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josephdangerstewart

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A member registered 45 days ago · View creator page →

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Killed the count with only one casualty... RIP. Fun game! Having to navigate around the map while mostly focusing on the sky is a pretty fun challenge. It's pretty simple mechanically speaking, but I could definitely see how you might expand on this in the future. I thought the slowness of the character worked pretty well, since you have a decent amount of time after the vampire lands before he actually snatches up the villager. It forced me to have to think about where he was gonna land next and try and position myself close enough in advance. Overall, a really fun experience! Well done!

The controls were really fun to use once I figured them out, though (as others have mentioned) I was able to beat most of the levels by just holding down WSAD. But I feel like in a game like this, just making it fun to move around is the most important thing (and probably the hardest?) So well done!

I really like the idea of a platformer where gravity can be turned on and off. The controls felt nice and blasting around with the fire extinguisher was a lot of fun. The music was excellent as well! Nice work!

Who is this person and why do they keep going skydiving?? And who's joining them??? This was a nice take on the theme and really fun to play!

Fun puzzle game! I really like the concept and could definitely see it being expanded upon. I think sometimes the levels felt maybe a little too open ended. There were a few times where I managed to get to the end by just kind of meandering. Or at least it seemed that way since there were large parts of the level I didn't touch.  I thought the art was really clean and the face on the number player character adds a really nice touch of personality. Overall, really fun experience! Well done!

Cool puzzle platformer! I thought the puzzle design was really well done and the scaling up and down of platforming elements made for a really fun challenge. I think the controls could have been just a smidge more responsive (I felt a little slow, which kinda hurts iterating on solution ideas). I had a lot of fun with this!

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Really cool idea! Managing depleting batteries is a fun concept and the game feels really polished (despite the description claiming otherwise).  This is one I had to pull myself away from to go and do other games, so that's always a good sign in a game jam! For feedback, I think selling the crystals could have been instantaneous. Waiting for them to convert felt a little frustrating, especially when I was maxing out my cargo each load and it didn't really seem part of the intended experience. But I had a lot of fun with this one!

Oh I forgot to mention the art! It was absolutely amazing!

This was amazing! One of my favorites so far! Such an amazing take on the theme. I thought the level design was just top notch and did a really good job of teaching the mechanics and then expanding on it in some interesting way. Managing the height of the little cactus guy was just the right amount of challenging for me. The cactus guy was so cute too and I thought the sound really fit well with the experience. My only feedback (as others have pointed out) is that I feel like there could have been more frequent checkpoints. I would absolutely play more of this!

Interesting to see the theme be taken in such a narrative direction! I appreciated the Serverance reference. Nice work!

Does an excellent job of teaching mechanics and expanding on the core premise in a really intuitive way. I could absolutely see this being  developed into a full game. The writing was clever too. Nice job!

Cute game! I think I beat it, although it was a little hard to tell. Having some kind of end screen would help a lot here I think. The cat sprite is cute and I like its animations. Nice job!

Super cool concept! I had just left a comment on another game about how visibility-based platforming mechanics are a cool idea but hard to implement. This is a really cool take on that idea! If you explore this idea further,  I think having some more feedback to orient yourself in the world would be nice. I had a really hard time judging my timing relative to falling. The bar at the top of the screen really made this playable for me, I think it'd be nice to be able to drop a marker onto that bar once per level or something (particularly for the more complicated multi-part levels like the last one). Overall, really cool game!

Nice work! Playing with player visibility as a platforming mechanic is super interesting to me, though it's really difficult to implement in a way that is both meaningful to the experience and fair to the player. I actually thought this did pretty decent job. The reduced visibility made me play a little more cautiously although I did find myself being forced into a blind leap of faith a few times (sometimes just killing me), which is a little frustrating. I think the controls could be tightened up a little too. Specifically, the jump movement is very touchy making it difficult (in more of a frustrating way than a fun challenging way) to land precisely on platforms. I really like Corgi engine for platforming in Unity. It's a paid asset, but it handles all of the table-stakes platforming stuff (while still giving you quite a lot of control) so you can focus on what makes your game unique. I think this could probably also be helped with some more forgiving level design and checkpoints throughout the level so failure doesn't put you all the way back at the start. Overall, well done!

