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Lost Connection

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A member registered Jun 05, 2019 · View creator page →

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Thanks for playing!

Not sure if I'll keep working on this game or not yet. I appreciate the feedback either way and will keep it in mind if I do.

On the music, I'm curious what exactly you mean by "chiptune". Do you mean something totally 8/16-bit? Or just more similar to the PS1/N64 style? Does it need to be lo-fi or would something simply more synthy/midi-based be okay?

Thanks for the comment! I'm glad you enjoyed it.

Indeed, the upgrades at the end of the round are the "shop", and you use the pellets to buy them, so there's still a good reason to collect the pellets. You must've been collecting a lot to not notice, lol.

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No problem! I appreciated your feedback and didn't feel like it was harsh at all. Personally, the whole reason I join a game jam is to get quality feedback. I hope my feedback didn't sound too harsh either!

Probably one of my favorite entries. I'm surprised at how well this works as an adventure-style game. Not sure that it really goes well with arcade-style leaderboards and having to start completely over on a game over (I had 4 pellets left to find when I finally died, and really don't feel like doing it all again just to see if something happens when I find them all), but I enjoyed it quite a bit nonetheless.

The art style works really well, I appreciate the 3D assets. The game feels good to control (actually, I'm kind of glad you exported it with the speed up, I think it would've been too slow otherwise). The sky/diving mechanic is really cool and works great. I would've liked to see some more hidden secrets utilizing these. Overall, it was the perfect length for the jam, but I was wishing that it was longer with more mechanics. 

Great job!

Pretty impressive for four days. The music/sound design is obviously the main attraction, and is really good. I do feel like it's hard to see the Pac-Man inspiration here, though. I think simply having actual mazes in the levels would've gone a long way toward both making it feel more Pac-Man-like and making the gameplay more interesting.

Regardless, I enjoyed the entry. Well done!

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Solid entry all around, had a lot of fun just trying to beat the first level. Overall I think this was a great, well-balanced twist on the original. Having to store up and manage shots adds a nice element of strategy, as well as clearing out a quadrant to get rid of an enemy (at the risk of not finishing it off and leaving them angrier). Music was cool, and I really liked the sound design (though I found shot firing sound effect a little annoying, but I suppose it fits thematically). Movement feels good, and appropriately Pac-Man-ish.

Really, I only have two somewhat minor critiques:

1: The zoomed-in camera view didn't add anything for me. I thought the scrolling effect for the warp was cool, but the zoomed in view just kind of makes it unnecessarily more difficult to plan your movements. The level is the same size as the original Pac-Man, so I don't see what was gained my having a scrolling camera, aside from the cool effect (which still would've worked zoomed out).

2: It took reading the instructions for me to realize that the enemies can take multiple hits when they're angrier. This is telegraphed very poorly, and led to some frustrating moments where I was wondering why my firing wasn't working. On top of this, how am I supposed to know how many hits they can take? Perhaps the sprites change when they're damaged, but if so they're moving too fast for me to tell.

Overall, this is a great entry, though, I enjoyed it quite a bit. Good job!

Ah, good to know! I may have to give it another shot with that knowledge

Really good first-person interpretation. If I had a mini-map or some other way of knowing when ghosts were right behind me and the slide was a tad more refined, I think it'd be almost perfect. The aesthetics of the game itself are perfect, and I think the movement feels good.

I will note, I found the difference in aesthetic between the game title, menu, and such and the actual gameplay itself a little jarring. Some of this is my personal taste, but naming the game "Ragebleed" doesn't do anything for me, and made me think the game was going to be something else entirely (and honestly I'm glad the game wasn't what I was expecting in that regard).

Also, the character creator is nice, but not really necessary for the jam scope (I recognize this is somewhat ironic coming from the guy who put online leaderboards in his entry). I feel like there are a lot of extra features here that don't really do much for me on their own, and that's on top of the online mode (which is really cool that you got in here). I would've rather seen some of that time spent on extra features spent instead on polishing the main experience (even if you kept the online mode). For example, I like that you can see through walls. But the current implementation is kind of confusing, it'd be nice if things on the other side of a wall were more distinguishable from things that are right in front of you. I think the slide could've been a more active action, too, with some momentum that you had to plan to use and recover from, rather than a simple crouch that you hold.

Overall though, it's clear you put a lot of good work into this. And it does almost exactly what I'd want "FPS Pacman" to do. Great job!

I'm really glad to hear you appreciated the input handling, that was something I really wanted to get right. Plus, I think your entry absolutely nailed that, so it's cool to hear that coming from you. Thanks for playing!

Thanks! I was worried the guitar might be too sloppy since I was rushing to get it recorded, so I'm glad to hear you liked it.

Appreciate the feedback, thanks for playing!

Thanks! I appreciate it!

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I'll take "interesting" as a compliment :)

Thanks for the detailed feedback, I think you've made a really good assessment. I agree with most of your points (except maybe the 3D one). Visual juice is one of my weaknesses for sure. I tend to get caught up more in the level design and mechanical logic than in polishing the game feel.

