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Kent

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A member registered Aug 19, 2018 · View creator page →

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Thank you for all your effort! To be honest, it's been incredibly painful trying to get the multi-window card system to work. I originally was gonna do it because I was gonna have a whole anatomy thing as a secondary window and have the cards transfer between the main window and status window seamlessly but honestly that's just a bit out of scope at the moment. The strobing issue is just one thing, but there are an endless amount of exception cases where the game crashes especially during the card animations. The multi-window card system also is terrible to try to implement to multiple platforms/OS's.

Maybe in the future, I will complete the game outside of a jam context, but I've been preoccupied with some life stuff and another game I am working on. But right now I'm just gonna stick with the reviews I have so far. I do appreciate all the people that tried to review and notify me of the errors in my game though. It means a lot! and thank you again. I hope the game jam works out for your game too ^^.

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I wasn't "taking it down", just making sure no one else gets the scary strobing effect ^^.  Someone with sensitivity to these kinds of things could get hurt playing if it was still up while that issue stays! Interesting, I thought it would have to do with multiple monitors, I have a 4k monitor as well and I'm using Windows 10 so I'm actually really unsure of what happened. I'll keep looking into it if I can fix it.

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Oh my gosh, I'm so sorry that happened to you. I'm going to take down the download of this game so this doesn't happen to anyone else. Is it okay if you could tell me what OS you were using and how many monitors you were using when you were playing the game? I'm going to figure this out as soon as I can.

Also, it's all good! No worries about reviewing my game or not, immense thanks to you for pointing out this serious issue.

Thank you for letting me know! Although I probably won't be fixing it for the jam, I was spending way too much time trying to fix the bugs and I was really stuck on issues with crashing. I lost a bit of motivation because a bunch of real-life events came up, and I had a lot more planned, (there were supposed to be more encounters like traps and items and you were supposed to find a key to unlock the hatch. The assets are there but unused cause I could not figure out how to integrate them), but I never really managed to complete it and I was pretty disappointed in my progress this jam. I'm just glad I got the maze generation to work as that's the first time I've ever done anything like that as well as taking the time to implement sound in this jam game.

Otherwise, thank you for the effort to play my game!

Very interesting game! I really like the concept, and I think the case/mystery was well-crafted. The only thing I would say needs improvement is just some general accessibility features for playing back and viewing the evidence. I think a way to skim the video evidence, or just pause, or maybe skim per section of subtitles would be better since it was a bit difficult to read some of the sections that went by too fast. The fonts overlaying some of the video footage are a little unreadable, you could add an outline or two to help with that. 

Some of the text evidence was a little unintuitive to read, I had to organize my evidence so that some articles weren't fully obscured. Also, it took me a bit or two to figure out how to actually open up the case file. Maybe you could have a small bit of text/instructions to show at the start, or maybe allow it to be dragged with the mouse.

The final thing is it was pretty confusing to select which evidence was for the murder weapon, because the police report and autopsy report both tied into the murder weapon, (one of them also literally said "Murder weapon: "), so I think that part of the evidence was both shallow or confusing depending on the correct evidence.

I did like the assets and the art style of the game. It was fun trying to figure out who the killer was, and It had a very simple and close-knit concept that worked really well in this jam's theme and limitation. All in all, great job!

Good job designing this fun little platformer! My only complaint about it is when you die, it doesn't really feel like anything happens. You just teleport, and that's it! I feel like an animation, or at least a sound effect and a slight pause in player input would make the deaths less just teleporting back to the start, and more of an actual reset. It does make it easier to get back into platforming immediately, but the lack of any pause, feedback, or any user agency in the movement and input do make the platforming experience a little worse for wear.

Well done on the level design; however, and the assets if you made them too!  The levels were well-made and well-paced.

I like how you designed around the limitation by using the NPCs' dialogue and only one item limit. The idea of choosing a gift for a wizard to fix your house without knowing the consequences is neat! Something that you might want to consider adding would be a time limit, so that the player has some tension to decide which item to pick, making their choice a little bit more hectic and chaotic. Also maybe a way to track all the endings you've accomplished out of all of them would be a nice quality of life addition.

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Thank you for playing! I'm glad you appreciated the transparent background, I thought it might have been tacky at first instead of a solid color background but I just decided to go with it. The game is pretty confusing I'll admit that, but I'm glad you were able to enjoy it and understand after a bit. Thanks for the review! : D

I'm thinking of releasing a complete version with sound in the future too because it totally lacks the card thwip sound that every card game needs.

