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Ivanything437

72
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A member registered Oct 29, 2018 · View creator page →

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I really liked this game, it's so weird. The environment and style reminds me of Yume Nikki, really cool visuals. I like the idea of the 10 seconds feeling longer than 10 seconds thing, I'm just not really sure what gives you a higher score if you just wait and survive for 10 seconds. Great job, very cool game.

I really liked this game, very fun. I think it maybe could have connected to the theme a bit more, since the mechanics all center around exploration and dungeon crawling rather than survival. Either way though, it was an interesting game especially with how fast the combat felt despite being turn based. Good job

I really liked it, I think it was pretty easy once you upgrade your bombs enough though. I think it was a bit tricky to figure out how it works, the way the bombs explode differently wasn't immediately intuitive. I think one super simple extra mechanic you should've added was make an element that you CAN'T explode, or it will damage you, so you think about exploding things but also avoiding exploding something else. This can also balance out the bomb upgrade since you have more of a chance of exploding the wrong thing. Fun simple game.

I was thinking about adding modifiers and stuff, but when playing I realized it would be really hard to pay attention to it. Ideally you would have like 3-4 numbers counting down at once you have to keep track of, adding modifiers and stuff would add a lot of mental load, and you're on a constant timer. I think there are probably ways to make it work, but I also only had one day to make this game (since I missed the first 2.5 days of the jam). Thanks for playing.

Very simple but still kinda fun. Definitely not very polished, but I hope you keep improving. Good job.

Fun and polished game. Sucks that you ran out of time since I would've wanted to see more types of enemies and attacks. Very undertale. Also I had this name idea for this game jam but wasn't able to make a game that would make sense for it, but I think it would make sense for this game, the name was Counter Encounter, or maybe Countdown Encounter. Just thought it was funny since encounter has the word counter in it.

Very fun idea and it was all very polished. I like playing chess in general so it was fun to play, but I'm not sure the gimmick worked super well since all the positions were very winnable normally, especially since I don't think the bot was super good, but I wouldn't expect that anyway from a game jam game. But I really liked the idea for it, running your opponent's clock is a great idea to fit the theme, it's just I had more fun just playing chess than using the cheating mechanics. Good job overall.

Weird game but I kinda liked it. Being able to walk through walls to find the secrets was fun. I also found the instant win at the beginning first which made me confused, but I tried beating it normally. Good job

I really liked this game, was super satisfying to play. I like the whole vibe and the visuals, it had a weird atmosphere that I liked. I don't think the game was explained very well though so I wasn't really sure what would kill me or not, but I sorta got the hang of it? You kinda just press defense when you hear the projectile coming, though it is very unintuitive since the defense comes out the back when the projectiles are in front. Fun game.

This game was so fun. I love the style so much, it was really funny. Also that music is insane too, really good. I think maybe there could've been a bit more mechanics, specifically to kind of launch multiple at a time since it got a bit annoying when there were a bunch at once. I thought of maybe something like an explosion that would launch a bunch at a time, but it would be on a cool down (actually maybe it could just be on a countdown to add more to the theme). Anyway, really great game, super fun.

Very simple concept but really great and polished execution. It's very fun to move around and I like the level. Nothing much to say, it's a simple idea made very well.

Really great puzzle game. One thing I thought would be a problem with a sokuban game using timers was that levels would have to be made with highly specific solutions because if you do it out of tempo, it would be impossible (I just realized I thought this because I made my own game like that and had trouble with that) but the levels give you a lot of breathing room to just move around and adjust your tempo to be able to do it correctly. Really great puzzle design in general but MAN can they be tricky, still stuck on level 12. I swear I know what to do it's just not letting me come at it at with the right timing. Only thing is that this definitely needed an undo button. Best game I've come across so far.

I liked this game a lot actually, the the fact you made an entire ship in just 4 days is really cool, I thought it was a lot of  fun to explore. I was confused on where some doors were because some are so dark they are obscured and I couldn't see them. A lot of things I was confused on sorta felt like my fault. I think one thing is that you should break all your ladders if they don't do anything. I tried for a while trying to get up ladders. Also the rhythm minigame doesn't really make sense in this context. But overall I really like the game, the environment is fun to explore and puzzle out after getting the right tools.

The art was nice, but for the first objective it felt really weird to move the astronauts, not sure how intentional it was. I also didn't like the exam, it was sort of just an actual exam which isn't that much fun. Good job tho.

Interesting idea for a game. I like the idea of investing the gold, but I had no idea what that really meant for the game and just decided to bury every chest I found. Didn't really get the game, but I think adding in some implementation with the countdown, like the money getting more valuable over time when it's on a specific island or something would be interesting. Either way, good job.

