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HYPERTELEX

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A member registered Aug 27, 2024 · View creator page →

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Congrats on coming first place in the Mini Jam 190! Super well deserved due to the uniqueness of that gameplay idea. I hope you can keep developing it as it has so much awesome potential - just like the pocket dimensions do I guess!

Hey! Was able to play it in the end with the .exe. Mined through the various ore types, and liked how you slowly got to upgrade and access better ones to progress. There could be a really cool upgrade cycle here and easy to find ways to expand on this idea. Congrats on getting a working copy out in the end! 

Cool little avoidance game. Controls took a sec to figure out but then it was the right mix of challenging and easy to understand. Because the cursor can't move outside the game window, it can be tricky to move quick! Lots of little bunny hops in the right direction. Congrats! 

Enjoyably chaotic! Watching the trash pile up and how much jank the physics had made it fun to try and not get engulfed in the void whilst still collecting coins. Good sense of things ramping up as the pile gets more unstable below. Unfortunately it can get a little easy to be trapped, but that danger helps make it enjoyable. Some wild behaviours, like getting flung across if standing on a rotating circular object, were probably unintentional but helped with the strategy haha. Neat idea. I hope it was a fun experience for the team to create! Six people is wild. 

Nice! I think this game has a cool approach to the tower defence genre by having the player set the path for the waves beforehand and have that pathing also influence initial cost. That's a very innovative idea and definitely one that could sustain an entire tower defence series of games. I found it very addictive! The towers have a nice balance between the pea shooters, snipers and flamethrowers, as do the enemies, which have their own amusingly varied approach. I think it's really tricky to balance a TD game and found at times that the waves were just too much even with the economy that scales over time. Maybe upgradeable towers could be a way of players thinking about how to use their best spots most efficiently? Enjoyed this a lot from start to finish. Great work! 

Man, as a kid from the generation of having bare-bones Tiger Electronics games and even a Tamagotchi at some point, I love the presentation having a faux-handheld UI and miss this era a bunch. You even nailed the burn-in as its own decorative background which is very true to the design! I think the 4x5 tile design is just enough to convey a sense of strategy and direction, and enjoyed the idea of relying on branching paths caused by the crumbling blocks to convey a little bit of strategy and unpredictability. I liked being able to double-step crumbling blocks, although it wasn't always consistent and seemed to have a timing element. Fun mystical Egyptian theming added a lot of personality too. Really cool game and definitely a unique interpretation of the jam's theme! 

Yee haw! Big cave to explore and lots of gold pieces to find and mine. I like that you took the time to add unique decorative objects to furnish the space to make the cave feel more cave-y. You have some nice sprites here, but make sure they don't clash too much with each other - it was sometimes hard to see the miner's arm animate! I enjoyed exploring the cave and doing a little spelunking to find the ores. You can take this game in plenty of directions - I wonder what you could do with all this gold? Maybe sell it to get a bigger pickaxe? Nice work! 

Love this - I feel like you've unified the jam's two themes in a really satisfying way. Seeing the ores fill the pocket and dragging them into the grinder has a tactility and responsiveness that feels really good. The gameplay loop is commonsense and fleshed out - there's trade-offs between energy, prioritising ore types and feeding ores the machines actually want, which changes every now and then. Plenty of upgrades to also keep the scaling refreshing. Like honestly ones that are actually useful and help mining and depositing instead of adding to the variables. It's all really tight and polished for a game made in a short period of time. The only thing that stood out is that it'd be helpful to label which ores are being referred to, but it was easy to figure it out after a bit of trial and error. Really cool game and a great design, everything just clicked together very well for this one. Great work! 

That is very high praise, thank you! It was 48 hours for me because the jam ended on Monday so I had to go to work - had a nice sleepless night or two! Once the hex movement system was in place, a lot of things were able to be implemented quickly. It helps that it's a very asset-light game and the crappy sprites and MIDI music were easy to whip together. If you are looking to create a game like this, think about understanding and breaking RPGs down into their fundamental gameplay components and tackle them one at a time - for me it was cells, movement, tilesets, fog of war, health, enemy spawns, combat, then magic. That way, things don't seem so hard at any one step. Appreciate you trying the game! 

Blorbtastic! I like the irreverent tone, Jim's sound effects and the strange character of all of the blorbs . The central concept is good and alternating between big and small is a nice inway to make all kinds of platforming and puzzle mechanics. The different sized corridors and platforming are a great setup for this. It would have been cool to find ways to see more active use of the size-switching, but this is really nicely put together for a weekend's worth of development. The background music is a bop too. Thanks for playing SYMMACHUS too and sharing your thoughts. Enjoyed playing this!

