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kelskye

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A member registered Jan 20, 2025 · View creator page →

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The commitment to a GameBoy style graphics and sound is really consistent. The traits system was interesting as a modifier to the TD game.The needing to grow plants before they can be planted was also a cool little twist. One note: the score is broken, it kept flicking between a positive score and a negative one.

The directional dash mechanic is a nice idea to build a game around. The lo-fi visuals and incorporating the brackeys logo in to the game was cool. The music was an appropriate choice.

A nice clean interface and deceptively not simple setup. Clever puzzle design that fits the premise nicely. It's a nice touch for a game like this to make the player have to monitor and remake their setup.

I really liked the music for this. It's that perfect ambient for space travel. It paired really well with the minimalist visuals. Thought the gameplay loop was nice, though I think it could have done with more threats beyond running out of fuel. 

A neat platformer with a nice mechanic. It looks and plays very sleek, with nice music accompanying it. I did get stuck on level 2 where I just ran out of places to go and had no indicator of what to do next.

The dungeon procedural generation is really impressive to implement. The implementation was clean and was fairly easy to navigate around. In terms of gameplay, it would have been cool if the level automatically finished when you found all the rooms. The combat felt a bit clunky and sound could have really helped.

The way the audio built up as the tempo built up was a really nice touch. Making the player learn the rules by trial and error is an audacious choice for a jam - I like it! A really cool and innovative effort.

I'm not sure if there was a bug or something (or if it just ran slow on my ancient machine) but I found when I got to 185 the game just froze then jumped to slightly over 200 and said I'd stayed in the same column too long.

The sprawling levels is quite cool. Getting the maze-like feel without it being tedious or too challenging is difficult. As soon as I figured out Q is shoot it, it was a lot better experience. Well done! 
BTW there was a bug with firefox where the game went larger than the fullscreen and couldn't be adjusted.

This is a nice twist on Tetris, implemented cleanly with appropriate music. The game loop is nicely contained. The only real downside on this is randomness rules a little too much which just means you're solving a fitting puzzle and a line puzzle at the same time without any real control over what goes in each. Nice effort overall!

This is a nice twist on Tetris, implemented cleanly with appropriate music. The game loop is nicely contained. The only real downside on this is randomness rules a little too much which just means you're solving a fitting puzzle and a line puzzle at the same time without any real control over what goes in each. Nice effort overall!

Nice effort! I thought the visual tricks were quite nice in the game, it was a clean presentation and the way to capture animals was a nice touch. It could have used some randomness, though, as getting more animals was a bit tedious. The one thing I did wonder was whether there was a link between particular foods and animals, or particular foods and health bonus. I couldn't figure either out on my own. 

There were a lot of nice touches on this game. The transitions and story, the humour, and I thought the music change for the boss fight at the end was a nice touch. I did find it a little annoying that to navigate through some areas there were invisible boundaries rather than having a physical object there. But overall, I had fun.

Nice platformers. Just hard enough to be rage-inducing, but not so hard that it's futile. I liked that the slimes pushed you instead of just killing you on touch.

That's a lot of mechanics implemented in a short space of time! The autobattler aspect was nice, though it did mean just a lot of waiting around for battles to finish. I was hideously overpowered on every level until I got to the end where I died a quick and humiliating death.

It's competently set up and the level design has some nice platforming in it. The tutorial was well implemented. I liked the opening animation to start the game off! A couple of little things that could be improved like speeding up the enemy death animations when they are killed, and being slightly more generous with movement before falling off platforms. On the latter, so many times when I tried to jump and move I had to remember "jump first, then press arrow key".

Good use of an ARPG setting. The dungeon was nicely laid out with a good progression of difficulty. Definitely could have used some sound effects, and knocking up the amplitude of the music, and setting up some sort of visual indicator when the enemy is hit. Half the time I had no idea if my attacks were successful as even the attacks that killed enemies had a delay before they disappeared.

I found the hidden level. Not really sure how because I totally got lost on the first level once I collected all the coins and I couldn't see how the level ended. I think the game needs a bit more of a challenge - the third level with the tank at least had some platforming challenges to it. Was it deliberate that you could shoot the tank by staying just out of its range?

This is a nice twist on the mini golf mechanic. I was really impressed with the comic book opening to create the story and the sound/music set the tone well.

Love the way the chickens splatter when you run into them. Once I figured out how to use the mouse to steer, the game become a a lot more fun. 

The level of polish on this is really impressive. The game looks good, plays well, and is an interesting take on the theme. 