Speed running games generally stress me out but this was fun! It was stressful in a fun way. The controls felt really nice (though complicated platform is hard on a keyboard) and the levels were really well designed. Having to choose whether or not to get the time bonus coins added a nice layer of faced paced decision making. I also loved the crt tv effect you had going on there. My only point of feedback is that the character sprite was sometimes a little hard to track visually, I think giving him a little more definition would help. Really great work overall!

This was really fun! I like math puzzles a lot and this was really challenging. The music fits the chill tone of the game very well and the animations and sound effects give a real sense of polish, despite the minimalistic style. My only feedback (more of a nitpick really) is that dragging and dropping the numbers gets tiring quickly, it'd be nice to be able to just click on the numbers and either remove them or append them to the solution. Oh, and keyboard support would be nice! Nice job!

Fun game! Pool with exploding balls is such a creative idea! I could definitely see this idea being built out further with different types of balls, pockets, and ways to unlock them (and would absolutely download that game). For some points of feedback, it would have been nice to have some extra margin on the edges to pull back the stick when the cue ball is on the edges. Also, once all the bombs exploded, the game essentially turns into a normal game of pool. Maybe there could be some way of bringing bombs back? Or turning other balls into bombs? But this is a really solid concept and I had fun playing it! Nice work!

Amazing game! Having level changes tied to a countdown is such an interesting direction to take the theme in. And the execution was really well done too. Definitely has a lot of potential for expansion too. Very well done!

The chill music (which is amazing BTW) did not match how stressed I felt scrambling to make people's coffee orders. Really fun game and seriously top tier sound! The art and the writing are also really great and everything comes together to form a really cohesive experience.

I really like the concept! It kind of reminds me of superhot, but as a platformer. I think that's a great take on the theme. I also liked how the action cost was tied to the level time. If you expand on this in the future, I think the difficulty could be tuned a little more. I was more or less able to complete all the levels by just hold left and double jumping over all the enemies. But I could definitely imagine levels that force me to be more thoughtful about the movement. I also didn't really have much incentive to try and use the weapon. This was seriously so creative though! Really nice work!

I like the style a lot! I think the controls and the objective could have been a little clearer. Overall, nice work!

Fun twist on the 2048 concept! The art was super clean and easy to understand. There's definitely enough strategy to get the idea across, and I would absolutely download a mobile version of this. However, there were a few times where I got trapped into a 2x on both sides and I felt like there could have been  more opportunity for planning ahead (though I'm not really sure how, a bigger grid maybe?). But definitely a fun experience and a very creative take on the theme!

Definitely my favorite version of this approach to the theme so far! I absolutely love the monkeys and want to join their band (though I suppose that's the premise of the game). The camera pans were excellent and kind of reminded me of super monkey ball. It took me a few tries to figure out what was going on. I think hiding the counter would better indicate that you have to keep time in your head. The first several times, I was confused why it stopped counting down before I randomly lost (thinking I had to wait until the countdown reached zero). Once I figured it out, it was fun!

It definitely depends haha! I usually sacrifice my movement abilities in the end game especially when it’s between that and losing my own knockback, but the value in that is definitely not obvious 😅 thanks for the feedback! If we do more with this, figuring out a way to incentivize non-obvious sacrifices would be towards the top of the priority list

I really like the idea of frantically having to run down a bunch of floors in a building to escape within a time limit. And I thought the pacing was really excellent! Well done overall!

Very fun! I fixed all the issues before liftoff! I could see this being made into a spaceteam-like multiplayer game. I really liked the music and thought the design was really clean and mostly intuitive. I was a little confused at first for how to scroll up the screen and I never really fully understood the button pressing mini game (but, then again, I'm no rocket scientist). Overall, a fun experience! Well done!

Overcooked - but in a laboratory is is such a great idea! I'd love to see this as a multi player game so I can play it with my wife. The art is super cute and the progression is really well designed. This is one of the few games I didn't feel lost at the beginning just jumping into. Really well done!