Thank you for sharing your thoughts! Yes, the magic system was a bit of an afterthought and underbaked. I definitely would love to go back with this game and figure out how to balance everything to make it challenging but functional. Thanks for the praise! 

Gorgeous little Game Boy inspired game with an accurate color palette, sound and presentation. Very cool this wasn't made in GB Studio but handcrafted from GDevelop! The inventory management system and game's concept around organising your pocketful of gems is a unique one that makes a lot of sense. I liked that you could choose not to pick up gems so there was a level of strategy over how to organise your stack. I think a scoring element or something to reflect how well the player has performed in their task could help add some replayability to the game. Good work! 

Thank you for your thoughts! The evocation of old fashioned computer design was the main goal. It's definitely an interesting trade-off between going for authenticity and user-friendliness - maybe keeping a windowed 640x480 scale and keyboard only approach isn't for everyone. Glad you found the gameplay loop works - I had very little time to think about balancing! 

This is absolutely nuts and a really fun tower defense game. The core innovative idea is the radial approach to wizard placement, which creates some fun trade-offs: do you place wizards at the periphery to get enemies early, but risk letting them through, or place them closer to the base. There's some nice design for a jam game, with different enemies - I loathe the frog and its ability to escape my notice, a coin collection system and base health. So many ways you could scale this - but at the end of the day the core design works well and is fun to play and amass a wizard army. For constructive feedback, I'd say that scaling the game is an important design consideration. Enemies scale in difficulty, but the player's strategy stays the same throughout. Elements such as more expensive wizards with better abilities, upgrades or new challenges could add an additional dimension to the game. Great work! 

Simple, minimal and relaxing game. The one-bit dithered presentation works very well, and there is a beautiful, elegant design that emerges as the mushroom forms begin to sprout and grow around you. The idea of having a linear loop is interesting and effective - I interpret it as linking to the cyclical nature of growth, and implying the passage of time as players return to the places they have planted their spores. Only feedback I can give is that targeting an object is a little unclear as it isn't immediately apparent that the game targets whatever is dead-on in the centre; a reticule could help. Great work!  

Great reimagining of billiards through the teeny-tiny theming of the jam. As far as pool simulation goes, this works really well - there's basically all the mechanics you'd expect, and the small 2D player figure animates well in the 3D space! A little bit of humour to the surrounding design of the poolroom gives the game some charm. I like the puzzles set up and that the player not only has to hit the ball but manipulate objects on the table to set shots up. That idea has a lot of potential! With there being replayability to stages and a high score function, this is a really enjoyable play. It would be cool with more development or time to see precision controls and a few more interactive elements to flesh out the concept - I absolutely think there's a post-jam idea worth exploring in here. Great work! 

This is fun and adorable. I like the scribble-y style and the way the elements are independently animated really does remind me of WarioWare - I reckon you've nailed the flow of the gameplay, the attention-seeking microgame loop and the general weird vibe. The cat office theme is cute and also adds a little bit of its own distinctive style. I wish there were more minigames to play, or a random time trial to see how far I could get! Great work! 

Oh this is so good. I love the one-bit presentation and how wonderfully it pairs with the chiptune, which is well composed and feels like a great fit for the game. The SHMUP style gameplay plays naturally and feels really smooth to control with the dash. I feel like with the enemies and projectiles, there's a good blend of chaos but also just enough to feel you can avoid it. AND you're telling me there's scoring and leaderboards? This is a game that keeps on giving for a mini jam submission. 

No feedback here - had a blast. You could add what you wanted to this, but the core formula feels good and that's a rare and difficult thing to achieve, especially for a game made in such a short timeframe. 

Hey! That was kind of trickier than I thought! Scurrying through the mazes as an ant, with the pitter-patter sound effect and the smooth guitar, was - somehow - strangely quite relaxing in its own way? I wish the lights could light up a little - I generally just used the lay of the land to guide myself instead of the lights, so that could make them a little more useful. Deceptively challenging! Brings me back to playing SimAnt years ago and trying to find food and not get eaten by spiders. Nice work! 

I wasn't able to play this without a second player, so I can't fairly rate or review this, but I think it's such a unique and lovely thing to explore co-op gameplay as a tool for learning and hope more people do that. I will have to tell my Brazilian friend about it so we can try it in person. bom trabalho!

