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IRUSlanI

27
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1
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A member registered Apr 17, 2022

Creator of

Recent community posts

Thank you!

I have an idea to buffer the color-switch input and only apply it when the player’s collider isn’t touching an obstacle. I’ll need to test this, though — I’m worried it might introduce some very unpleasant input lag. Also, I’ll probably need to add a separate, smaller collider specifically for this check.

A very good game! The core mechanic is quite interesting, forcing you to learn how to use physics to deliver the character to the target. The graphics and sound are also great. However, I found the controls to be very uncomfortable.

In my opinion, using the UP key for jumping is a major faux pas. I also don’t understand why mouse buttons are used in the controls when there’s no cursor involved.

I believe the optimal control scheme would be something along these lines: remove jump action as unnecessary; hold SPACE to attach to the nearest point; use W and S to adjust the rope length; use A and D to swing while roped; and use SHIFT for a powerful jump while attached. With such a setup, the controls would become much simpler and more intuitive, in my view.

I don’t get it. Every time I dive below (let’s say) the very first bar, I simply can’t get back up due to lack of air. The air depletes fast enough as it is, but when you start ascending, it runs out insanely quickly. You have a maximum of 5 seconds of ascent time. Or about 16 seconds just being in the water. A quick dive down to the first bar and back up to the ship consumes 75% of the air. How are you supposed to loot anything and return in that time? And when the air runs out, it beeps in such an annoying way, as if mocking me for being about to die without being able to do anything, because there’s simply no air left. I even thought it might be some strange bug in the web build, so I downloaded the Windows build… and didn’t notice any changes. Or maybe there’s some way to replenish air? I honestly looked for it! But couldn’t find anything…

Interesting game. I wouldn’t call it dynamic in any way; it’s more meditative. The visuals and sound are also very good. However, something very strange is happening with the ambient track. It keeps cutting out for a few seconds, only to come back again. And this happens over and over. Perhaps the track that was meant to be looped contains a few seconds of silence at the end. But overall: Great job!

This game is quite strange. I’m not a big fan of minigames in general, but the ones here are pretty decent, sometimes giving off a WarioWare vibe. The music in them is good too.

However, I really don’t understand the whole part with the weird platformer that has glitchy physics and broken animations. I feel like this part only detracts from the experience, and it would be much better if it were just a simple menu for selecting the minigames.

It’s really hard to “rely on information about your enemy to predict and act accordingly” when the text is simply illegible. Most of the time, I thought I was developing dyslexia.

Thank you! I beat it! Cool game!

Solid game. Visually, it reminded me of VVVVVV. But I think it could be significantly better with a couple of tweaks.

First, if I understood correctly, the game generates traps randomly. It would be much better to use hand-crafted rooms designed entirely by a person, with some intentional design behind them. The current random trap placement can look absurd at times.

I’d also suggest working on the hitboxes a bit. I think the spike hitboxes should be reduced in size so that the player could, for example, run off a ledge that has spikes on the vertical wall below.

The flame traps also need refinement. They just kill you instantly, without any warning. I think there should be some kind of telegraph — a warning that the flame is about to appear, so the player is alerted beforehand. I think a similar mechanic was used in the NES game Tom and Jerry.

I liked how the game was implemented, but I don’t think the concept is interesting enough. It feels shallow to me. The game already has literally everything I could imagine for this type of game, yet the gameplay loop itself lacks depth.

It occasionally feels too random. For example, I had a run where I found three chests almost stacked on top of each other right after diving down, and then another three chests clustered together just half a screen away.

Finally, going back to the core concept, it just isn’t that fun to play. It feels like you’re a warehouse worker: a truck pulls up, they say “Load this pile o’ crates into that truck, when you’re done, you get ten bucks” — and you just do the chore.

I like it! Despite the simplicity of the mechanics, the game is incredibly addictive. I think this would make a fantastic time-killer if you expanded it a bit. For example, it feels like it’s crying out for a movement speed upgrade, because by the end of a level you spend more time just moving around than actually digging. Then you could add different block types, transitions between levels, and so on.

The only thing I didn’t like was the sprite for the danger entity that chases the player. It looks so crude that it’s not even clear what it’s supposed to be. It might as well just be a white rectangle with “!!DANGER!!” written on it.

