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jcomcl

23
Posts
7
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A member registered Apr 28, 2019 · View creator page →

Creator of

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Really impressive how much stuff you managed to cram into this game. There are some game design elements I don't love: the exponential pricing, low sell price on turrets, and locked-in upgrades all kind of punish experimentation. There's not really much point to upgrading HP because it seems like by the time you start losing HP it's pretty much over. Some of the highly symmetrical levels can be a bit tedious, but I did find they could be used to A/B test different configurations.

I was a bit surprised when the game informed I had won, it didn't seem like there was going to be a win condition. I opted not to use urufugang because I heard it was broken, and overall it felt very balanced and well put together. There was plenty of strategy to the turret placement.

rage game

It left a good first impression but it very quickly became a chore to play. The game was very stingy with upgrades, I basically only upgraded DPS and I still never did enough damage. Maybe you were going for an avant-garde spin on the genre where the player never actually gets to feel powerful to drive home the brutal toil of the setting?

This game was pretty fun. It could have use more enemies, I felt like I spent most of the game walking through an empty map.

this some bullshit, man.
I might come back and finish it later, it seems like it could be very fun to get good at, but I wish it was a bit more viscerally satisfying to play. The only sound design I hear is the thud of pippa eating shit over and over. I need my little serotonin snacks to finish a game like this.

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Definitely has a lot of My First Godot Game energy to it. But hey, the sound design is pretty good at least. And it's fun to speedrun. This Sharkron guy seems pretty cool, I hope we see more of him.

I would not let this creature near my food

Too based for this jam.

I really couldn't figure this one out. I don't mind confusing games with lots of mechanics but maybe you could consider making games like this turn-based in future so players can take it at their own pace.

I never finished the original version of this game because it felt kind of unfair I wasn't sure how long I'd have to play it for. But I thought I'd give it another try and I gotta say, there's something magical about it. The quiet liveliness of it and the little scraps of worldbuilding  really draw me in. It's still kinda unfair though, I only took one fuel from the first fuel depot I came across and my fate was sealed from that one blunder.

That thing you did with the selectable versions is really cool. How did you do that? I want to do that for all my games too :)

I'm looking at the source and I can figure it out.

Aw dang, I just realized the chromatic aberration was in UV space, not pixel space, and I was testing on a really narrow window.

There's an adjustment panel you can bring up with F3 if anyone else find the effects too overblown.

Maybe I'm just cracked at boggle but I found this game really easy. I din't really have to engage with any of the mechanics, I just played boggle until I won. The quality of the art varies pretty wildly but I think you did a good job putting your effort where it counts ;-)It makes me wonder what other boardgames we should try making slay the spire. Monopoly, maybe?

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Very buggy, mostly in a charming way, though the game really did struggle to make the music play when it was supposed to. I kinda just ignored the stats and picked myself and the starknights I'd most want to go on an adventure to save the princess with and it worked out pretty well. In the end, me, Jody, and a starknight with no name who seemed to always have 1HP but could never die until he did but then came back from the grave, trounced our enemies.

The categories are kinda brutal this jam. I wish I could give you points for how charming the game was or how much talent was on display, but them's the brakes.

There's a lot of heart here. I hope you stick with it.

Breakout: -__-

Peglin Breakout:  ' o '

Peglin Jorb Breakout: ^0^

Well it was tough but I managed to survive a full five minutes shooting arrows at brown people. To celebrate my victory I went onto itch.io and played this game.

man you have no idea how in over my head I was making this game

I love a good odyssey.  This one took me the longest to beat, in part because I had to restart after  a falling bridge locked me out of one of the bananas, which I can only describe as evil game design. The orthographic camera is a cool aesthetic but it does no favor to the readability,  I found myself getting very confused by the layout, which I didn't entirely dislike - it lent itself to a sort-of dreamlike quality. The choice of music was rather nice. The choice of textures, less so. Why so much gritty, brown, industrialslop? Even the chequer texture, which felt like a good fit, wasn't aligned to the grid. Some clearer visual design would have made it much easier for me to model how the world is put together, as well as just make it nicer to look at. Overall, though, I really enjoyed it. It's a fun game to slowly get good at and it lasts just long enough for what it offers.

Clio's costume made me laugh

What a feast for the eyes! I love to story telling as well, bro's been reading his Brothers Grimm. You'd better actually finish it or I'm gonna be mad.

What a treat!

Very swag!

Pretty cool. There's some decent strategy to it, especially if tricking the AI into leaving their base and trying to capture it before the turn ends so you can spend all your starting gold using their own units against them counts as strategy. I kept playing until I beat the game as either Lia or MariMari_en. I also enjoyed how sending Sleepy's child soldiers to college to study economics is much better strategy than strapping bombs to them and throwing them into enemy territory. A lot of game developers would be afraid to make a statement like that.