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Inkspinner

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A member registered Oct 10, 2018 · View creator page →

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This was cute! It would be fun if the glorps had to pathfind through the ship instead of going straight to their destinations, that way you'd have to manage which ones are closest to the task and have enough time to get there rather than all of them being more or less interchangeable.

(And when I let the dishes go uncleaned: When did they find time to get food poisoning when they spent the entire mission manually cooling the ship's engine ahahahaha)

A lot of this are my thoughts exactly! The game was ambitious (maybe too ambitious for 4 days ahahahaha) and we put our focus into making the ENTIRE game, and to make it playable from start to finish without any major bugs. We did that! But by the end of the jam we barely had time to properly test the game, let alone add a tutorial and proper feedback to everything.

During most game jams we put way more focus into polish and feedback, making the game sparkle before even *deciding* what the scope of the game will be. This jam we went for the opposite approach, spending additional time planning and designing and properly implementing content, rather than adding particle effects and animations and sound effects to make the game *feel* intuitive to play as we went--Gamma's laser attack has ZERO feedback on it, it simply deletes everything when you activate it ahahahaha! Doing the jam this way was interesting, and I learned a lot. Given 1 more day, I believe that we would have implemented most of this comfortably!

This is good feedback, thanks for playing!

This seems cool, I like the style of the game I like the colors and patterns but it almost feels engineered to disorient you. The colors don't have very strong contrast with each other, and the more intricate patterns sort of blend together; combined with the  whole board rocking back and forth it made me pretty nauseous after like 100k points so I didn't get much further. Also the error sound when you fail a selection is pretty abrasive compared to the rest of the game. The game didn't feel relaxing to me despite how it's presented, but I like the scoring system! It would be fun to try and make a 3x3 match over the course of a game if it didn't make me nauseous to play

Capital letters are tricky, it took me a while to realize that O in oxford was capitalized, and then even longer to realize that D in dictionary was as well ahahaha

I never really felt the need to remove debris from the board, maybe there's a way to arrange the debris in a way that maximizes the time stuff is bouncing around but I never had much money to experiment. Since this is a typing game it would be nice if the shop could be navigated using the keyboard, so I don't have to reach for my mouse in between rounds!

The main character is cute, and well animated! The metal texture was nice and it was set up with a normal map to which is cool, though it read more like rock than 'wrought iron and wretched steel' . The grass texture was *super* hard to see in the dark areas, I thought that the final room with the water didn't have any platforms at first!

The player controller was nice, I liked the super jump. Being able to hold crouch and jump at the same time to jump when you finish charging felt good. Crouching and un-crouching was quite slow, but didn't feel too bad. The ending was very cute!

This was fun! The last level was tough, which I enjoyed. Forcing the player to pound the nails in different directions is smart, the movement and the controls felt good

I like the animations! I think it would be cool if the robot had a more rugged design that matched the other visuals. The last level was tricky! Turning around is quite slow, maybe the slide (or even the jump?) could 'set' your momentum when using it to turn around to get a more snappy option. Or maybe turning around is supposed to be hard! The robot is supposed to feel heavy and building/managing your momentum is important, in which case the level design probably shouldn't ask you to perform quick turn-arounds on vanishing platforms.

The wall jump was also quite awkward for me, perhaps it could give you some grace (or coyote time) when turning and jumping off the wall? 

I liked this! I only made it to the final round once and get got totally turned around immediately and exploded. I wish that there were checkpoints; Since the ai knows how to play, once the number is low enough it turns into a game of who draws the bomb first which can take quite a while if we both topdeck 90 degree turns 50% of the time. (Maybe the number should count down every turn to keep the game moving? Maybe the tension is the point!)

The moment where 2 more people sit down on either side of the table and you realize that the rules already accommodate them and the implication of tracking the multiplications and the rotations and the modal cards *three times* was scary! I think if I got back there again I could reverse engineer the turns from the discard pile, which sounds fun.

Well composed game with a couple impactful moments, I would finish it if the first rounds were quicker or there was a checkpoint at the third round.

It took me a long time to get out of the first level because I was confused by the controls, and after using all my jumps and dashes trying to figure out what button does what, I needed to refresh the page and reload the game. The controls are listed backwards in the description!! I press Z to dash, and X to jump. 

The controls are interesting, I liked learning to chain the dash and double jumps together. I tried for like 40 minutes but couldn't make it past the 4th level because the camera was snapping incorrectly, and the player was off-screen. Which is especially tough when the wind is pushing you into spikes! Some sound effects would have helped me figure out the timing to get past this obstacle blind, but I couldn't figure out how to make in consistently.

I made it to the final screen of this level once, but didn't have enough jumps to get up the final zig-zagging path. I would have liked to beat this game but the wind combined with being unable to see is too difficult.

Took me a moment to figure out how to play, but I figured it out without looking at the description. I like how this game looks a lot! The first time I made it to 1 and then fumbled back up to 50, but I counted to zero in the end :)

This was good! I liked throwing the enemies around and making them dodge their exit burrows. The player controller felt good, the bosses were fun! I liked exploring, I wish there was a secret to find

There were a couple good puzzles here, I wish there were more. Restarting he level from the pause menu is quite awkward, I think that once you run out of turns you should be prompted to restart the level. Or even be able to undo your moves! WASD controls would be nice!

