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LemonHatGames

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A member registered 12 days ago · View creator page →

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Pixel art was really well done! Loved the concept and mini games.

Also the navicator makes meep noises so 10/10.

Only issue I ran into was trying to get through doors sometimes felt like hitting invisible walls.

But other than that, really nice job. Loved floating through space.

Tim

Really like the art, planet animations and general design in this!

Was fun and the SFX really added to it a lot.

Nice twist on asteroids/tower defence.

Tim

Really unique idea for this!

Reminded me of the old Qwop game, control wise.

The saws really added to the sense of doom I felt desperately clinging on to the platform edge trying not to fall so good job on that!

Tim

Really enjoyed the FTL vibes in this, the art style, animations, and general feel!

Music and SFX were great as well.

I’m a huge turn based and isometric fan and I think you all nailed it. For 9 days it’s super impressive!

Only thing I found hard was seeing the check boxes on the right as tasks were completed. Found the UI hard to see sometimes against the backdrop of the ship.

But it is awesome stuff, and if you develop any further excited to see what it becomes.

Tim

Really good stuff!

Loved the art and the design decision to redo the walking scene after the turn. It landed strongly for me. Hit me in the feels and made me sad.

Tim

Hi BrokenVial, thankyou for the feedback and kind words! Glad to hear you had fun and liked the design choices :D

Thanks for mentioning the bugs you encountered, it really helps prioritise which ones are causing the most immediate issues for players.

There’s a lot of balancing and bug fixing left to do, and certain aspects of the Meeps behaviour either needs to be less chaotic, or better communicated to the player regarding, when, why and how certain chaos ensues.

Both are on our list of fixes, and we flag each time an issue crops up in feedback, so hopefully in the next update they should be improved.

The climbing one may be as simple as limiting their ascent speed and is a priority for us because we don’t want any Meep deaths to feel unfair and I’ve definitely encountered that in my own playtests. The herding behaviour is a bit trickier, because it’s layered into a design mechanic and fixes another issue in the code, but we’ll have a think and tinker with it and see what works.

Thanks again!

Tim

Hi Xerxes, thanks for the encouragement and kind words!

Definitely agree about the communication being an issue. We’ll make that a lot clearer around controls.

Turn signs are one of those that if we keep them in, have to be given a reason for being there. Atm, we rushed the tutorial, so that isn’t really addressed. Turn commands were a quick way to allow the meeps to still move fast in either direction if you need to course correct any misbehaving strays.

The meeps are limited speed wise going backwards because when they weren’t limited, it was causing a lot of havoc and general game breaking chaos, but we’re going to look at it and add it to the ever growing list of things may need a good old fashioned tweak to get right or see if there are better ways of doing things.

Thanks for taking the time to give us constructive feedback, all really useful data and it helps!

Tim

Glad you found it fun!

We’ll look at the controls/sorting the tutorial to make things clearer and maybe allow the inputs to be remappable to be more accessible.

Thanks for the feedback!

It really does help us figure out what the common issues are and control confusion seems to understandably be a major one so we’ll make it a priority.

Hi Hatmix, thanks for checking the game out.

Sorry to hear it isn’t working for you.

We messed up a lot on explaining controls, in theory, A should move player left, and D should move to the right.

Do the other controls work? If you move scroll wheel do the meeps move forwards and back at all? Or if you right click can you see the command menu pop up? Just wondering if it’s a bug that is stopping all control input or if just the player control is borking out.

Haven’t come across the player not moving yet so any extra info would be really helpful to understand what may be going on.

Thanks

Tim

Yeah absolutely,

Obviously all feedback is subjective by individual player, but I felt if the following were fixed it may have helped my playthrough.

  • Think the movement or collision needs some adjustment. Sometimes felt a little clunky or like I was snagging against invisible walls, so getting caught felt unfair.

  • When I got caught 3 times, the game just froze rather than gave me a game end screen. May just be a bug, but would be nice to be able to restart when that happens and try again.

