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klaro

36
Posts
3
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A member registered Sep 02, 2018

Creator of

Recent community posts

Neat idea, and very satisfying to get a close match! It was a bit difficult but the UI elements help a lot -- watching the sliders turned out to be easier than checking the swatch, and having color-coded markers for past iterations was super helpful. I think maybe the slider dots could've been a bit narrower to better line up with the markers, but otherwise it worked great.

Simple but addictive! I thought I'd get the Mobius upgrade to idle for a bit but it was too satisfying to manually control so I ended up actively playing the whole way through anyway. And I enjoyed the naming progression in the upgrade paths, I had to buy everything so I could see them all.

Had a blast! Trying to pick the correct runes to achieve the requested effect was fun, but I ended up most looking forward to what bizarre side effects I'd generate each round (and slowly degenerated from trying to do no harm to becoming a chaos goblin). Did you write a custom effect for every possible combination? That's wild!

Thanks for the hint! I just never clicked on the car because I expected it to be highlighted as an interactable, oops

Honestly I wouldn’t say no 👀

Clever take on the loop concept! The graphics and music come together great for that "object trolls human" kind of vibe. It was pretty straightforward to pick up mechanically, but I also liked having to do some recon on him to figure out how to maximize his frustration.

I tried doing it the right way first, but honestly I had the most fun finding out what happens when things go wrong (it's terrible. terrible things)
This is the only game all Jam that actually made me cackle. I had a blast, only wish there were more animals to crochet!

Really enjoyed this one! Figuring out when to switch from one growth area to another to optimize the feedback loop was very satisfying, and I liked investing in my little organism's future. It was also nice to have a change in mechanical interactions at each rung of the ladder to keep the gameplay interesting, while also inheriting synergies from the previous stages to make things a bit easier (which works great with the premise!).

Atmosphere and visuals are top-notch, I love the palette and seedy cityscape. Having useful information recorded in the journal was really helpful, although I wish the detective moved a bit faster. Then again, the deliberate walk fits the game's noir vibe pretty well, doesn't it? Embarrassingly I got stuck after the cabbie hint -- I wasn't sure where to find him. But I've really enjoyed it thus far, nice work!

This was great! It was so satisfying to figure out the "grammar" of the spellcasting system, e.g. this means <element>, this means <X action>, etc., then thinking about how to put them together. I unfortunately couldn't figure out the last puzzle, but I had a blast!

I don't think I've encountered a game as wholesome as a grandma crocheting the events in her family's life, big and small. It's so cozy, and even the rhythm is very meditative. I did end up stressing myself out a bit trying to optimize rotation and color order to avoid waiting, but when Grandma said there were only happy accidents, it actually helped me not take things so seriously, haha. I had a lovely time, nice work!

Wasn't expecting this to be quite so up-to-date with current events, I choked a bit on my tea. Thankfully I didn't check out the screenshots beforehand or it would've spoiled the reveal! Love the premise and how each coworker brings about their own downfall, and the art style's got that quasi-corporate cartoon vibe that's just perfect.

Wow, definitely one of the coolest games I've tried so far! The looping scroll is such a neat take on the prompt, and the parrot was a lifesaver. It took me a while to figure out how to interact with objects, but once that clicked, I had a great time. I did get a bit thrown by some interactions having a clearly marked area for "insert object here", while others didn't (which I interpreted as not being interactable). It also took me a bit to realize that the merchant wanted pearls, since the icon wasn't quite what I expected a pearl to look like.

I really enjoyed this one, it was so satisfying to explore and figure out where to go to resolve each quest. Nice work!

Felt a little bare-bones, but the art looks great and really fits the vibe of the premise! Would love to see this fleshed out with some of the more varied and in-depth mechanics you mention in your other comments. :)

Interesting game! I could have used a bit more explanation as to what's actually happening, although I did enjoy watching chunks of my undead army go feral and ping-pong through the neighboring towns whenever I attacked a settlement. I wasn't sure what the left meter was for, or what dictated whether a token was dead or just waiting to be reanimated, or if I was picking up dead villagers to reanimate. Could more info be included in the game description along with the basic instructions?

What a neat take on looping as a puzzle mechanic!The visuals and music choice come together to create a solid atmosphere, and I appreciate the UI tracking each action in the loop as it's being executed (especially when it comes to rotation, that was a trip). Nice work, really cool stuff!

Beautiful visuals -- love the llama and the color palette. This pulling/scaling twist on the classic sokoban is a great idea, nicely done!