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Ah yes, the classic skinner box, the ol' clicker game! This game was pretty fun to play, I think my favorite part was listening to the music : D. I didn't expect the laugh either so I cracked up too when I was singing along. Fun game, cute sprites. I will and always love pixel art. 

However, the clicking should be instantaneous and synchronous with the mochi animation. With player characters, or characters that you control directly, having animations immediately represent the player's input makes for a much more tighter feel of the animation and player's controls. Plus, if I'm going to be spamming the clicking animation, I want those mochi bunnies to be rapidly and hilariously switching sprites. 

Other than that, the only thing would be the text color and it's background's color. The text color is kinda difficult to read against it's background. The pixel art would benefit from unified pixel scale but it doesn't really matter to me since this is a game jam and you make do with what assets you have :P so I understand.

 I think the concept really shone through though. It was a functioning clicker game with hilarious animations and upgrades and audio too! The fixes I suggested are just tweaks and not inherent design flaws, or critiques of the stylistic choices, so I think you should still be proud of completing the jam! Good job!

THIS GAME MAKES ME SO MAD. I WANT TO DESTROY THAT LITTLE SKRUNKLIE SO BAD YOU DONT UNDERSTAND.

okay but for real! This game is lovely. The theme is amazing. Intro sequence is hilarious. Concept is perfect. The use of the limitation is simple but its executed so well and implemented in such a hilarious way. I swear, the gravity on the tilt is so infuriating but its so hilarious how bad I am at destroying the moon. I was struggling to not laugh, but when I finally reached the Moon's smallest stage I broke and I could not finish the game. That little graphic of the moon is so pathetic. I love this game. My favorite detail is making the moon tremble as you aim your tipsy little rocket straight towards its doom. But then I overshoot and send the rocket at full thrust 90 degrees to the side.

Fantastic job.

Since the timeline is a major part of your input and game-loop, it shouldn't be such a small area confined to the top left. It would be better if the timeline was more prominent UI feature just for accessibility since you have to click specific bars to place cards into actions.

Great game. I absolutely loved the ending. It was fun and super funny. The maze part was good, although the game was a bit short. But the art is so nice and the palette chosen fit the tileset well. I dig the Lunar new year theme instead of the typical moon theme :P. Good job on the game!

Wow. It's my first game jam. And the first for many others too. I was super anxious at first, it took me a lot to even join the Discord, but I managed to get a submission in! (albeit a couple days late) I just wanted to say thanks to everyone who submitted games and spent the time and effort to crunch out something that you can actually play and experience.  Thanks to the wonderful people who took the time to review the absolute boatloads of games in the jam just to get stuck on buggy games, blasted with loud SFX with no volume control, and to give valuable advice and criticism. And a huge thanks to the people behind mini-jam, the staff, and the hosts for hosting such a cool and friendly experience.

I don't know if it was Scratch's website, modding Minecraft, or watching god knows how many video series on Unity, that made me want to make games. For a while, I've just felt useless and hopeless spending all these years learning how to be a game dev. I haven't ever called myself a game dev or a designer out loud or in my head. But doing this jam, and playing so many different games, and reviewing games made by people just like me, reminded me that the one thing I want to do in life is make fun games.

Thank you to everyone!!!

Absolutely great game. Only thing that would it improve it would be wolf key-binds being visible, also zoom controls. It was really difficult to see where deer were after I had them run off. I think having the camera auto adjust to the wolf positions would be an interesting idea, but I'm not too sure on the implementation of that in Unity in a 2D environment.

I took a look at your submission and it was super fun! I left a review there if you'd like with some cool resources that would be helpful too!

I loved the pixel art. The game was cute. I also can live only for 10 seconds without cherries.

Jokes aside the gameplay was very fun, Platformers like this where you can rapidly play over and over again are super fun. The important thing is you got the movement to feel snappy and satisfying. I think if you had time, some silly music would do wonders, but I also lacked the time to do music too :P.  I do think the parts you could change to make it feel better would be the resolution and the text size. I couldn't maximize the window so the tiles and details were very very tiny. The level text is a bit difficult to read compared to the timer text. And if it was possible, I think there's just a tad bit too much screen space not taken up by the level or anything relevant to the game. 

Some study in camera work and how the top platformer games do it would be a good idea for you to look at. I love watching Good Design Bad Design and GDC Lectures and I think there was one GDC Lecture just on types of camera movements and they looked at games like Journey. If you're interested in platformers as a specialty in game dev, I think those resources would help a lot! I always watch them on the side.

Anyways, it was a great game, good job on the jam!