Nailed he NES look with the sprites! I enjoyed the mixture of puzzle, action and platformer all unified by the interesting time loop concept. Time loop games like Cursor*10 are fun when they allow the player to see the sum of their efforts from every loop. There's enough of that here too - players locate keys and can move crates to edge a little closer to the exit every loop. I think you achieved the design you were going for here very well. A dash of humor helps - I liked the Bond parody concept as well! 

For constructive feedback, there's a fix or two to smooth out - the game's music track doesn't loop, and the enemy shooting seems to be quite gung-ho and occasionally trigger even when their back is turned to the player. But hey, the player dies in a loop over and over. So no biggie! Expanding this idea, a common trope in time loop games is to show ghosts of previous iterations of players undertake their actions. It's always fun to see what you did in the previous life, and it can help plan the way for bigger or more complicated or time-sensitive puzzles, like having to stay on a switch or holding a lever. 

Great work! I hope you enjoyed making 009: Infinite Time to Die for the jam!  

Is it me or is the mole kind of cute? It is a fun idea and I like the puzzle concept of co-ordinating actions between the man and the mole at the same time to solve the puzzles. Nice use of a little bit of danger in the last stage to keep the player on their toes! I wonder what other ideas you could use - maybe in some stages the man could have an ability that the mole has to rely on to progress! Nice job! 

Thank you for your thoughts on the game! 

Oh man! As someone who similarly made a game around pocket dimensions I am glad you stuck with a creative interpretation of the theme. You have created a really neat and original mechanic for the platformer/-vania genre. The three-part projectile that sucks things into the dimensional hole or pushes things into it works very well. Because they only form when projectiles collide, there's this chaotic, unpredictable energy to the game's combat which is a lot of fun. Much better than just clicking a few times to kill an enemy. Very satisfying. The game's got a lovely pixel presentation that works well. 

For constructive feedback, the imprecision of the projectile is kind of the point, but it can make direct targeting tricky. You sort of at times just have to trust the dimensions will find the right path to the enemy. Makes it quite satisfyingly challenging! I think it would be insanely easy to expand on this idea and urge you to - the concept is that distinctive. Plenty of elements you could add to with the dimension mechanic. Portal style puzzle mechanics would be a super nice complement to the action. 

Great work! I enjoyed this a bunch and really liked the idea for the game. Please keep at it! 

Adore the light-hearted, relaxed and whimsical tone. Among this game's merits, it unlocked a core memory for me where my brother and I used to stick random crap down the seat of my parents' Holden Commodore as kids and fish random treasures out exactly in the manner this game depicts. The art is gorgeous and smooth and provides a little variety for the different digging sites, with a amusing and noodly hand animation making the digging fun. All in all just really good vibes. My score was not so good but I should really give it another crack having discovered the scoring secrets of the game! 

For constructive feedback - well, this game is meant to be chill, so it doesn't really need a challenge, but some more obstacles or hazards to sticking hands in the dirt could add a strategic element. I like how the bonuses don't really explain themselves beyond the comedic titles, but it'd be cool to know what lines up with what so I can get a higher score! Otherwise, this game is exactly what it needs to be and isn't one of those things that needs to be bigger and better - I like it for doing its own thing. 

Thanks for playing SYMMACHUS too. I hope you enjoyed making A Kid's Sunday for the jam!

This is an inherently innovative idea for a game and pairs well as a rage-based physics game not too unlike titles such as Getting Over It. Like every game of its kind, mastering the fidgety physics and trying not to lose it all is so, so addictive! The pogo mechanic works well and is sufficiently useful but unpredictable, with the physics tested at every turn by craggy steps and drops. I love though that the core mechanic isn't tipping over or anything, but the jangly keys in your superimposed pocket. Nicely adds an extra layer of paying attention to what's going on. I really appreciate the checkpoints here... 

For constructive feedback - not much! This is wonderfully polished and animated, and the janky physics is the point - right down to the fun multi-layered miner's sprite. I guess one thing that did take getting some use to is that the bandwidth for what lies between a decent bunny-hop and not springing wildly and losing everything is narrower than I thought, which made it a little easier to gauge. But still not too easy or hard. Wish I had more things to put in my pocket as the game progressed! 

Great work! I had a lot of fun playing this. 