Wow, this is such a neat way to simulate photography! I didn't even know you could use window positioning like this, very creative. Beautiful art as well -- definitely one of the most unique games I've played.

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Great concept and execution -- I think this is my favorite game this jam! Really enjoyed the challenge of trying to create recognizable mini versions of the reference images, and it was so satisfying when the Martians liked them (I disagreed with some of their judgements, but not everyone can understand my vision. /sniff)

Three X in a trenchcoat is a classic. Love this take on survival, from being a mech to distributing the little goblin pilots to tailor the build. Very charming game and concept!

I think it's a lot clearer now, thank you!

Very neat interpretation of the theme! First time seeing a puzzler built around drawing a pattern and the intersection mechanic made it even more unique. And a solo project in 48 hours -- that's impressive!

Some feedback on the instructions: I did have a bit of trouble understanding why the intersection to create new stars wasn't working, because I didn't realize I needed to finish a constellation in order to spawn the new stars. It was also a bit confusing on that level that I stopped being able to draw lines when both galaxies had been used, but the previous level stated that I could reuse galaxies?

Definitely a bit tough to figure out initially, but I managed to get things going after some trial and error.  Interesting system to tinker with, and it's satisfying watching orders tick down. Second the recommendation for a tutorial, though! 

I like the feel of assigning tasks and getting continuous feedback via ticker and DAU tracker, and the tradeoff traits on the employees is a nice touch! It threw me a bit to see task timeblocks vanish a short distance from the end of the timeline (what seems to be the "present")? It's a bit confusing for me as a representation of time passing and tasks getting completed.

Neat idea! It would be cool to see the company scale too, if there are updates in the future.

Very atmospheric with the graphics and sound effects, and it was really satisfying to figure out more and more interactions in order to solve the puzzles. Fantastic ending too, wish there was more!

Really nice work taking what initially seems like a simple mechanic and turning it into a puzzle game with some good depth to it! I like that there was freedom with solutions, and also how clean and unobtrusive the presentation is. The act of dragging the tiles is quietly satisfying too.

The art is super cute, especially the dragon! I kept playing just to see  how big the dragon would get and what new creatures would be added each level. Lovely work!

This was a lot of fun! I enjoyed tinkering with the lineup and watching my little guys beat the warrior to a pulp. Presentation was great too -- love how cute the sprites are, and the music goes nicely with the pixel art visuals.

What a neat implementation of "human as PC"! I enjoyed how in-context the introduction of each interaction type was -- it was fun to see how xxKillerxx reacted to the glitches (and then to the glitch being fixed). I was actually getting some rhythm game vibes between the music and the gunshots, although maybe that would defeat the purpose of managing the stage for an unpredictable "human" player? Anyway, nice work!

Wow. Does this count as an RPG? Because I really felt like I was a stage element going rogue -- especially when I forgot the player was still bound by the game's laws of physics and squished them. Oops. The little shaking-free animation at the start of each level was a nice little touch too. Clever puzzles, fun game, great work!

also pig go pop hehehe

I love the premise and the way it wraps up the game's core mechanic -- just watching that little guy get bounced higher and higher made me happy, and their comments on their progress in the game made me laugh outright. Apparently the balance of my game is a bit off, but I had a great time all the same!

The simple visuals and music work together really well in creating a relaxing but satisfying experience. There's just something so nice about seeing those little green branches grow taller and taller along the path of the light. Although it's a little upsetting when I accidentally chop off the top of my plant waving the darkness around. Really unique!

This is so wholesome! The art and music go so well together, and the ghost is such a sweetheart. I can't believe this came together in just 24 hours!

Had a lot of fun with this game! It's the distilled version of my favorite part of loot/crafting systems: stacking up all sorts of gear bonuses and watching them pay off. I hope the crashing issue can be resolved -- I'd love to see more of this game!

Oh no. How can I go back to tossing seeds on tilled soil now that I've planted them by meteor shower?

Great game, wraps an interesting puzzle mechanic in very charming visuals and premise. I really enjoyed this one!

Really neat concept! It was a bit confusing at first, but once I got how to play, it was a lot of fun thinking through how to build each hand, which new cards to take, the probability of being able to sabotage the enemy (or accidentally sabotaging myself)...

If this were to be expanded, I'd like to have more feedback for dealing the final blow, because the transition to choosing new cards is kind of abrupt. But that's a super minor nit. This is great!