Very cute! I appreciated that you included tutorial in the game, it really helped me to not feel lost at the beginning 😄I thought the art and the sounds were really cute and the game overall had a really nice level of polish. The upgrade system was nice, although it often felt kind of obvious what to pick (I typically just dumped my honey into the speed/capacity upgrades, since I usually wasn't getting all the flowers or filling my capacity in a day). I really liked the theme! Nice job overall!

Very atmospheric and spooky, although Lewis messed me up a bit 😅A puzzle game that you loop through and gain new information on each run is interesting. The art direction and polish was among the better of the games I've played so far. Nice work!

Really clever idea! Progression through intentionally dying is such an interesting take on the theme. And the level design was really solid too. I think you did a good job of showcasing the potential of the concept. As for points of feedback (more nit picks really), I think the controls felt a little slow to me, especially given the premise of re-running through the level multiple times. Additionally, I wish there was a way to reset a level without having to run down all my lives. There were a few times where I soft locked the level on my first life and then had to go and die a bunch of times to reset. Overall, really nice job! I think this was one of the more creative takes on the theme!

The amount of polish and detail in the game was really impressive. The story was also really engaging, I'd love to see more of where it goes. I felt the lack of music actually contributed to the sense of being in a mundane office setting. My only feedback is that it felt like it ended somewhat abruptly. But excellent work overall!

Very fun! I think the difficulty was tuned pretty well, forcing me to manage my attention between the ninja guys and the bombs. I also really liked the pixel art. Well done!

This was cute! The little intro scene had me chuckling. If you were to continue on this project, I think it would valuable to have feedbacks for things like taking damage and unlocking the next section. It wasn't very clear to me that the second area was locked and it wasn't very obvious when I was taking damage. But overall, I had a fun experience. Nice work!

Really fun! It took me... too long to realize I could hold down the mouse button. I really like the idea of having multiple blocks that count down in different ways that you have to manage. I thought the timed one was particularly interesting. One point of feedback, I often found myself just spamming clicks at the lowest blocks rather than being strategic about tackling different classes of blocks in any particular order. If you were to expand on this idea further, it might be worth introducing elements that force the players attention away from the most obviously urgent blocks. I think the timed blocks, the exploding ones, and the healing ones are great examples of that! For such a simple concept, it was a very enjoyable experience. Great work!

This was very chaotic, but in a fun way. The pacing was obviously very fast and you're just sort of thrown in, but that seemed intentional. Nice work!

Wow! This was beautiful! Amazing work! The puzzles were really challenging, although moving the dice around was so satisfying I could have just done that forever. Playing this felt kind of like solving a Rubik's cube, satisfying to play around with and I'm sure there's a way to intuitively reason about it for people smarter than myself. Seriously, such a brilliant take on the theme and such clean execution!

This was a fun game! It made me realize I can't count in roman numerals haha. I thought the theming was really creative. Nice job!

Super cool take on the theme! I thought the levels did a great job of showing the concept. It's always a good thing when I go from "well this is going to be super easy" to "oh wow that was actually pretty challenging". I only wish it was a little longer (which is probably a good thing to come out of a game jam game with haha). I would absolutely play more of this in the future if you ever expand on the concept. I thought the more minimal art style worked pretty well. My only real point of feedback is that it was a little hard to tell which platforms did what. It seemed like some platforms had a delay before becoming solid and others didn't, but it wasn't super clear to me how to tell the difference.

This is what it felt like fixing bugs in my game at 5am on Sunday morning 😭Very fun game and I liked the theming of it! Probably the most polished game I've played in the jam so far! The upgrades and the apps add a nice strategic element to the game although having to start all the way at the beginning when you die is fairly punishing, particularly when that's the only way (at least as far as I could tell) to install system mods. After my second or third death, I bought all of the system mods and it made the game easier, but it would have been nice to have the option to buy those as I went.

Overall, a fun game and a fun premise!

I'm a sucker for a good chess-inspired game and this was a really good one, and a really creative interpretation on the theme! I'll definitely be coming back to this one to play with my wife later! Nice work!

Probably the spookiest game I've played so far! The overall tone reminded me a lot of inscription, especially with the music and sound, which was among the best of any game I've played so far. The story of the game made me kind of sad (I think in an intended way). The game play was fun, although (as others have already noted) I found myself pulling up the pause menu on almost every turn to see which suit trumped which.