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Jerodar

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A member registered Jun 07, 2015 · View creator page →

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I was really surprised by this game in a good way!

The puzzles are intresting, with some really fun twists and narrative along the way.

The main thing I missed was feedback from the consoles when you activate them, and some audio. In fact just a simple sound when you hit the console would help a lot.

The challenge level was overal very well balanced, just the levels with switches tended to have very tight time requirements that could be a little bit more lenient. But that might already be fixed by the console feedback I mentioned above.

There was a lot of game to play through, and even some replay value in there. All in all a great game made very efficiently in the short time of the jam.


Before the rest of my feedback, first a SPOILER WARNING:
This might actually be the first jam game I played that you could effectively spoil, so if someone is reading this before playing the game, stop now and just play it! :P

I laughed out loud when I saw the moustache CEO, and being lampshaded by a lampshade was intresting.

I also found the alternate path, or well I stumbled onto it first because I forgot that you had to right click to pick up. 
It feels more logical if I could use E for all interactions except for the attack.

Unfortunately I did not manage to get past the lampshade boss in the pink area, and the 2nd purple area.

The lampshade boss bugged out, after the 3rd big green area it just stopped spawning attacks, and I could see a tongue on the far left that was blinking.

And I could not solve the 2nd purple area. It was unclear why the pink blocks became transparent, and what the moving white box was supposed to do. The 2 consoles were too far apart to active at the same time.

The game also crashed when the player was pushed by the white box.

There was also a bug after dieing in the room with the knife. It respawned me at the frog boss, but the stairs were already visible and active. When I proceeded from there the stairs in other levels either were visible from the start, or activated from only touching a single console.

This already is a great game.

I especially love the art style of the game. The dithering of the level elements made the solid player and enemies stand out as well.

The gameplay was simple but challenging, a good combination. The self-knockback when you attack forces you to play more cautiously, and the heal charged by attacking forces you to keep attacking to survive.

As for the difficulty, I think it is in a pretty good spot. The start is pretty easy to get you used to it, and even though the hedgehogs are easy to beat, once there's a large pack of them they can still become a problem
Hitting the bats mid-air felt like a nice challenge as well.

As for the boss, he himself feels a bit too simple and easy, but the add phases make it a lot more challenging.
Still I think the boss could pose more of a threat, especially his melee attack felt like it has a very short range. Also I kind of expect a bull to charge at me at some point :P Because of that the first phase without any adds felt too easy and too long.

Finally one small UI nitpick, there is no way to quit the game on desktop ( I played the linux build). There is no option for that in the pause button and the victory screen does not respond to any button at all.

ah I wasn't aware you can take the remaining time into the next level, that explains a lot then. I don't remember how much time I had left, but it was not that much since I was playing pretty badly.

An old school look and an old school difficulty.

I somehow died instantly after getting the jump? Maybe the timer was running in the dialogue screen that told me I obtained the jump.

I love the art style and the general sillyness.

However I encountered a bunch of bugs, like being able to use items I haven't found yet, and overlapping dialogue, that blocked me from finishing the game.

Fun arcady game, but I kept getting ambushed from behind. Maybe a directional sound from enemies can help there.

Also I was not sure what the eye is doing, or how to open the shop.

Seems like we both started with very similar ideas, but different executions.

I really like the suprising interactions between the objects, I had to think more about the solutions then I was expecting. This is definitely the kind of jam game that can grow with more levels later.

The launch mechanic is pretty fun, but the precision required is a bit too much. Perhaps the gears can be a bit bigger so it is easier to hit the side you want to hit?

Really good name :P

Slotting your actions in timers is a very intresting mechanic that probably still has a lot of potential left.

I did had trouble with the green enemies on the left of the final level, graphically I was avoiding them when they hit me and the way to get past them was to overlap with them. That felt weird.

Ok ending achieved! 

Lots of fun minigames with hilarious story flavor to them.

I love the idea behind the dating minigame

I did had a problem with the eat healthy game where it was difficult to figure out how large the mouth really was, and it was also eating candies that were already out of view in the bottom occasionally.

The game felt super difficult at first, but turned out to be fun to master. The final challenger was a nice twist as well :P

Accidentally spent all my time on upgrades and died, welp XD

Love the style and the little stories in the descriptions of everything.

Yeah that confused me all the time as well, some other members of the team are Deltarune fans, and I kept responding when they shouted that in the voice chat XD So in a way, the robot says both.

Thanks for the glowing review!

Barely managed to get the solution with a score of 280 :P

I do wish it was possible to control with the mouse though, I kept mispressing the shortcut keys.