It was a nice surprise that once you get hit the enemy slimes gives you some respite to relocate. That sort of design is a nice touch! I'll echo what others are saying here in that you really need SFX and music to help with the immersion. Perhaps adding something like power-ups to either gain life back or zap enemy slimes. You've got the makings of a fun game.

A very literal interpretation of the theme! It was nice little pool simulator with good artwork and appropriate music. One thing I would have liked to see was the friction on the planets be a little stronger. It sometimes took quite some time between strokes while waiting for the planets to slow down.

This was quite a bit of fun. Simple but effective. Music was bang on for the action. It took me a while to realise that the more powerful weapons were there from the beginning, and it's simply a matter of cost per bullet.

Once I got the hang of the controls, and which colour was which, I had a lot of fun playing the game. I liked the music speeding up as you upgrade - added a nice sense of urgency to it.

We both had the same thought! The low poly 3D aesthetic worked really well, and the gameplay worked. Perhaps an in-game 101 on the economics of the world would have been handy - I got to the point where I could build nothing and do nothing. That repeating music got really grating after a few repetitions!

Nice stealth game (I made a very similar game in a previous jam) with a well-worked story and a decent length for a game jam game. Some sound effects and/or a minimalist score might have really helped sell the immersion, but there's a lot to like otherwise.

This looks amazing! Along with the peaceful music and well-chosen sound effects, there's a lot to like aesthetically. I think the challenge for the player needs to be better explained. I think it had something to do with landing on flowers, but I didn't quite grasp why or what for. The flying was pretty intuitive except for my natural reaction to use the arrow keys to steer - but that's on me. 

A nice little maze game. The choice of music was really good for the game! I would have liked it if the slugs provided something of a challenge as killing them felt like a sterile exercise. A couple of sounds like for the blaster shooting and the slimes being hit may have helped with the feel of the game.

It looks nicely set up for something to happen. The pixel art style is clean and the interactions smooth. It'll be interesting to see what you do with it going forward. Some fantasy chipset music might help set the scene too.

I really enjoyed the puzzle design in this game. There was a moment in one of them where I was able to reason out exactly what I needed to do and was able to execute it. The graphics work for the game and the background music is as unintrusive as one could hope for. One difficulty I had with the controls was that worry of getting near pixel-perfect in movement because it was easy to accidently go over or hang over just a little and it affected the ability to push things effectively. I had to be very careful in my movement. 

This is a good effort. Little things like the level wipes are nice touches. The level design for a platformer is decent, and quite challenging. The graphics and sound/music is appropriate. Keep up the good work! 

btw, there is a bug on one of the levels where you need to jump on an enemy to avoid the spikes because if you hit the spikes after killing the enemy, the "try again" doesn't reload that character making it impossible to finish the level.

The puzzles were somewhat counterintuitive in a good way - that takes some effort to design in such a way that the player never feels cheated or defeated. The music and graphics were a nice combination - gave a sort of SNES throwback. The combat was kind of clunky, but it's no a big deal.

This was a really neat idea. Reusing the puzzles with unique solutions thanks to the soul split was really interesting. That final puzzle was a real pain to get right. It's as though nothing can go wrong... One thing that was slightly annoying was the need to hover over to find what the efficient solution would be - it would have been easier to have that count running on the screen. That UI quibble aside, nice work.

The art is really good. It has a nice consistent look and feel to it. The controls felt a little clunky and it was hard to know what to do at time with the sorting and printing.

Really like the minimalist look to this, and the music fits really well. The intro was amusing. I liked that idea of being able to harvest money on the left and the upgrade system. One thing I found was I just clicked my mouse button and never let go, just dragging the cursor wherever needed. There was no need to lift as far as I could tell.

Thanks for the comprehensive feedback. It's the small adjustments you mentioned that really can make a difference with game feel. The idea of having to stay at a console for a short while might be really good if the console is also on the path of a guard, adding a jeopardy to that. I think I'll use that in my next iteration of the game.

Thumbnail has been updated to something slightly less bad. 

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Funny you should mention that. The initial plan was to have a blueprint that showed at the start of each level that would mark out where the key objectives are. It was the first requirement dropped when I realised I had overscoped.

Interesting premise, I think a survival game like this can work, but it did feel like it's just playing with randomness as I couldn't see a way that my actions made any sort of difference to what was happening. If there was a way to hint at where the red squares are (sound or visual indicator), it would really help.

The idea is solid, and the execution good. Pulling off the insta-death mechanic is tricky, but I think the loop works here. The art fits the concept. It's brutally unforgiving, especially the start of the second level.