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KaynSD

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A member registered Oct 30, 2016 · View creator page →

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Very good horde simulator. The loss of control started to really come to the fore only in the final level, and the balance between an overwhelming mob that’s impossible to control vs a lean responsible one is a neat tightrope to walk.

Varied enemy types kept it fresh, and the simple addition of a minimap keeps the game from being frustrating. Solid entry.

The more I’m thinking about it the more I want to add to this. Ramps, other movables. Birds. The list is endless. Thanks for the review :)

Neat puzzle game, putting me in mind of the board game Flashpoint. With a cleaner interface and some levels to ease people into the concepts one at a time, this could make for a compelling mobile game.

Solid prototype, keep working at this one I think! Onto a winner here.

A well presented game with tight controls and an eratic difficulty curve. Time manipulation controls and a good deceleration rate on the player ball makes what could be a frustrating experience feel more like balancing a plate than feeling overwhelmed. A little shallow, but a very enjoyable experience.

Thanks Nightworks. If we look to making this a more polished version after the jam, we’ll take all this advice on board. :D

Thanks agourk. :) The trick with the fish is to move them before the cats have a chance to smell them, potentially towards Friend. Otherwise, you can also push them or throw yarn at them to shift them as needs be. :)

Make a few new levels. Add some polish. Release it. It’s perfect.

Spotted this one on Mark’s stream. A very solid prototype; one of my favourite ones that I’ve seen this jam. A little polish and this would be ready for release

Concept is clever. Was worried about the controls scheme when it was starting up, but got used to it pretty quickly.

Encountered a few bits of wierdness when it comes to scrolling off screen but that’s a minor complaint; game was clever, inventive, and it’s just outright fun to spin things around yourself at a high velocity. Hopefully a good idea for a game here outside of the jam in the future.

A good attempt at a turtle programming game let down by the fact that the instruction text is cropped at the bottom of the first help box, meaning that for the first five minutes I was stumbling about trying to work out the commands. A little slow paced but it’s an ambitious project to try for a game jam and that deserves some props.

As the readme file says, for anyone using the itch app, run the CrashCorp batch file to start. A few crashes here and there (not just from the trains… had a lua division by zero error) but the concept is a good one.

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A good prototype for a “possess the props” style game. In desperate need of a user interface to show the time limit between possessions and customisable sensitivity on the mouse look. Stong sense of sound design and shows a lot of promise

Oh… Oh that would be too many borks. Oh. Oh no. … we’re… we’re going to have to do that now, aren’t we?

Polished and smart. Enjoyable to find how little control I have on a character when being in control of all their physics. Good use of checkpoints and reusing visiting different screens. Could play easily double this very chill, very enjoyable game

“There’s a kitten… I like how this dog doesn’t want to be near the kittens or he’ll bark but he’s willing to do this for his friends” Howling with laughter. Exactly the feeling we were hoping for with this game. Thanks Jupiter. :D

Tough game with a nice presentation that sadly obscures some of it’s game mechanics. Enjoyed my time with it and was happy with the range of inputs I had to put in to keep my space ship going, but felt the combination of slugglish shooting controls and obscure interface got in the way. Despite that, really can see the potential with this one

Inventive take on the Juggling Many Plates school of gameplay. Definitely worth a look at. Doesn’t wear out it’s welcome, does exactly what it needs to. A cute little entry :)

Oh my god fanart!! <3

Thanks Mercado. Sometimes the world just needs a few more cute games about cats and dogs playing with yarn. :D

Peaceful entry to the herding subgenre for this jam, and a great take on the concept in it’s own right. Controlling multiple dogs with multiple control schemes is a challenge, but not one that I felt entirely overwhelming.

A feel good entry, a pleasure to play.

I realised near the end as the submissions were piling in that herding things was going to end up being it’s own subgenre, so it’s feeling great to hear such positive feedback from our peers. Thanks :D

Solid prototype for a puzzle game. Can see this being made into a full game.

With a different list and a different store layout each time, it can be a stressful experience, doubly so when coupled with an uncontrolable shopping cart. It fits the theme very well of course, but feels more frustrating as a result.

Ambitious and clever, with some of the other shoppers obeying the physics of the game and a control on how difficult the game can be this could be truly great.

A lack of animation and sound effects holds this otherwise rock solid entry back a step, for it is otherwise a rather good spin on a lane-switching game adding a constant distraction that needs attention rather than a conventional speeding-up mechanic. Good entry, just a little more polish would push it into being a great one.

A solid entry in the “uncontrollable jump timer” genre of entries that have happened during this jam. Presentation is consistent, but there’s something off about the audio. Jumping physics and wall cling are a nice idea, but the momentum from gravity makes timing your jump from these positions difficult. A good attempt, and fits the theme well.

Atmosphere and engine are perfectly captured, and controls are tight. Slow dimming and undimming of the light makes this a stand out prototype for future work. Not entirely sure it works with the theme of the jam or has quite the right pacing however.

This is a monster of game concept, beautifully executed. Amazing jam work.

A smart concept that took a while to click and made me smile a very wide, very mean programmer’s grin. A+ concept, slick execution.

Exceptional work. One part needs a little more signposting, but a great blend of parkour simulator and metroidvania

I had a few terrible ideas this year (being the first I could actually properly build something for), but given that the Final Fantasy VII Remake demo came out on the Monday during the jam, I figured this was the better opportunity.

For a while I wondered how much of the materia system and the battle system in general could be ported from the original Final Fantasy VII into a roguelike. As an experiment, it was kinda fun to get it running and for the most part it all copies across nicely.

My general feeling of it though is that this is a failure; one buggy enemy type, no end condition outside of game over, nothing to pickup, no levelling up and the like; and most of the impressive stuff is behind the scenes in the source code where the maths is accurate (although status elements aren’t emulated) but not exposed to the player.

Still, it’s given me a solid framework to work on for my next project.

https://kaynsd.itch.io/viidrl

Oh this is pretty. What processes did you use to generate these?

Utterly insane premise; attempting to build a full skateboarding game over a week timeframe. Using Wave Function Collapse to generate the skatepark, and apparently markov chains to name the tricks and seeded random generation for the appearance of your poor unfortunate skater.

Still less glitchy than THPS5. Awesome little prototype.

Bravo! Would love to see a write-up of what fractal theory you used here

Love me some procedural intelligence. Smart bit of theory. Love it.