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Jfred

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A member registered Feb 04, 2021 · View creator page →

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chrome, yeah it's very weird

if this doesn't win seriousness WE RIOT

seriously tho great game, out of all the chair spinning games I played, this has the most comfortable controls, I just wish we could see our guy's orientation through walls but that's a small nitpick

the humour is on point, the music with all the corporate talk vocal samples really nailed the fever dream aesthetic, genuinely everything works perfectly together here and I hope it scores well on all fronts, good stuff

this is great! love the artstyle, very nice and short, I think the difficulty is a little daunting at first but the path is always fairly straightforward, the concern is mostly a motivation thing where it's easy to feel overwhelmed when loading into the later levels, but that's a natural thing with this kind of puzzle progression, it looks very busy very fast, but once you actually go through it's really nice

Resetting the level doesn't work for some reason? All the progress bars are broken for me, I'd be curious to know if I'm the only one this happened to, and why, I can't skip the opening sequence either, it's like they're trying to fill but randomly stop up to like 30% of the way, sometimes they don't even start filling in to begin with, very strange

Nothing game breaking tho, other than that, super clean game

wow... this hits deep despite the simplicity

the pacing is perfect

wish I had more to say, but it does leave you kinda speechless, which is something to be proud of

gosh this is amazing

stellar presentation, I honestly think this is a perfect entry to the jam, the theme was incorporated in the best way, and you just can't help but smile playing as this lil guy

obviously the nostalgia factor helps but nah this is so clean 10/10

alright this is awesome so I'm gonna try to talk through everything I could think about

Conceptually I think there's crazy potential with this, I especially liked how the audio actually reflected the harmonics being tuned to the music, it's a very nice detail that I think carried my enjoyment throughout, also the adaptive music across the chapters was a really nice touch

Personally I'm a little sensitive to panned drums, I think especially for this kind of edm you want your drums to be very front and center, this kinda felt like one of those 8D rotating music videos and it felt a little gimmicky (but maybe that's just me, also maybe it's supposed to leave space for the sine waves, I can't complain if that's the case)

otherwise the music is really good

As many have pointed out the controls did feel a little confusing, but I like to think the confusion was intended for challenge, if it was a simple x-y coordinate conversion it would be way too trivial so I actually kinda like that there's weird unpredictable inertia (even if I'm guessing it wasn't intended that way)

Visual communication isn't perfect as you mentioned below and could help a lot in that regard, but I think the attempt to make a gameplay loop related to audio engineering concepts in general is so risky for a massively non-musician audience that I have to respect it - one thing that maybe could've helped is making the spinning slower? It looks very jittery even in the windows build, but I imagine the speed is related to the actual frequency sooo yea idk, something to think about

The fact that there's multiple different ways to see the frequency as you change it is also a risky move because it can clutter the screen a lot and it can be tough to quickly intuit where to go and what to do, but it makes thematic sense (it's supposed to be a really complicated control panel only Alanteria knows how to work with after all)

On my initial playthrough I only looked at the target frequency and tried to precisely match it, it took a bit of time but it was while I was still figuring everything out, and then the second time through I could speedrun the levels by looking at the circles position for big differences and the error value for small differences. Everything eventually had a purpose, which is really cool, but it did require me to play the game through twice. Maybe you could add some incentive to speedrun a couple levels, if you ever wanted to continue working on it? or some other way to incentivise looking at different parts of the screen, I think the game feels best when you try not to be precise and just do it by feeling, which I never tried to do when I finished the game the first time around (and that first time around was a tiiiny bit boring)

And story-wise I love how grand and overblown it is, but again, it's a weird balance to strike between thematic fluff and clear gameplay directives, the lore exposition between every chapter is very in your face and it's a little scary at first because it feels like you're required to read everything to play the game, when actually no not really, in my mind it could've been a dedicated side panel that you can choose to open to learn more, or something like that

Anyway, great game, could easily be expanded upon especially if you introduce other audio engineering related concepts, it's an absolute gold mine if you decide to go in that direction, but I digress

this was a very rambly comment but I really liked your game, nice work

grandma made it to heaven... such a very serious emotional journey, so serious I shed a tear... 10/10

This made my speedrunner brain very happy

I don't think I can overstate how good this feels, making a platformer is deceptively hard but this just ticks all the right boxes gameplay-wise, audio is phenomenal, it has a very distinct look and excels in visual communication

5 stars all around, super serious game

thank you for making this game

seeing a lot of activity on the discord surrounding it so I thought why not give it a try? Absolute banger, this is exactly the kind of game that deserves to win game jams, it's a huge risk because we often prioritize quick and fun gameplay loops but this kind of self contained puzzle adventure can give a greater payoff than any other game could (and it absolutely did)

The theme was super well incorporated into the design of this too, and figuring out the mechanics themselves as a gameplay concept is really hard to balance but it's done so well here, I can't stress enough how much of an incredible example you're setting

and I LOVE the pretentiousness, we need more pretentious games with crazy self-important lore building, genuinely a 10/10

interesting concept! I think for a game jam you did very well if this is your second game

auto rotation as a core concept can be super unique if done correctly, I imagine it as like a rail shooter except it loops around (how cool is that??) I think this game has a lot of design space to iterate

This is a very serious game. It was a pleasure to engage in this audiovisual experience, very excited about further growth opportunities.

this is fun! very creative theme interpretation, and huge props for making everything yourself!