  • I think the sound effect for the guinea pig movement didn’t quite fit tonally. It jarred me a little but couldn’t say why exactly. May be worth trying out some other sounds?

  • Had one food just off the top right bridge, that sat in the water. One that spawns in after interacting with a vase, that I couldn’t access. Not sure if just me being dumb on that one though. But the guinea could only move on the lower portion of the bridge for me, and couldn’t interact with the food from shore.

= Guinea can move off the top screen in the doom minigame. Not necessarily a bad thing, just a design choice, but it felt odd it could only go off screen in one direction.

Hope some of that is useful!

Tim

Really enjoyed the art style and sfx in this!

The sandstorm effect was cool too!

Good job!

Tim

Hi Michael,

Glad to hear you had fun!

We’ll definitely sort out the control communication and make things clearer in game.

We have some plans already to look into more visual indicators for the player and make the experience a lot more streamlined, so hopefully the next version should resolve a lot of the common issues people are understandably experiencing.

Thanks for taking the time to give some constructive feedback! All helps us make the game better.

Tim

Thanks for playing! I’m really glad you enjoy it. Sorry you got stuck, we were rushing when it came to implementing the tutorial so we didn’t make it too clear. You as the player can climb any wall by pressing E and You should be able to get past the gate if a meep has died, as it’s supposed to adjust to the total you have, but may have been a bug we left in so apologies for that. We are considering developing the game further and fixing a lot of the issues, as there is actually quite a lot more to the game after the first gate and more we wanted to add in general. But still glad you had fun despite the current issues :)

  • Tom

Perfect for people who don’t have a lawn/garden but want to know the joys of having to maintain one.

If you do ever expand it, could maybe add a 2d hud of the lawn already mown? That way people can entertain themselves by making lawn art.

Nice mechanics and use of the SFX.

Tim

Really nice point and click! I loved having to find all the post it notes. Stunning job on the art all round.

Tim

Thanks Simigdalius!

Hi Kim,

Really loved how you approached the design on this, and managed to make the different assets work together!

It’s got a really nice retro vibe that gave me lots of nostalgia, and the doom hand chasing the guinea pig was a nice mini game.

For a solo dev in the time frame, it’s a great effort!

Tim

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The gravity mechanic and art use in this were great. Really loved when the colour pallete swapped over.

SFX was really nice too and the music really subtly done.

Good job!

Tim

Loved the art style, and it was nice easy controls and a simple progressive game loop!

Good job as a solo dev in the time frame.

Tim

This was absolutely incredible. So unique. So memorable.

The screenwriter in me much approves of the font use of Courier Prime.

The use of asci, the music choices, the blend of 3d and 2d with the surreal psychedelic out of body experience, the narration with death. All great, great stuff.

Can’t believe you made such a polished experience in the timeframe.

Very inspired right now!

Tim

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Okay so this was a blast to play! The music was incredible and nailed the vibe.

Who knew decking scientists in the schnozz to boppy music could be so fun?

Fast paced and nice controls, slick animations, just wished for checkpoints because despite making a platformer, I suck at them. :D

Great effort! Would die for Glorb.

Tim.

Great job on the fox art, and atmosphere!

Tim

Thanks for checking it out NotGeorge! Glad you liked it.

It’s very much a work in progress, and we plan to fix a lot of the bugs after the jam to make it more user friendly and get core game loop actually playable to the games end.

As well as having a more cohesive/properly timed visual tutorial at the start of the game, with clearer UI and just a lot more polish.

Thanks for taking the time to give feedback, it helps!

Tim

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Loved the art!

Took me a while to understand Arnio was mario mixed with Mr. schwarzenegger style voice over…

It’s silly and I love that.

The menu and general vibes were nostalgic.

Nice job.

Tim

Very vibrant art style! Really pops.

Good job on a first jam especially solo!

Tim

Liked the Viking aesthetic a lot. Also that we can name our character!

Good job on your first jam, especially a solo one!

Tim

Really liked the art and jump in this!

Tim

Loved the visuals and feel of impending doom as the meteor gets closer. The use of 3d and 2d menus was also great.

