse. The butterflies’ flocking behavior was cool. Overall a satisying game could use just a few surprises or easter eggs beyond the butterflies for more excitement–unless I missed them; that’s possible.

OH! Thanks!

Beautiful art and an interesting mechanic with carrying the pysanky. Congratulations on a lovely entry!

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What am I doing wrong? Nothing seems to be happening…

I am humbled and inspired by the level of polish achieved here. It stays too cozy/cute during the attack phase–I think a mood shift at that point is all that’s needed to better fit the theme.

3D in web build can be tricky to get working, so congratulations on getting it working so well! Good sound effects for all the actions. The UI was clear and mostly easy to follow, but I did find it a bit distracting that I couldn’t pick up the wrench until a certain point. I think hiding the label until it can be picked up would be better. Great game for a first jam entry!

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Impressive scope with the abilities and items. I think I would have found it faster to grasp if the spoken lines were in a bubble near the speaker, or if the line appearing in the window had an effect to grab my attention. Was enjoying things until I ran into a hallway that leads to a poison room–but since you can’t turn around without killing the Princess, you are doomed. I guess that fits the theme, but it doesn’t make me want to play again. Maybe I should have used clairvoyance more?

It’s a complicated topic, for sure. And AI generated content is everywhere.

I think we’ve all been there sweating the deadline on one game or another.

Thanks for playing and commenting! We should have included an option for the strength of the shader. Noted and sorry for your headache.

A very interesting puzzle game!

It’s very pretty and the people actually leaving is such a great touch. Really great audio design with the various tools. It took me a bit to figure out I had to click the buttons along the bottom to use the other items.

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Beautiful art! I was confused that dig was meant to get something (like the treasure), but I guess you are just dodging around for as long as you can, right? Thank you so much for remappable controls!

Fun time! But why does it not rotate? Why does SPACE not fire my laser!? NOOO! Mah leff mouse buddon!!

Did you maybe forget to update the how to play screen?

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I see the question more as do I want to chance wasting my time playing & rating other jam participants’ AI sloppy games?

Sorry if I missed it in the jam page, but is generative-AI content allowed?

Thanks for checking it out! I would like to improve on it and I do need a good project to try out mobile. Although, I can’t build for iOS myself, but I can test touchscreen support on Android and SteamDeck. :D

I believe you. I think it’s just important to ask, since my understanding is Adobe’s presets are encumbered. Thanks!

Were Adobe assets/materials used in the creation of these textures?

Beautiful art and well-executed. Good luck!

Really well done! Just a tiny bit unintuitive for the world select vs level select (for me).

Small bug: if you drag outside the window, your lines may not disappear. image.png

Well, CC0 definitely doesn’t restrict AI training use. Maybe something at https://github.com/non-ai-licenses/non-ai-licenses … but IDK.

Very cool! Are all the assets created by you? What license are granting for them?

Such a fun mashup with a great look and feel!

I will try to test with Firedragon.

Thanks for your comments and so sorry you ran into bugs!

I tried remapping place object to [SPACE] and was still able to place objects by positioning with the mouse and pressing [SPACE]. Is it possible you also mapped something else to [SPACE] after that? That could have caused [SPACE] to be removed as the input for place object. Which browser are you using? I’ll try to recreate the issue with it, in case it matters.

Unfortunately the items disappearing bug wasn’t discovered before the deadline. You can restart the level from the pause menu to workaround that issue, but it’s not ideal.