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Jimmy C

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A member registered Jul 12, 2020 · View creator page →

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I feel you on the camera issue, I think WebGL has some problems where it'll dramatically increase the sensitivity and also cause problems with camera stutter, at least in my experience. Very annoying but such is the life of attempting to make a 3D game in a game jam lol.

This was a cool one, I always appreciate an off the wall take on the theme and this is a really fun way to take it! If I had any constructive criticism, it would be nice if the player was able to end the timer early once they feel ready to, since it would let you play a bit more fast paced. But I think this was a cool execution of a novel concept! I especially like the inclusion of multiple types of ducks worth different amounts, cool way to force people to work with weird number combinations and keep things interesting. I would have loved even more variation, but it's a game jam game so hard to complain lol. Good work! 

Aw dang now I feel stupid, reading is hard lol. Great work on this one, really great game

Whoops, my bad on the downloaded version! I'd meant to add a windows build but ran out of time to build and submit it, I was down to the wire fixing submission issues for the web one lol

Web build for me, with 16 GB of RAM and 3.70 GHz clock speed. And no worries lol, I know the pain of optimizing 3D games for web builds, it be like that sometimes

Gave up on level 13! I think it speaks to how well designed this game is that I played for that long, I am not normally a sokoban kinda guy but this was great. Incredibly clever puzzles that teach the player the mechanics beautifully- that one level where you teach the player that boxes can push other boxes and then use that in the next puzzle on that screen? Immaculate. My only piece of constructive criticism is that this game could really use an undo button. But it's a game jam game, so fair enough! Excellent work, this is my favorite game I've played so far this jam!

I really love this one! Picking up what the instructions mean through context feels very rewarding. If I had any constructive feedback, it does feel  a little too random right now- sometimes you'll get really obvious wire cutting tasks and other times it'll feel kind of impossible to figure it out in the countdown. I think the game could use a more defined progressive difficulty system that weights easier tasks to come earlier- or if that already exists, it might be in need of some tuning. But still, this game is really good and one of my favorites so far, awesome work!

Very cool take on the concept and I love the art! My only constructive piece of feedback would be that adding some checkpoints would be nice, since some of the effects can really just kill you very fast and restarting from the beginning after that kinda hurts lol. But very well done overall, very impressive how many unique effects you were able to make!

The animation of the ducks jumping at your head is very funny and cute, big fan. As a heads up I did run into a lot of lag every time I shot a duck, but still very cool game!

Very cute and clever game! My one piece of constructive criticism would be that the water mechanic was a little finnicky, as traveling to the water's surface after floating on it onto the normal ground next to it sometimes doesn't work; it seems like you float just barely beneath where you would need to be to walk onto ground again which can be a little inconsistent. But in general, very cute game with some really clever puzzles! I especially like the use of fans and the sliding around you can do, very intuitive and cool way to structure puzzles around the ability to stop time while also making yourself unable to move. Great work!

Very cool game with a kinda insane amount of content for something made in so little time! My only constructive criticism is that it's a bit hard to remember all of the rules, so having a guidebook to reference while playing might have been helpful. But it's hard to ask you to add more when there's already so much here lol. Great work!

Absolutely gorgeous game with a crazy amount of content for a game jam game! Tragically I think I broke the UI in a way that softlocked me where the drawing screen and the room screen both became active at the same time.  But before that happened it was a blast and very pretty! Excellent work, very cool game.

I really love the idea in this one, and I really like how frantic it gets by the end! I do think the game's onboarding is a bit rough (the exact goals and how to do them are a bit unclear), and I think it would be nice if you could just repeatedly use a tool rather than having to reselect it from the options menu every time- moving the mouse back and forth from the watering can button to a single flower repeatedly is a little tedious. But I had fun, and this was a really neat take on the theme that led to some cool chaotic gameplay. Good work!

Some neat ideas here and an interesting take on the theme! I like the ideas of the shop and the time you have decreasing as you replay. For constructive feedback, it could probably use some of that platformer juice, including things like coyote time, and I think the game could use some some sort of final goal/upgrade beyond the dash as a goal to work towards. Also I agree with other commenters that the dash was uncontrollable but lowkey it was also very fun to spam it and suddenly be half across the level lol

Neat game, I respect the ambition of adding a quest and dialogue system in a game jam game! The writing was also very fun.