This was a really cool concept but the best part was it's execution. Probably one of my favorite out of a lot of the games in the jam. The audio and sound experience is well-balanced and well-crafted, and are just perfect for this type of game. The lack of detailed graphics doesn't take away too much, and I was just absorbed playing the game. The AI was good, and the gameplay loop is a super tight experience. The tutorials and guides were really well designed too. Fantastic job!

Honestly I just came up with the idea of playing a card game based on the tarot arcana and I was super focused on making the cool magical effects mysterious and flavorful, but it doesn't really help the learning curve at all. I totally get the getting confused and clicking randomly part; It seems I had some tunnel vision of the player experience since I already knew what the cards did. I do see that it would help a lot more with on-screen text and actually having accessibility options like being able to look at a card pool on the side to see what cards you've seen and what they do. I wish I was able to make the gameplay experience smoother because the time limit and the unreadable font and text box combo and kind of make it super difficult to understand what's going on.

I do plan on making a finished version soon! What it's missing is some really satisfying card and fortune sounds, (and also one of the major arcana that I somehow forgot when drawing). But it was super fun making this small game in the small time I had and I'm super proud of it.

Thank you for playing my game!

Thank you for playing my game! Honestly the cards on the screen were because I thought the minimalistic feel of it would make it feel more like you're actually taking the deck out and playing with it (I also saw it was a feature in Godot and I thought it was super cool). But it did come with tradeoffs and sacrifices for menus and overall immersion.

Yep, yep! It definitely deserved an easier learning curve. Especially since it's such a complicated game. The timers and explanations were also very lackluster. I think the shining points had to be the thematic feel and aspect of it, but it did need some work on being more accessible in general.

Thank you for the valid criticisms! I do also think that its hard to see which cards are reversed and that it was very unclear. Most of my focus during the jam was to implement the complicated card effects, making sure they worked, and the art, so I was unable to provide a well-developed beginner and starting experience. thank you for playing my game!

Thank you for the comment! I wanted to put a tutorial and guide but I was really short out of time during the jam because I had no clue what I was doing with Godot :P. also thanks for playing!

Cool concept. The best part was playing and watching the moon actually get closer to the level in front of you. The actual gameplay could be cleaned up, and for accessibility purposes, having a more balanced audio and sound effect system would be essential. A visible control scheme would be helpful too.

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I already reviewed your game but much thanks for trying out mine! Yours was really fun to play and well designed!

It was really enjoyable to play. The obstacles and stage hazards were fun to figure out how to solve. There should be more anticipation and telegraphing of the sudden shots of danger, but other than that it wasn't impossible to play. Very fun platformer too.

hi! I'll review your game when I can if you want to review mine! I don't have many reviews on my game right now but this was a really fun game jam. It was my first time, so it was a bit scary, but I think we all did well! I got to see so many cool games made in such a short amount of time. It was also great meeting everyone else during the jam and being able to talk to other developers during it.

https://klizardo.itch.io/lunar-memory

Art style is incredible, and with it's presentation the game feels super clean. The implementation of the time limit and gameplay is shallow but that's perfectly fine depending on the target demographic and who you want to play the game. The game is very cute and the story is very warming.

Good job!

The game is really cute and unique. The different power ups were interesting and fun to use. The intro sequence with the alien is such a funny and cute animation which is actually my favorite part. The playing experience could be cleaned up more but its a good gameplay loop. The implementation of the time limit is really sweet. Taking down a list of the ingredients is also a nice addition.

Great game!

The game is really good. I have a soft spot for cute pixel art and the game assets look really nice except for some of the weird scaling on the menu. The concept is sweet, clean, and works incredibly with the 10 second limitation. Overall, a great game.  The way the limitation is implemented is super creative.

The presentation was really clean. The camera effects were nice and snappy, as well as it works well with the simple concept. The 10 second limitation doesn't add too much to the concept itself, I think a more chaotic gameplay modification would work well.  The menus are done well. It did feel fun to play!

Great job!

Pretty cool game. For accessibility purposes some of the projectiles are hard to see like the meteors. The projectiles should be clear and have enough clarity for visibility purposes. The parallax background also does not help. For clarity purposes a good idea would be to play without saturation, or on an OLED screen in different lighting environments.

 However, I love the concept of dodging in one phase and having an offensive phase. But there isn't much nuance in the attacking phase besides just running up to an enemy and dying if you crash. The limited fire rate is also a bit janky, maybe having a limited amount of ammo counter that is visible would be cool. This would also have a lot of flavor in a "warp drive effect" or a burst laser weapon charging. The movement also does not feel snappy. The acceleration affect from the spaceship thrust combats the feel of having a satisfying evasion phase.

Other than that, it is a good concept. The sprites are cute and enemy concepts are great. I enjoyed playing this game : D