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Laconiq

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A member registered Jul 15, 2022 · View creator page →

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Hotline Miami was definitely my biggest inspiration for this jam!

It took me a little while to really understand how the aiming worked. A small crosshair would've made things a lot easier!

I like the PSX aesthetic. It's a shame I didn't get to see more of it, especially because I think the character design is really cool!

Really nice call adding a tutorial, because I definitely had a bit of trouble getting used to all the controls!

I think the environment pixel art looks really nice. It's a bit of a shame that the spectral double mechanic isn't pushed a bit further, but it's already a cool idea.

It also feels like it's missing some SFX, but overall, good job!

It's a shame there isn't more feedback. Some freeze frames, screen shake, and a few other little effects would've really improved the game, because it already has a solid foundation!

Also, nice job managing to add upgrades to keep the runs going further. I probably would've sped up the little restart dialogue, or made it skippable when you just want to jump back into the game quickly, but that's a pretty minor detail.

I actually think the strongest enemies are the ones that shoot projectiles, because the others (I only saw three types in total) are pretty easy to deal with. You just possess them and immediately leave, and honestly that's the best strategy I found.

For balancing, I think it could be interesting if enemies didn't die after being possessed. At first I also thought the purple parts were walls, and that you could only move along the circuits.

But overall it's still fun to literally take possession of the enemies. It definitely makes you want to see if there are new enemy types to control!

Pretty fun! I like the kinda crazy vibe. It almost feels like the kind of microgame you'd find in a WarioWare game. Some cheesy Windows XP-style backgrounds and a few extra SFX could've pushed the atmosphere even further.

Oh, and my high score is 15!

I got a 28k score and reached level 14! It took me a little while to get used to the controls. Maybe having an easier first level with no shooting enemies, and not having them right on top of you from the start, would've made the onboarding a bit smoother because I died a few times before I really got everything.

The progression is cool, being able to pick up more and more objects over time, until you can even grab the enemies themselves. A few freeze frames and some extra feedback would've been nice to give the kills even more impact.

Once you get the controls down and start flying through the air to catch bullets before they hit you, I thought that felt really cool.

One small note about the controls: personally, I would've put grab on holding left click and throw on releasing left click instead of using two different mouse buttons, but that's just my opinion. Other than that, it's well executed! Good job.

Well-constructed puzzles where you quickly understand what you have to do. It's a shame that there are so few of them and the controls are a bit clunky, but I had a great time playing :)

11952 ! I quickly found myself wanting to beat my record and I happily restarted several small games. Making a perfect combo to increase your multiplier is super satisfying and forces us to take a risk between playing fast and playing well. A very pretty pixel art, beautiful work for in only 48 hours! :)

It's great to be able to choose between French or English and the tutorial is really cool, but it's a shame to go back to the very beginning of the game every time you die, especially with the boss's hit points. The game is still enjoyable, even if I find that it doesn't fit into the theme so much since it's only about the size of the characters. I would have liked to have had the same first boss with much less life and why not a second level with 2 bosses (the same as in the game) at the same time, it would have allowed a little more content and a more progressive difficulty curve. Otherwise good job for in only 48 hours! :) 

A simple concept where you alternate each size has its advantage. I didn't really understand why an inflatable ballon is attached to a car. It would have been interesting to have, as for the jump, several weight levels.

I also had a small collision problem and I ended up stuck in the ground at one point, but it only happened once (probably because of the change in size when landing)

The .pck file is missing to launch the game

Same problem as Fruit Kobold, it lacks the .pck file to launch the game

We took advantage of the 96 hours to spend some time on optimization to offer the best possible experience, thank you for noticing it! :)

An interesting concept that leads us to plan our movements and the position of different objects on the ground before acting. The big flaw is that sometimes you are forced to start over because of the unfeasible level and also a small downside on the pixel art which is not always at the same resolution. Overall, the ideas are there and we feel that there is not much missing to make it a really interesting puzzle game !

I had a great time! Visually simple and super effective, you understand very quickly what you have to do and you follow with pleasure the different levels that have a progressive difficulty without falling into the trap of making too complex levels. If I have to point out a few flaws, the music is a bit too repetitive and I would have liked a little more feedback when completing the level, but otherwise it's a very nice job ! :)

Same gameplay as 20 Minutes Till Dawn but it's still a well-executed project

The soundtrack is so much good, remind me a bit of Earthbound, oh a nice pixel art btw !

Nice pixel art and soundtrack/fx !