Very cute and funny game! The writing is really great.

Sure! I went ahead and made the GitHub repository for the game public, and you can find it here: https://github.com/jimmyc5/GMTK-Game-Jam-2024
I'll warn you that the code is a little scuffed in places due to being a jam project. But super honored y'all would want to speedrun it! Let me know if you run into any problems with the code or if I forgot to update GitHub with the latest version or something, it's been a while lol

Weird. I might go back and try to fix that after the jam, can I ask what browser you were using so I can see if I can reproduce it?

Ah, sorry to hear that! I think the camera drifting bug happens to people with certain mice or browser versions, we're not sure exactly what causes it, only that it happens for a small portion of people. We didn't end up catching the bug before the jam ended since it hadn't randomly happened to us before then. Going into fullscreen mode fixes the issue from what I can tell. Sorry to hear it happened to you!

Cool idea! Clever to use a Unity-like interface/loop system when you know your audience will be a bunch of game jammers lol. I do think the game would have benefitted from some more in-game tutorials- I didn't realize you could move the camera for a while, and it wasn't clear what Control_Loop did at first either. I also think it could use a speedup button- the timescale option was cute but something more universal would probably help quality of life. Still, these are polishing things, and leaving some instructions in the description is pretty fair for a jam game lol.  Regardless, super neat game, I love the concept, the art and the UI a lot!

Awesome game! The art and polish on this one is top notch. I really love the room selection gimmick, but maybe the wheel should've been made actually random, because it was pretty easy to just time it and just make infinite money by putting red rooms in it that you never actually visit. From there you can pretty easily get super overpowered at the shops and then never really be challenged again. I also feel like the game could really use an end point, like a boss you're building up to fighting or something. But I only do all this nitpicking because it's a really cool and well-executed game that I want to see more of lol. Seriously, the polish on this is crazy, great job!

This is a delightful game, really love the silly vibe and the giraffes are very cute.

I love the idea, really great take on the theme! Unfortunately I did reach a point where the player stopped being able to move on the conveyor belts due to glitchily getting caught on the walls, which made the game pretty difficult to play. (jam games be like that sometimes lol) But before that it was really neat and I love the art, good job!

Neat game! The ship mechanics are quite fun, I really like the slidy speeds you can reach and start tokyo drifting your way through the asteroid belt. Took me a bit to get a hang of guiding old crusty, but honestly it was really rewarding once I got used to it. My main critique would be that the tutorials could use some work- the game throws a lot of information at you at the start that's hard to remember, and at the start of level two it took me a minute to realize that "selecting" an asteroid meant clicking on it. Also, when I broke old crusty in level 2, the game did get in an infinite loop of saying I lost. (These things happen with jam games lol) Despite that, very cool game! Really loved the movement mechanics and the tractor beam mechanic especially was neat.

Awesome game! I love the little squash and stretch on the boxes as you pick them up, it's a really nice touch.

I see you fellow Synty asset enjoyer! This game has some stellar vibes and really great sound design. I feel like game jams could use more games that give that exploration kinda feel, neat work. The camera is a bit rough but thrid person cameras can be a pain to work with so fair enough for a jam game lol. Good work!

Super cute! And such a unique take on the theme too.

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Thanks for playing! And yeah, we already cut down the sensitivity based on feedback during the jam but I guess we should have gone even further with it lol. I played your game and it was incredibly well done, great job!

This is a really great game! Trying to balance the path you take to avoid enemies and hit all the different runes is a lot of fun, and the art is great. My main critique is just that the game could really use some tutorials. (I'm still not sure what the hourglass rune does tbh.) Still, this game is super unique and a lot of fun. Good job!

Neat game! I really love the art, such a great use of lighting. 

Awesome game! I've seen games that do a looping mechanic like this before, but adding the blocks that change state when you loop throws an awesome wrench into it. They add just the right amount of head-scratching to make for some incredibly satisfying level design. The story was a bit hard to follow at the beginning, but the vibe was cute enough that I was still having a good time. This is a really well executed game, great job!