I think the difficulty is perfectly balanced here which is a really hard thing to get down, especially for a game jam so yeah nice work

this is pretty cool! Definitely a concept that deserves expanding on, maybe with a slower progression that lets you start out with only 1 or 2 normal bullets and the rest is empty so the special bullets you buy are a lot more strategic and impactful

I really think you can take this far, I can see the vision, nice work

Out of all the games I played this jam this is the one I had the most fun on

The only feedback I can bring up is sometimes my quick scopes were a little too quick and registered as noscopes but whatever man it's a tiny thing, just gotta understand the timing for it

Stellar presentation, incredible concept and theme interpretation, genuinely loved every second of it

the game feel is perfect, every little particle and animation adds to the flavor of everything and it's all so cohesive, the sounds are crispy clean, 5 stars all around

this game is the very unique position of being really hard but not unfair and gives the player a very accurate idea of what the game offers despite its difficulty gating

I think bullet hell games in general have a very niche target audience and so I'm maybe not the biggest authority on critiquing one but I had fun playing a couple waves! For a first game this is super impressive, keep it up!

interesting stuff! very cool atmosphere, you nailed the classic itchio horror game vibe and there's massive potential with this concept

this is probably the most immersive game I've played so far in this jam, really well done

oh man that was sick, I loved the concept, honestly nothing obvious comes to mind as far as improvements go except maybe even more juice in the battles, like I kinda wanna see an animation for when somebody wins

super solid game, well done ^^

very cool! Everything works well, the fact that you can retry a question on the spot is much appreciated

Overall a fun short solid experience, not much else to say, this is the prime example of a good game jam entry with not a lot of technical depth to it, but gives you a good time nonetheless

this was really fun!! Just pretty much perfect execution all around, I got 1958!

only piece of feedback I might have is, I would've loved to see my score in real time, but that's a nitpick and truly doesn't take anything away from the experience, everything was super smooth congrats yall

definitely feels better! Gave you a couple more stars :)

obviously balancing is really hard especially for a game jam so don't worry too much about it, if we can reliably get to the end and have an accurate idea of what the game offers, it's a big positive already

banger game, got it in 9.8 seconds

give me a fast reset button and my life is yours

looks pretty nice! I think a big part of the friction in this game is the randomness, the blue monster seems like an impossible fight even with upgrades, and resetting is inconvenient... I also got soft locked in the fight after getting the gnome exchange, the background was all blue and I couldn't do anything

Overall I think this is a nice idea, I can definitely feel the Slots and Daggers influence, but in my opinion, making encounters somewhat scripted is so much better than making them have a random probability of being impossible! I sadly couldn't reach the end but I would've loved to :(

Maybe this is a skill issue on my part but game jams do favor prioritizing easy and fun gameplay (you got the fun part tho! Spinning the slots has a nice feel to it)

ok this has potential!! First thing that comes to mind is, would be nice to have some reason to use the formless blob! Otherwise it feels kinda pointless, but there's an idea behind this I can see the vision

Generally fighting the engine's random friction inconsistencies is very common in beginner projects that use built-in physics, which is why I like to advise people to try coding their own gravity and inertia and stuff

But for a first-timer this is really solid regardless, congrats on getting something out!

This is nice I enjoyed it! Some quick obvious feedback would be, a main menu button/keybind in-game, maybe some communication on the gravity switching mechanics, like the platforms become a different color or something, also I would like to have a keybind for respawning to the last checkpoint without having to wait the fall

Reminds me of Marble's Marbles, works very well for speedrunning if done right, keep it up!

WOW this is crunchy, I love the concept, clocks by themselves are in general a really cool stylistic image you can do a lot with, and this is exactly what I wanted to see, I know how hard it is to nail down a balatro-like concept like that and have it be immediately understood by the player so props on the game design

adaptive music is a nice touch, the visual feedback could be a little snappier and stuff but whatever for a game jam game it's a 10/10 no notes from me

this is so sick omg thank you for making this happen

thank youuuu !! <3

Thank you so much!!!!! omg iron lung was probably a subconscious inspiration I love that world, didn't even realize that :o

woah this looks nice, great job on the procedural terrain :D

ooo very cozy little game, the visuals are really charming :D

ah that 's my fault then, sorry about your experience :(

maybe the console indications are a little too vague? I'm curious to know where exactly you got stuck

so basically you have a radar scanning for planets, you can move your ship around with left click, and once you find a planet you can begin an expedition to it, where you can move from tile to tile with left click, collect crystals to upgrade your truck, and you need to go back to the starting tile to end the expedition before you run out of fuel (you can see your remaining fuel on the right side panel, it's basically how many tile movements you have left)

cool game! interesting limitations on the gravity switching, usually you'd be able to freely switch to whatever gravity you want but here it's only right or left, which is a fun gimmick I think... could be expanded upon for sure!

best artstyle in the jam so far

this is sickk I love the colors and the pixelated post processing, and the 3D movement feels really nice for a game jam game :D

very fun! love this cartoony corporate artstyle, overall just a really solid experience! also the mouse click is satisfying asf

really cool concept! at a first glance it's really hard to figure out the optimal strategies but I really like the vibe and where it's going! nice work

short and sweet! 5 stars all around, really cool entry :)

I think this concept could be expanded upon, lots of potential here

hey this is pretty cool! not too sure why you wanna spend time killing enemies tho, I feel like speedrunning through is the only viable option, but nice atmosphere! I liked it ^^

very satisfying to play, love the little particle effects! overall this is super polished visually, nice work

sick game! not much to say really, just a very solid experience front to back