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Kantalope

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A member registered Sep 03, 2018 · View creator page →

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Love the looks and sounds, but I couldn't get into the game when certain things got annoying, like a lack of a crosshair making it hard to know where my mouse is (even just a custom cursor would have helped with visibility). Overall you did well, but I didn't necessarily enjoy it as much as I wanted to

eh, got me to download an autoclicker to confirm you accounted for that, so that's cool I guess

Enjoyed the game, but that difficulty spike is insane and nearly made me quit before figuring out the level labelled 10. I got to the second to last level and just couldn't figure out the cascade of chaos I needed to succeed.

I am more relieved the game is over than anything, but there's definitely value in games like this lol.

This one is a bit challenging! Took me a few goes at it, but I got through the gauntlet! Fun overall, just wish there was more the story, and maybe some more stuff going on with the background. Otherwise dope stuff!

I want a full game of this soooo bad! I know that this team is a university club team, but I still think that y'all could go for a full version, even if it's a smaller title. Either way, y'all did amazing work!

Overall I felt this was a fun game, and having ten whole puzzles is great, but I felt that the solutions were either too easy to solve or were slightly annoying in having to have the exact number of moves resulting in a success when I could reach the goal in less moves. Otherwise it was enjoyable in the way that a mobile game is fun when your phone is set to airplane mode to disable the ads so that you can Do The Thing™ mindlessly. Fun music, though!

I ruined my experience because of the clock. Psyched myself out! I started clicking like I need an abundance of cookies, and the story started to be lost on me. I was just trying to force out all the dialogue options until nothing new would emerge, so I could be sure I had all the information, but that left me with no context of what actually was said. That's my bad, should have taken my time while I had it since my panicked method left me with over ten whole minutes I could have used to soak it all in. Aside from that, I really like the execution of it all, from art to audio. I just wish I kept my patience with it.

I like the concept, but the game balance made it hard to figure out any sort of strategy. From what I gather, mostly I found no reason to use time for something that already brings his mood down, even if it's supposedly something he likes, when you should just pick that positive cards. Also, I know it's a losing game, but at least let me feel like I'm winning sometimes. Is that too much to ask?

My favorite in the jam so far! The simple thrill of delaying the inevitable explosion feels so slapstick, and I easily could see this being in an arcade cabinet or a party game compilation.

Though the presentation is great, I just feel that the margin for error is beyond too low. The fact that the opponent always completes their task in two or three seconds is beyond annoying when completing something in five requires multiple super human completions in a second just to make up for it. Basically it felt quite unfair.

Aside from complaining, I really like the art style. It gives me flashbacks to when Newgrounds was really popular. I imagine this is what happens to all the imposters in That's Not My Neighbor once caught, but maybe something actually happens to them in that game, I only ever saw clips of it on Shorts lol.

Do all art assets have to be made by the jam participant or can we use existing sources with credit?

I absolutely love the music with how it evokes that same silly soundscape you'd find in a crash bandicoot or spyro dinosaur level, and the death sounds had me cracking up when a whole bunch of them would die all at once.

I tried to continue playing after a death, but it sent me back to the language screen. Once the game finished with the opening cutscene, it spawned me underneath the starting area's stairs.

Thank you for the feedback! It's much appreciated. As for the 'Sniper', it's actually a Railgun that has to be charged up in order to fire a round. We'll make sure to better communicate that in later builds.

I had the same issue as the other commenter in that I had to zoom in to 170+% to see all of the controls and story. The game felt fairly simple because of the two directional nature of the design, and randomized passage locations and a cooldown on the board command would've presented more replayability, but I'm not too upset about that considering the time frame. I can't complain too much considering I'm the only one with an unfinished game lol

I like the idea being displayed here, there's just a few issues that I experienced:

  • unforgiving platforming (could be fixed with a little bit of "coyote time" after ledges)
  • secret vision was spammable (felt like the ability should've been disabled when player inputs a movement key so that they have to stop in order to use it again)
  • ball sometimes didn't respawn at end

For a game that only took 12 hours to make, it's very impressive. I imagine that, with another 4 hours, the game would've had more polish and be even better!

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I'm looking for a team as well. I'm experienced in FPS and Racing Sim level design and know the basics of coding. I haven't published anything in a game engine yet, but I have messed about with creating inventories and multifunctional weapon and item classes in Unreal 4, and I can quickly learn other important skills as I go.


EDIT: You can find me on discord @Kantalope#4488

Pretty fun game, enjoyed listening to the same music as SCP Illustrated lol! The only frustrating part about this game was the lack of a clear indicator of whether or not a ledge was 'clamberable(?)' or not. It felt as if some ledges of the same relative jump height had different interactions rather than a consistent feel. Maybe this is due to a pixel here or there? Either way this was a fun 20 minute game to play!