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kylebyte

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

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It was enough for their last jam!

Way 2 go. Highest I've seen with video evidence

Please make this a mobile game, I would absolutely play it.

Here's a video of me playing through the first level, let me know if it still isn't clear! https://youtu.be/7034RwEgDZ0

If you get stuck, try mashing keys until you find all the ones that play a note, and then see if you can find any pattern if you play them in order from lowest to highest.

I managed to get it sort of working with Godot Mono! Just follow the general C# integration guide and then hook your client up to Godot's global exception handler like this:

GD.UnhandledException += (sender, args) => {
  backtraceClient.Send(new BacktraceReport(args.Exception));
};

It probably isn't as helpful as a full integration since you'll lose the stack trace whenever execution goes into Godot's native C++ code, but you'll still be able to log any exceptions that happen in your C# game logic.

Even for somebody like me who's terrible at puzzles and usually doesn't have much fun doing them, I had a really good time. The music's great and really works for a chill, atmospheric game. If this were on my phone it would absolutely become a chill bedtime game.

Really unique and fun puzzle game! It reminded me of something like the original Adventure on the Atari where stuff was a little abstract but you were still able to puzzle things out, and getting to the end was all the more satisfying because you were the one to figure it out.

A few quality of life features would've been great (persisting the list of rooms between resets and maybe showing a preview of each room after you've already seen it once) but it was still very doable with minimal instruction and I had a lot of fun!

Very interesting concept and unique take on the theme. I could see this being a really fun, relaxing mobile game. Echoing the rest of the comments, it was a little confusing that wires only had one correct direction, and I wasn't able to light up the last bulb no matter what I did, but it was still a strangely compelling experience probably because of the really slick art style and that really satisfying clicking sound!

The best "cooperate with your past self" game I've played this jam! The puzzles were all unique, and I felt like I never had to be too precise with my past self to get through them, and two seconds was the perfect time gap where I felt like I was in control but I had time to come up with a plan.

That said, there were a few bits in the later levels that felt like they required more precision and platforming skill than was necessarily fun - specifically some of the timing that you needed to dodge cannons in level 3 onward, but it was never insurmountable and the core idea still shone through. Had a lot of fun, you should be proud of this game!

Unlike a lot of other puzzley games like this in the jam, I always felt like I was able to plan out my path and figure out what to do, and things always felt fair. I wish the controls had been a teeny bit more precise. Everything felt really good, but sometimes I did feel like a short tap on a direction moved me a little more than I wanted to which meant the difference sometimes on the harder levels. Level 12 was maybe a little too reflex intensive for my taste, but Level 13 definitely made up for it by being one of my favorite levels of the Jam. Had a great time!

This game feels super cohesive and polished especially for a jam game. It has a unique gameplay, and I thought it was a lot of fun. I had some trouble aiming my fish and I was never sure when it was worth it to shoot and lose health as opposed to running, but that might just be because I wasn't very good at the game. I'd be interested to see how this game felt if shooting had a less steep penalty so I was less scared to do it, but I really enjoyed playing it. Great work!

I liked the theming a lot, any game that used the theme for more thematic elements instead of just having a physical tether shows a lot of imagination. Having to switch between the screens added some friction to the gameplay that didn't really add to the fun, but it was still very playable and I was able to make it to the end. Nice work!

The core mechanic was really unique and I liked it a lot. By the final level I had to really think about where to put my powers and what to invert (dash + inverted fire rate is OP in a fun way). My only real complaint is that it took a little too long to get going. I almost bailed out during the level with the super slow enemies - if you kept working on this game I'd recommend bringing in the towers that shoot at you and inverted bars a little earlier in the progression since they make the game a lot more interesting. Had a good time!

This has gotta be the best art I've seen all jam! Super impressive that you were able to make all this in a 48 hour period. The gameplay was pretty simple but not in a bad way, I still had fun figuring out what fun names all the spell combos had and trying them out. Great work!

Solid shooting mechanics and I like having a mobile base that you have to keep proximity with to have any kind of offensive ability. That said, the generator felt a little too heavy, and sometimes I felt like I didn't have any real options aside from just kiting the zombies around the map until I could get lucky and lure them into a good chokepoint. That's a fine loop for the game, but it would've been nice to have a few more options when my back was against the wall. Had fun playing though, nice work!

The art style's really neat and I like the idea of warping to your projectile in 3d space, but I had a lot of trouble aiming and figuring out what to do. I think what was getting me is that I couldn't really tell when my shot was making contact with or damaging an enemy. This may have been because I'm pretty bad at shooters and it's possible I never once made contact so I'm not sure. Overall though, it feels polished and like there's a cool idea at its core.

The mechanics were really intuitive, and I like that it didn't pop up tutorial boxes unless it knew it needed to, like when I hadn't joined before I tried to finish a level. I was a little bummed by the turn limit, but I see why it was there since forking and joining could really make it easy to brute force a level if you have all the turns you want.