Cool idea! I went into this expecting a Dig Dug type title, and then realised the gameplay loop is more action-based and about the slowly intensifying scroll that keeps the player moving. I think the game's rhythm lies best somewhere between 4 to MAX and that pace worked best to move quickly but still be able to manoeuvre around. That said, I love that the player really starts out feeling like there is no threat and absolutely gunning for dirt to stay alive by the end! Fun idea to make the music speed increase with the game speed to make the player sweat. The idea is simple and super effective.

Otherwise, for feedback, I'd say think about balancing the scores a little - by MAX, the player has no real ability to survive, but the incentive to go for anything but gold blocks, which are 15 times the value of blue blocks, means that the optimal strategy is really to die trying to hack one last gold block open. Plenty of options to expand this idea, with upgrades, more block types or challenge modes. 

My final score was 5,620! I should have got more gold blocks whilst I had the chance...

Thank you for checking out SYMMACHUS and I hope you had fun making Mini Miner for the jam! 

Very welcome! And I stand corrected! I see where my mistake was - there's a slight delay before the score update, so if you're going a million miles an hour it looks like you're getting different values for what you just acquired. My bad! 

On first appearances I was a little confused, but I'm glad I kept on because I think you've executed the ideas really well. Once I got a hold of the controls and the visual-spatial awareness using echolocation, it made much more sense and I started flapping through the cave with bravado, eating butterflies like nobody's business. The echolocation is quite pretty and gives good visual feedback, whilst making the player have to still look around a bit to figure out where food is. The cave feels very angular and cave-like, and was big enough to get a sense of exploration. I liked the use of the vertical layer too, making me need to duck in places or fly over snakes, kind of like aerial platforming. Good work! 

For constructive feedback, I think there might be a few too many controls here - I think most of the game could be played if committed to with the keyboard or mouse. Key-wise, I wonder if setting LEFT and RIGHT to rotate the bat could have felt a little bit more natural. Otherwise, once you get the hang of it, it's no big deal at all. With more development time, I wonder what other features or secrets you could set in a big cave like this to encourage the player to have a bit of a wander around? 

Thanks for checking out SYMMACHUS and I hope you had a fun time making Bat for the jam! 

Thanks again for your feedback! I figured it out! The event listener when pressing Q for the spell menu freezes the player for a bit as it is is waiting for the player to press 1 or 2 to select a spell. But if the player triggers another event listener, like pressing L to LOOK, the game removes this prompt and all of a sudden the player has no idea what to do! Pressing ESC, or 1/2 to select and trigger the spell, fixes the problem. I will upload a fix for this ASAP. Really appreciate it! 

I adore the concept of this game! You know how you're playing Minecraft and you accidentally mine into a lava pit that burns you alive? Well, basically you've nailed the feeling of that in a game. It is cool to anchor the concept around the gameplay, which feels very arcadelike and fast-paced. I think you've done two things that really add depth: firstly, like Dig Dug, the pathing that you make when mining can trigger new streams of lava. Secondly, the lava is constant and follows the player through the trail they've made. Both of these really keep the player on their toes. 

For constructive feedback, hmm - think about how the arcade design of the game could keep the player wanting to replay the game. Player incentive is a tricky thing. Maybe an unpredictable element or secondary threat, like the monsters in Dig Dug, are one way to add another gameplay layer. Or maybe it's just as simple as adding different types of gems that add different value to the score: this way, players are collecting gems, but trying to keep their eye out for the big one as they rush through their mine. I hope you keep on finding fun ideas like this - I enjoyed smashing and collecting gems! 

My high score was 378, by the way! 

Thanks for checking out SYMMACHUS and I hope you had a fun time making Mine Rush for the jam!

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Good stuff! This is inventive and is a great proof of concept for several FPS gameplay mechanics. I liked the directional lighting effects and their multipurpose use to signal enemy location and flash when the gun was discharged. The glow-in-the dark feet are a nice little directional prompt for where to go too. There's a nice intersection between 2D billboarded sprites in 3D spaces and the opening cinematic was a great example of how to animate these to create illusions of depth and motion. I also wasn't expecting there to be a few perfectly functional physics puzzles which worked very well. 

Can I also say that I loved the music? That 90s breakbeat sound is really enjoyable. I am also a fellow Reaper composer! It reminds me of playing Straftat which has tracks like this. It's great to add in layers beyond breakbeat loops, so the strings and guitar chords added a bit of texture that gave the track much more atmosphere. Really cool to see hand-drawn art and personally I found the dust bunnies kind of cute, in their own way.