A very good game! But judging by the other comments (which don’t mention any issues), I must be extremely unlucky. I kept encountering a strange bug where one of the geese would get stuck, often on completely flat ground. The goose couldn’t jump or move in any direction. Sometimes, every available goose would get stuck like this. Because of this incredibly frustrating issue, I couldn’t fully enjoy all the levels of this otherwise great game.

Thanks!

I just hope I didn’t overdo it with this gotchas. I didn’t want the game to feel like IWBTG and provoke those “How was I supposed to know that?!” or “This game is just mocking me!” moments. My goal was for players, upon failing, to understand that they could have succeeded — they just needed to be more observant or execute their moves with more precision.

Thank you!

I’m glad you liked the effect! During development, I was really worried it might be too intrusive and annoying.

Thank you!

This was my first time doing this, but I tried my best to make it as good as possible.

Thank you!

During development, I initially had a similar issue with telling which mode I was in. But then it just sort of went away on its own pretty quickly. I think it’s a matter of getting used to it.

The art in this game is absolutely magnificent. It’s so splendidly 1-bit that I was about to write that “everything’s great, but it seems there’s a bit more color than two.” However, when I took a screenshot and zoomed in, I realized I was completely fooled by the dithering.

Gameplay-wise, it’s also quite interesting — a proper diving simulator of sorts! The mechanic seems very simple on the surface but has surprising depth. A classic case of “easy to learn, hard to master.”

Just a couple of minor notes:

  • The font really clashes with the overall style of the game. It appears to be a standard vector font with a shader to make it look 1-bit, whereas I’d love to see a true 1-bit pixel font.

  • The checkered pattern background in the menus and buttons is absolutely eye-searing! %-)

Thank you very much!

Too basic. Too random.

The core idea seems good, but the execution lacks polish:

  • The jump is tiny and unresponsive: there’s no coyote time, no input buffering, and not even variable jump height.

  • The levels feel hastily thrown together. The idea is there, but the maps are full of Swiss-cheese holes. While the player can’t (seem to) fall through them, your attacks constantly go straight into the void. Also, in one section, the player is forced to blindly jump down off-screen to a platform below.

  • The weapons need refinement. The Pinwheel doesn’t deal damage while spinning, and if you attack point-blank, it phases right through enemies without hitting them. The shield seems simply useless.

I’m really frustrated. I don’t think I understood anything in this game. You control a plane that sort of jitters under the cursor. You shoot balls that are roughly the size of your plane. You’re being chased by similar-looking balls, but they don’t explode on contact—instead, they just constantly bump into you, dealing damage. And sometimes these balls suddenly scatter all over the screen.

From what I could tell, my attempts to shoot at these chasing balls did nothing, and they seemed invulnerable. Every now and then, you run into something that looks like an actual enemy, but as soon as you try to wrestle with the odd controls and shoot at it, the whole train of balls trailing behind you crashes into it, and it’s gone.

Then, from time to time, a huge “OUT OF BOUNDS!” message covers most of the screen. But you can’t see any actual boundary or any arrow pointing you toward the play area. All you can do is spiral around, hoping to stumble back into it, while wondering why such a boundary even exists in this game.

This has been the most confusing experience I’ve had in this game jam so far. I still can’t tell: is something broken in the mechanics? Were crucial instructions missing? Or am I just dumb and missing something obvious?

It feels more like a book in the small, strange window on the right side of the screen rather than a game. Maybe it would feel more visual-novel-like if there were more dynamics on the other part of the screen. But the atmosphere is quite good.

The gameplay is a bit repetitive, but the atmosphere is mesmerizing. The music choice is especially great. I did notice one issue though: sometimes the eyes spawn behind background objects and become completely invisible.

It looks decent, but it really lacks gameplay. I think in the future, you should focus more on how the game plays and less on how it looks.

The game is enjoyable, but I’d recommend tweaking the balance. The difficulty feels too high, and the gameplay can sometimes feel unfairly random.

It’s simple but looks good… and it’s kind of creepy… I don’t like horror games, but I think it’s a good one ;-)

The game feels overly easy — most of the time you’re just falling down and dodging obstacles, and only rarely do you shoot one or two bullets. I think this game would be a lot more fun if it were more difficult. Also, playing in such a small window on a 4K monitor is very uncomfortable.

Thanks!