It was a lot of fun despite how simple it was. It sort of reminded me of how my game turned out with how directly it used the theme. I thought the game ended at floor 10 for some reason so I kept playing until then and then realized that was wrong. Fun game.

I like it. I don't really think the theme was well utilized, but I had a lot of fun with it, it's very satisfying to play and it was a weird movement mechanic. I think you should think of more mechanics that would work well for that mechanic, since it just felt like a slightly slower way to just click to where you want to go. Maybe something simple like you only have a few moves, or the radius changes size depending on some things. Fun game.

The platforming was very good, even if it was pretty standard mechanics. If there was a count down, I didn't notice it. I think I also broke the final boss, I attacked it twice and it disappeared. 

Liked the concept. At first I thought that the meter itself would actually kill you, so basically one of them the roof is squishing you and the other has the roof growing, maybe that could've been an interesting level idea. The hardest part about this game was the controls, who the hell decided jumping and swapping would be C and SPACE instead of the other way around??? Either way, fun game, I liked the music, felt like Baba Is You.

It was fun to play. I definitely think the grenade was the most fun part of the game. I think to make the game fit the theme a bit more, instead of health just decrease the amount of time you have left. Good game.

I liked the artstyle and sound effects, everything felt very satisfying. Generally though the game was too simple and 7 minutes (actually longer since sometimes the timer stops) is too long to be doing the exact same thing, there probably needed to be more elements. 

Kinda fun to figure out. I think the instruction manual made it look WAY harder than it needed to be. It has like more than 10 pages of text, I think it's better if you just remove it completely, or make it tell you to put the fuel and oxygen into the injectors and that's it. It already teaches you every time you die. Good idea for the jam, it sorta felt like FTL. 

The counting does speed up over time. I guess I made it too slow. It speeds up every time you level up. In the beginning it's a lot easier to set up combos.

Concept is cool, but I found it a bit clunky to play. The pickups being in random spots felt weird and the combat wasn't very intuitive. The art and effects were good.

Nice game. It was really laggy for me in the beginning, every time I spawned a new building or started the game. Definitely needs more feedback for better clarity and just fun, also make it faster. I didn't know the cooling system made fire fighter ships, that should be it's main mechanic (lowering chance of fire as an extra). I think for the theme, you should show the countdown towards the supernova always. 

I found this game a lot of fun. It's super simple but I liked how you ramped up the difficulty. I felt a bit disappointed in the final level when I found a solution but I apparently spent too many moves, the countdown part of the game doesn't fit super well. Fun game.

I like the idea, but I couldn't find enough in the game to take up 11 minutes. I went to every npc, tried to parkour, went back and then killed everyone before falling off the map. Probably would be better to shrink the 11 minutes to like 5 minutes. I liked the tilting of the camera, but I don't think it made sense to have attacking. 

I like morse code as a mechanic, but I think there definitely should have been more elements to this game.

Very simple but everything works well

I liked the vibe, the style and music was nice, but I didn't like the gameplay. I think the mechanic might've been to simple to work as a game. I got Rank A.

Very cute story and artstyle. I didn't really like the gameplay, it felt kind of clunky and I think there needs to be a bit more feedback in general from when the souls spawn and when they're able to be slashed. Also there should just be more sound effects in general. Good job though, I liked it.

I liked the artstyle. I don't think the main mechanic of changing out bullets adds that much strategy, the game is too fast paced to think about what bullet you fire next. I like that the ammo going down is the "countdown." I found it a lot of fun though, the bullet types were fun and the general gameplay was fun

There is a second Hold actually, you just have to grab one of the numbers and not put it anywhere since whatever you're holding doesn't tick down.

Very cool artstyle, hope it becomes something interesting to play

Really great and polished game. I think the mines should have a slightly smaller explosion radius (I feel like it just barely reaches me every time). 

I beat level 3! The balloon mechanic is so fun, it would've definitely been better if you purely focused on that instead of having normal platforming levels to begin with. I also think a lot of the level design is very clunky, I got to one where the beginning spring on the wall would push you off the cliff but if you jump on it, it goes too far to reach the next platform, so I had to time it perfectly to get it right, stopped at that point. 

Also definitely make your background art separate from the foreground. I like the Pizza Tower artstyle tho, if you continue this definitely go all in with the animation. Fun game.

This could've been really good, I like all the ideas of the mechanics, it's a fun idea to have you put a bunch of jump pads and planks around to make the map easier to navigate, but the level is just so restrictive to move around in. The jump height needs to be way higher, or maybe like a double jump. I kept getting stuck against tables and to get the full force of the jump pad you need to time it perfectly. Loved the artstyle though.

Good art, was fun. I think you should have it so you can instantly leave a minigame once you beat it.

It's fun, basically a pinball game. Sometimes the ball does spawn at a point where it just falls down instantly without me getting the chance to touch it though. 

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