For feedback generally - It's a little thing, but make sure the browser has exclusive control of the cursor so it isn't duplicated over the screen! For general ideas, part of FPS design is finding flow in the level design and working the shrunk-down concept into the setting and objects that inhabit it. With more development time, it would be cool to see how the spaces themselves could have a little more character and integrate the puzzle design into the level design more. Sort of a mise en scene, giving objects and elements a purpose for why they are there. That can help make levels feel like spaces to explore.

Thanks for checking out SYMMACHUS and I hope you had a fun time making Lint Breaker for the jam! 

Thanks! Will check out this afternoon!

Hey! I participated in this jam and am really keen to play and rate games during the review period. This isn't a plug to play my game - in fact, this post is more about how I can best give feedback to yours. What advice or feedback do you find most helpful when you recieve it from other jammers? Shoot me a link to your game if you like! 

This absolutely rules. I think you have come across a really fun and innovative idea, using a time loop mechanic that makes your frog army complement one another to slice through an unstoppable horde of enemies. I like the classes and how they all need to work together to progress. The experience of building your army into a similarly enormous horde is a lot of fun. As constructive feedback, I think most players will realise taking a linear approach works far better than moving around. Perhaps some unassailable obstacles might force players to be more responsive about how they approach their strategy? Cool game! 

This is a fantastic proof of concept for an involved strategy game that pairs a little of Oregon Trail with network-building. I was sincerely really impressed by this. It has great potential! Some of the highlights I really liked were the narrative focus, with encounters and quests thoughtfully played out in dialogue and user choices, and the gorgeous minimalist pixel art, which reminds me a little of those big Ultima map tilesets from back in the day. 

The core gameplay loop feels good and the events aren't so common as to be obtrusive. Dragging and plotting out roads and travel destinations feels pretty intuitive and easy too! Currently there are only tradeoffs in terms of affecting fuel and resources, which aren't too much of an inconvenience. I can see the game taking on interesting dimensions of trade or exchange where the resource management becomes more involved over time and factors in more of a challenge.

As far as constructive feedback, there isn't a lot - this is super polished for a jam prototype and all its systems work well. The only thing I can think of is that I was surprised roads offer no real bonuses to the player once established - travel is the same speed/cost (?) and the autosuggestions for travel routes don't follow them as a result. I wonder if there were more benefits constructing roads and even other things in future could provide for the strategy element? 

Congrats on publishing this - I really enjoyed playing it. I would love to see how this evolves and try it again down the track, and really hope you continue development on the prototype! 

This is a good precision platformer! By adding energy and fatigue elements, you've made the game equally about the precision of the platforming and also managing endurance by completing stages before these elements run out. It made it quite challenging! I like the crisp pixel art too. The controls work well for keyboard, although the momentum of motion can get a bit flight-y for precision, but was able to clear most of the stages. It was quite surprising how many stages there were! For constructive feedback, given the interesting science fiction narrative premise, it would have been cool to get more of a glimpse into that at the start of the game. Congrats on the full release and I had a lot of fun playing! 

There's some really lovely pixel art here and it has such a great sense of style and give it this really nostalgic, Amiga era vibe! Animation is such a difficult thing to do and I think you have a knack for it. I thought the animation of taking candy from the baby added a delicious sense of humour to the game. I wasn't able to progress far - is there a method to regenerate health that I missed speeding through the game? For constructive feedback, thinking about quality of life, such as reducing the reload animation delay in combat or having mouse clicks in the opposite direction turn the player could help may the combat feel more fluid. Really cool stuff! 

Nice work creating a smooth and functional roguelike dungeon-crawler - doubly so given it sounds like the design involves randomisation! I thought it played well and I could see how progression could be implemented via gated methods, such as locked doors, barriers and traversing water. After a crack or two I think I was softlocked from moving forward, but saw enough to be really impressed. I wonder if there's a hybrid method to preserve the randomisation, whilst guaranteeing an order or conditions that the level design will have baked in to ensure players can keep on going? I hope you're able to continue with this idea! 

Nice to see a board game implementation using the limitations of the GB! This is a simple but effective idea and I like that you use bluff mechanics common to board games as part of how this works. The French TDF theming is a nice flavour too. It would be fun to try this with some AI, but that sort of undermines the fun of the J'Accuse mechanic. Hmm, otherwise for constructive feedback, the only thing I can think of is that it would be cool if the die animated to the correct value following rolling to provide visual feedback to the player. Great work!