All in all, I thought it was a clever game!

Mechanics were easy to pick up, and the felt nice and crunchy - the movement felt nice. I wish I was able to set a point that my ball would shoot at that wasn't the mouse so I could mess with the influencers without having to remember where I was shooting and then try it again.

Overall though, a fun concept!

Super crisp art style, and good movement mechanics. The only thing that kind of annoyed me was that the button inputs didn't rotate when I rotated the screen, it meant I had to choose between movement or being able to see sometimes. Also, it wasn't immediately clear to me that I could go up the stairs or if it was just a design element in the stage, but that might just be my bad.

Overall though, had a good time. Nice work!

Really loved the art style and while it took a little bit to get the mechanics made sense. I'd really like to see a game with these mechanics, but more of a puzzler where I had to pick my specific places to put them to solve some kind of burger-related mishap. Great work!

Collecting pieces for your ship is a lot of fun. I was kind of disappointed that it seemed like it dropped pieces as I collected more, I wanted to see if I could build some kind of ridiculous screen filling ship. A little unpolished (as all game jam games are I guess) but I had a lot of fun.

At first I was worried it'd be too close to Baba is You, but it's definitely its own thing. Wasn't able to get past the last level, but I think if I sat down for an hour or so I could probably crunch it out.

If you ever expand on this at all, I think having little ghost boxes on the ground showing how each arrow key would move you would be really helpful. It hurt my brain having to keep reading the chart, but I had a great time!

Such a clever art style, it makes it feel super polished and non-Jam'y without any super detailed assets that would've taken too long. Got a good chuckle out of the narration too, definitely haven't played another game like this in this Jam.

This is a super clever idea! I haven't seen any other games this jam that let you manipulate the level in quite this way, and your puzzles all use the mechanic really well. Great work!

Really nice animations and art. I really like how the sword swinging feels. I do wish I had more crowd control ability though. The sword had a pretty wide range of attack, but I still felt like there were times when I was gonna get hit and there was nothing I could do about it. I also ran into a bug in the first room with three connected wizards where the blue one would sometimes turn invulnerable and I had to restart.

Still a great looking game though with a good feel, nice work!

The grappling hook felt really nice, but pretty unforgiving. I wasn't able to get past the part where you had to climb up the tunnel after grappling the ceiling a bunch to get under the wall.  Really liked the art too!

Definitely the best looking take on this mechanic I've seen during the Jam. I'd love to see this aesthetic in a game that had more time to be technically polished.

The final level used the mechanics really well, having to go back and forth a few times to even things out. My one recommendation, and this is just for how I personally play games, is that I don't think a game like this needs really precise and difficult jumps. Once I knew what I needed to do, having to try a bunch of times because I was a few pixels off was more tedious than fun. Great looking game though!

Good sprite work and controls! The camera was a little frustrating though, I felt like the only viable strategy was to run away constantly, but that also meant I had very little visibility on where I was running and always ended up smashing into a newly spawned cell that I didn't have time to react to. I think your reply in the other comment about killing cells when they touch the prison cells (maybe just ones that have been shot?) would've added a nice twist.

My best run got to 23 seconds left! No way I'm doing any better than that though.

Having to choose between repair and attack is a solid core mechanic. It felt a little too forgiving though, even if I just sat in a hail of bullets I was still always able to just repair through the damage. I also think it could be more fun to have your themed mechanic in reverse, where the more damaged you are the better your controls are, that way you're given a chance to recover.

Always very impressed by any 3d game that gets made in 48 hours though, so nice work!

Having your movement mechanic also be your weapon is a very GMTK thing to do - I feel like this jam's pioneered the "shmover" genre.

While that core mechanic's good, I had some trouble compensating for the gravity pull, the close-up camera, and the small weapon hitbox. Any 3d game made in 48 hours, especially with original art and music, is super impressive though!

Incredibly polished game! Finally got taken down by my own greed trying to haul six trailers across the map. I think my favorite part was spinning my giant train around in circles once I gave up on ever getting it to go straight again in a last ditch effort to get to what ended up being the wrong station :P

Controlling two first person characters in tower defense is an idea I haven't seen and it was immediately intuitive. I had some trouble coming up with a way to use that in my favor though - since I was always just targeting whatever slime was closest to me, I didn't get much of a chance to use both characters at once in any useful way. It could be cool if you added a way to freeze one of them in place so they can keep shooting at one horde while I control the other one to take care of another.

Super unique concept though!

Having two different sets of blocks to switch between is a neat concept, but I wish the game had used it in a more puzzle-y way. It felt like there was always a pretty clear button you needed to press to proceed.

I think the part I had the most fun with was the uncapped acceleration mixed with the wall jumping, flying above and through the level was an unexpected blast!

That song's gonna be stuck in my head for days. I liked controlling the rolling ball character, it reminded me of Super Monkey Ball. Gotta agree with the other comments though, inverted camera control with a mouse is not the easiest thing in the world.