Incredible work for solo dev in the timeframe.

Tim

Loved the art style in this, and the sound and music all worked really well too.

Much nostalgia was enjoyed.

Great work as a solo dev in the time frame!

Tim

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Really nice twin stick shooter!

I found the visuals of the circles splitting at the start a bit disorientating and the audio seemed to break at high levels of enemies towards the end, but both may just be my janky old pc telling me i’ve played too many games and need to give it a break.

Other than that, this was a really fun game!

Loved the stat drop at the end. Really satisfying shooting experience which is what you want and the upgrades were really rewarding and genuinely made me feel like making progress. Solid game loop.

Awesome work for solo dev in the time frame. Good job!

Tim

I now know how determined the snail would have to be in the ‘you get a million dollars, but you are pursued by a murderous snail forever’, hypothetical, and that is some serious commitment on the part of the snail.

Really enjoyed the changing environments, the art, and sound use throughout.

Loved the animatic cutscene and narrative elements at the start. Fully hooked me, and made me totally on board with whatever snail based war crimes were to follow in the cause of revenge and justice.

Upgrades were fun and unique too.

Great job from all involved!

Tim

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Really nice art and sound effects!

Controls are simple and accessible, and worked really well.

Fun experience.

Good job, especially as a solo dev in the timeframe!

Tim

I really enjoyed this! Great fun.

Awesome use of the corpse mechanic. Super easy to get the hang of. Short but satisfying and the ending made me feel a proper sense of accomplishment.

Really nice job and retro vibes!

A great take on the theme also.

Tim

For a first game, and a solo project this was great!

You mentioned a bunch of stuff you didn’t get manage to get functional, but the core gameplay loop you did get was solid.

The controls were nice, and you got to an end screen. That’s half the battle.

Loved the animations and the pixel art as well.

Good job!

Tim

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As others have noted, blown away by what you managed to achieve solo in the timeframe!

Incredible game. Super polished.

The sound fits really well. The UI is seamless. The gameplay and using doom as the resource is a really nice creative spin.

Sound design is on point and works really well with the chosen music. Just exquisite Sci Fi Vibes.

Love the main menu screen with animated stars.

Great job!

Love the alternative twist on Tetris, and the art style, use of theme.

The HR/comedic tone was great fun, esp. the playing solitaire.

Really enjoyable and polished.

Great job!

Really enjoyed the concept of this one!

Felt like a kid again, and the anxiety was real.

Foiled by the dishes, as always. This is why dishwashers are necessary :D

Solid solo effort!

Tim

What a unique idea!

Really enjoyed the concept especially how you approached the theme and anxiety, and all of the art throughout.

The sound really added to the dread vibes and panic to try and keep the bad thoughts at bay.

Perfect scope for a jam game and really enjoyed the use of the scroll wheel.

Cracking job!

Tim

Absolutely loved this.

Enraged the hell out of me but in the best way, and the tutorial, was really helpful.

A lot of care and attention clearly went into the presentation and player onboarding/user experience on this.

Really grateful for the the quick reminder button, that saved my bacon a few times.

Cool take on the theme, and nice progression of difficulty too.

Brilliant job!

Tim

Hi Kim,

Thank you so much for such an encouraging message and for following us. It genuinely made both our days when we read it!

We definitely plan to polish the game up.

We haven’t quite decided yet on how much extra development time we intend to give it beyond that, but we do have many ideas and are excited to possibly keep developing it into the future, even if just occasionally.

It’s really helpful to know you’d buy a paid version. So many comments have been really encouraging and informative and we know we can squash the bugs given time, and sort out pacing and game mechanic gremlins/responsiveness and accessibility issues.

We’ll see how we feel after we’ve taken a break from the Jam, but at a minimum, we both definitely want to upload a free, fixed and solid linear narrative version here on itch.

If we do decide to release a paid version in the future, we’ll definitely do an announcement on our page or socials.

Thanks again and have a nice day too,

P.s. Your English is infinitely better than our French, so need to apologize!

Tim