Who knew just counting down could be this challenging, this turned out way more intresting then it would appear at first glance. 

Oof I really need to get better at doing math quickly if I want to keep my license to think it seems XD

Great game idea, and the voice over lines were fun as well

The game was very fun. I'm impressed by the ai movement, that was tuned very well to be the righ amount of challenge. I was just wondering though, what is the ball upgrade supposed to do? It did not seem to increase damage I think.

Yeah it seems the web build has some issues with the music syncing. You could try the downloaded version to have smoother controls. Still the robot will only move on the next beat along with the factory so it is not responding like a regular game.

It was mainly about two things, the instructions of why a device is not working mention other devices by name and some kind of symbol, but I did not know where that device is in the room.

Then when I did get to active a device and complete the minigame, the result of that would be unclear. It would just cut back to the room view without telling me what happened (as far as I could tell).

Great idea,  I liked how the wind affected the combat. And the dynamic music was really well done!

For a hack and slash the player character felt a bit slow, and especially in winter the bullets were hard to spot, but that could just be the challenge for that weather.

Love the silly story, and the gameplay was more fun then I expected from the simple initial mechanics. This can defenitly grow into a larger game.

One thing that bugged me was that with the time pressure it was hard to keep track of everything in different corners of the screen, especially the card cooldown bar would be nice to have close to the cards themselves I think.

the web build seems to have some issues with the music sync that messes with controls, and that also caused the music to pause for some reason before. I thought I squashed that bug but seems I have to get back to that :S In the meantime, the downloaded version won't have these issues.

Thanks for playing!

Ah yeah, we forgot to make it clear that bolts are optional.

The shifting platform does work, but requires specific timing to use, you can experiment with them better in the 2nd level.

I could not figure out what some of the instructions was referring to, and you don't survive long enough to figure it out with trial and error.

The idea that you are a robot with only one functioning arm to control is works great though, so there definitely is some good potential here.

It was intresting to rule out where cards can be, sudoku style, but there were a lot of situations where it was pure chance if a pick was correct.

I also had a bug where the shop only appeared for a moment and did not give me the chance to buy anything.

Very relaxing game, and you can also get try hard with bouncing them around like pool balls :P

The little thank you from the 1 floofs warms my heart.

Love the pun with Count, but the gameplay is mostly waiting around for a relic to spawn. 

I love how much narrative you got out of the concept. The gameplay is also suprisingly deep, it is obvious in hindsight but the gear ratio's matter a lot. Initially it was not very clear which gears could be picked up and which couldn't. Maybe a different color in addition to the open/closed center would help them stand out more?

At first the randomness of which column is selected felt unfair, but then I got the strategy of setting up situations where it does not matter which column goes down. Suprisingly deep! (harhar)

To get to the solution seems to require a lot of itteration, but that becomes very difficult with how the program resets after every failed attempt

A fun and versatile loop, and I love the high quality audio throughout

I love the idea of merging the sides of multiple digits. But I would like to be able to cycle from 0 to 9 without having to reset everything though.

I was struggling with the controls initially, I would have prefered moon keys to be a bit further apart (for example G and H) so that my hands don't overlap. 
However once I got used to it, it was a lot of fun, even in singleplayer. I'm amazed by the expresiveness of the characters with so few pixels!

I loved how getting inaccurate weapons like the shotgun would increase the difficulties in the next loops. The animation style is also very fun and unique. This could easily become a full game!

A really good puzzle game, it managed to give me a lot of those amazing "Aha!" moments.

Inventory managment in a racing game is not a match I was expecting to work, but it certainly did here!

This could really use a pumpin music track to get you going.

Very eductional in a good way :P Did not quite get how to create specific knots, the number on the cursor appeared to be changing randomly to me, but that is probably just me not understanding how to draw knots correctly.

Would love to have a cheatsheet available with the examples phoebe showed earlier.

The vibes are perfect in this game, and love how you got so much out of relatively simple graphics.

The spiketraps spawned mostly off the course making it rather easy for a while, and it was easy to miss when an energy orb spawned so perhaps that needs some additional sound or effect on spawn.

Great game, and especially a great atmosphere. You really managed to do a lot within the 72 hours.

I did encounter a soft lock though, in the room with the immovable block I stood on top of the block and knocked it off the magnet. I had to restart the level from the main menu to get it back. Maybe a button to reset the box in that room will help?

Sorry about the bug, I thought I already caught all of them related to the gravity flip. Do you maybe remember how it happened?

Anyway, thanks for the review! :D