I really love how much effort clearly went into giving a feeling of progress, with the areas changing, you unlocking new moves, and it was especially cool when the combos changed to words instead of the arrow keys. It helped a lot to keep things fresh, which I feel like is one of he most important things for a clicker game.  I did struggle a bit at first because I thought the arrow key combos were meant to be pressed all at once, not in order, but other than that, great work!

Really fun game, I love how the first strategy I thought of (just bouncing it as many times as possible against the walls) actually had consequences when I hit myself and took 180,000 damage lol. This game makes really good use of the brain's need to see big number go up, and it feels super satisfying to find the path to beat a level. I think the randomness does lead to a bit of a wonky difficulty curve- some levels will be really easy because a clear path exists, and for others none really exists and you just kind of have to wing it and try to stay alive as long as possible. But winging it is fun, and so this game is fun. Really great work.

I seriously love this game, phenomenal work. Jus the right amount of head scratching with some really great art and music. There's a bit of a learning curve to understand the mechanics, but I think you do a decent enough job of it, and once you get it it's just a ton of fun. Excellent work, this is one of my favorites this jam!

This aesthetic is beautiful, and I loved the puzzles. I do wish that we were given just a bit more wiggle room with the distances given by the statues though-right ow you have to do some very precise walking to get to the places you need to before restarting, and it can get a bit frustrating having to restart because you hit the A key a few frames before the W key and thus took a slightly suboptimal line and now you can't execute the puzzle you've already solved in your head. That's kind of a nitpick though, this game is really clever and also really beautiful. There aren't many games where I can say I've been super impressed by the skybox but this one definitely is one of them, it's incredibly pretty, as is everything else in this game. Great work!

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Cool game! I love the artstyle and I think the idea is neat. If I had any feedback, I'd say that the number of loops probably could've been lessened on most of the levels- in most of the levels I pretty much just set up an infinitely repeatable way to finish the level during my first loop, and then after I finished the setup I had to execute that exact same plan like four times in a row to finish it, which gets a little tedious. Reducing the number of loops to just 2 or 3 for a lot of these levels could likely keep the same cool puzzle solving while skipping the tedium of repeating the same actions 3 or 4 times in a row. Still a cool game though, and aside from the extra loops I really did like the puzzles, good work!

Neat game! I really like how the upgrades from the shop can open up new areas in he level as you get a higher jump and the like. My one critique is that the level is a bit too long- I kind of wish that I could do the core gameplay loop of upgrading and improving over the loops more frequently, but it takes so long to get to the end that most of the time it kind of feels like I'm just playing a generic platformer.  I think shortening the level (or maybe making the upgrades be doled out faster/cheaper) might have helped with the pacing a bit. Still, this is a really cool game, and I had a lot of fun with it, great work!

This is an insanely polished and well-made game, amazing work! If I was to offer any feedback, I kind of wish it would restart automatically after you died rather than making the player rest normally, since you can die a lot and it gets a bit annoying. But that's a pretty minor nitpick, the polish on the animations and physics in this game is phenomenal, awesome job. It reminds me a lot of Leap Year, which is a big compliment.

This game is really cool, really great take on the theme and it's very pretty. My one critique is that the balancing feels pretty off- day 4 is a huge spike in the quota that feels like it's basically impossible to get past unless you get really lucky with level generation. For a game that uses this much randomness I feel it's important that for most runs the player feels as if they could have won if they'd made better decisions, but in this case I definitely think there isn't enough agency to avoiding losing on day 4 most of the time. Granted, that kind of balancing takes time, and this is already very impressive for a 4 day jam! Good work. 

Really neat game! I think the time reversal was a little difficult to use at times- notably that first moving platform in the level that introduces the time mechanic doesn't always pick you up if you don't hold down the button for a hot second, which is a bit unintuitive. But the game had some really neat puzzles and  I especially liked the little preview it gives of where each object will be in real time- it does a lot to make the mechanic easier to plan around, nice touch!

Just played it, awesome game! I really love your new levels