This looks good! I like the choice of colors, everything is very visually clear. I feel like I'm going fast when I hit the boost, passing other ships felt awesome. 
I was 2nd place when I crossed where the first couple crystal pillars were broken, then I lost control of the ship and started slowly moving back and forth from wall to wall. Maybe because the ship in first place beat me to the end? Maybe if I waited a little longer before closing the game something would have happened.

I like how the game looks and feels!

I agree that crouching to grab the money is a little annoying, I like it as an extra task to fill space! In between navigating the level and fighting the enemies, we don't have a lot extra for you to do. No health potion to drink, no background elements to break, no dashes to chain. Interacting with the currency is a cheap way for us to ask you to touch an extra button on your keyboard and break up your movement! That's my reasoning at least, I think it's funny for the runtime of the game. But it's definitely less practical in a larger scale project.

Thanks for playing!

Thanks! This game was made during the jam, and all the assets too! We've been using love2d to make jam games for a long time, and have a lot of special built tools for making games like this. I have all the code on hand for collisions, animation, dialogue, camera, lighting etc.

From day one I was able to start coding and animating the first enemy (the cardboard box crab) and R.B. was able to start building a tileset and sketching out a map. We enjoy doing game jams, and I always keep an eye out for ways I can simplify our workflow in the future!

This is good! Bouncing off the top and bottom faces platforms--and gaining points for doing it--is smart! the feedback for restarting the game is super clean. Instantly hitting the floor and cutting the music when I first opened the game is comedy 5/5 mood

This is good! Good attention to detail, telegraphed attacks, corpse particles, the little dance at the end of the level is great. The menu is really nice too, super simple and tactile. The sheriffs sometimes ride little creatures, that's huge. I wish I could hold the button to attack, my wrist was exhausted by the end of level 10 ahahaha

Perhaps if Ruleraht could learn to accommodate others, he would have someone to help move boxes 😔

Hell yeah! A fellow lover 🤜
In the folder where you built the web build, you can edit the theme/love.css file to change the background image/background colors!

Super stylish! Fixing the TVs is a great minigame

I like the look of the lindworm a lot! I wish that it turned a little bit slower as it tracked you so I could squeeze past it

I love drawing a little guy to be my character! I was sad when it didn't save after I died ahahaha

The first Picotron game I've seen in a game jam! This is pretty nice, all the visual effects are great and I love the music. 645 points!

After a couple rounds ya, I think it was related to the obstacles. Good entry though!

Kept freezing in my browser, love the sound design though! The goofy music matches the tone and visuals super well! Wish there were real coins I could pick up while running

Added a generic .love version with window rescaling. Added an updated windows build too, forgot to do that when I updated the web build ahahaha

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Those last two bolts are very hard, harder than the rest of the game by a lot. You can get the top bolt by making a series of very difficult jumps up the left side, or by tossing the core from the top right ledge and jumping to it.

There's a couple tricks with the movement that aren't necessary to beat the game, and we don't teach you explicitly but you might figure out yourself;  If you throw the core downwards mid jump it gives you a little kick, enough to jump upwards 4 blocks. And you can use the core to climb walls, by picking it up and sticking it back into the wall under you mid jump.

I don't know what's screwing with your diagonal inputs, I vaguely remember a similar bug from another game jam... maybe it's a browser thing? I think there was something on some browser where it wouldn't let you hold multiple buttons at the same time, should work in Chrome. I forgot about that sorry!

Thanks for playing!

The game looks beautiful, I wish the knife was in a slightly better position, as people have pointed out. This looks almost like it could be a real board game!

The sound design is incredible! As soon as I clicked on the first button I knew this game had great attention to detail. All the little transitions and menu stuff is suuper solid.

Biggest flaw here is the lack of a kickflip button imo :)

It would be cool if the slimes had an animation for fusing together and you turned into one big connected blob!

There are so many drawings!!! Love the last bit where the dinosaur is wreaking havoc in the background of the minigame

It took me a moment to figure out which element was the corrosion and which was the electricity. I was probably being silly but a couple more arrows could help! I bet this game would have some crazy puzzles if it was longer :)

Funny! My inventory got filled with shirts and I couldn't ship them all ahahaha

The enemies are really well designed and introduced very well! I had to learn to walk *towards* whatever I was shooting to counter the knockback lmao I think the side of the screen should be covered in spikes, I could get pretty lost if I knocked my self out of the arena

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The controls are a little slow, I wanna go like 50% faster :) Q / E to select is a nice solve for picking objects out of a pile!

This is cute! It would be fun if the blocks fell in chunks and created little gaps you had to be careful of

This is nice, some sound effects would have gone a long way! I'd love to hear the buildings ding when they pay out. Maybe some sort of log would help you see which buildings are doing what

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Thanks! We like the project a lot, we've been working on a full release actually. Can I get that link again? The hyperlink doesn't work and I'm curious :)

Oh we're sorry about that, did you know you can use the up and down keys to move and dodge attacks during combat?

AHAHAHA I know what happened, that's a funny bug! You definitely get a trophy in my book