For what it's worth, "bliips" are the sheep-like creatures. I thought that was obvious from the game's description, but I'm always making the mistake of assuming everyone will read that, which is a bad assumption and it would've been good to make that clearer in the game.

Thanks for playing!

Glad it was helpful! I know difficulty is so hard to balance. You know your own game so well it's hard to know what's obvious and not; I'm constantly struggling with the same thing. Fireflies sound super cool and interesting. I'll be interested if you ever update the game!

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This is definitely one of the more creative twists! I love that you completely re-thought the movement, so that it's not even taking place in a maze.

Maybe I just need more practice with the controls, but I found it a little too frustrating to try to navigate. Seems like I couldn't land on a planet without being immediately tackled by a ghost. I also had the issue of them respawning right on top of me. Basically, I feel like if I used a power pellet, I had to jump/move very quickly/frantically, which doesn't mesh well imo with having to wait until I'm at the right angle to launch off of the planet to where I want to go. So most of the time, I felt like I jumped off at a random angle and basically had no control over where I landed. Maybe if the power pellet lasted a little longer it would help? Or maybe if I had some slight in-space control? Overall, I really wanted to keep playing but got too annoyed to even beat the first level.

Otherwise, I thought your implementation was cool, and the sound design and visuals are very well polished. Good job overall! I know difficulty's tough to get right, so I hope I was helpful and not discouraging!

Real bummer about your finger. I think your art style is great and I would've loved to see a more complete version of this entry.

Hope it's better soon!

Really cool entry. I was hoping someone would make a "roguelike" twist with upgrades and procedural maps, and I wasn't disappointed. I like that even though the levels are procedural, you have the classic "clear the map" gameplay once you find the whirlpool. Felt pretty well balanced to me, too. Challenging enough to make me feel good for beating it, but not so hard to make it feel unfair. Though maybe it would be cool to make the upgrades a little more impactful to encourage getting more dots.

Either way, I had a lot of fun playing it, and that's what counts. Great job!

Had fun trying to beat the game!

The seed mechanic is excellent and incredibly well thought out and balanced. Easily my favorite twist thus far, great job!

I think the only thing I maybe would have changed is locking the movement to a grid more like the original Pac-Man, and having the seed-planting/collection be automatic instead of having to click. But I think that's maybe a preference thing, it still feels great as is, really well polished entry!

That's super encouraging to hear, thanks! I'm glad the 5th gen style and soundtrack landed for you, those were aspects I really wasn't sure would work for the game. Thanks for playing!

Glad to hear it, thanks for playing!

Thanks! I appreciate it!

This is exactly the kind of wild take on "pac-man-like" I was hoping to see in the jam!

Super interesting and unique concept and feel. Unfortunately, for me, the moment-to-moment gameplay left a bit to be desired. I sort of felt like I was just sort of aimlessly wandering the labyrinth hoping that maybe I'd find something interesting, with no idea if I was going in the right direction or not. This would be fine, except I didn't really feel like I had much agency when it came to the running around itself. Avoiding the things chasing me just kind of boiled down to "keep going in one general direction without stopping" and "maybe you'll find a mushroom thing or a fruit, maybe you won't". I didn't feel like there was much I could do to strategize around them.

If I found avoiding the things more interesting, I think I'd be much more willing to keep wandering around and try to find things. The feel was good, and I also really liked the sound design.

I hope this was helpful feedback! Keep at it!

Excellent sound design, great visuals, and the feel is perfect. Great job!

I hate bees even more than I already did, thanks ;)

First off, excellent twist. A day/night cycle is something I tossed around doing for my entry, but I'm glad I didn't because you pulled it off much better than I would've. The snails in particular were inspired. I also think the Mario-Kart-style power ups work very well in this style of games.

The visuals were perfect and felt well-polished. I like that each level has its own theme.

The music worked for me, but the movement sound didn't. I ended up muting the SFX (thanks for letting me do that!)

My two (somewhat minor) complaints are 1) the movement isn't locked to a grid and 2) the difficulty within the levels.

For the movement: The way the movement is implemented led me to getting caught on corners occasionally which is frustrating. For a "pac-man-like", I expect a bit more forgiveness in the timing of turning corners. The speed and responsiveness felt good, though.

For the difficulty: The game overall has a pretty good difficulty curve. The last few levels felt appropriately frustrating. But I kind of wish the levels themselves started easier and ramped up (like by starting with fewer enemies and spawning them in over time). Instead, we stay at the same difficulty the whole time. Moving the flowers around is cool, and I liked it at first, but after awhile I felt like most of the levels overstayed their welcome. I would have preferred shorter levels, or, ideally, for the levels to change more over time.

These things didn't stop me from enjoying the game, though.

Next is more of "unfulfilled potential" than a complaint: I wish that there was a bigger difference between the day/night behavior of the enemies. My favorites were the snails, because they behave totally differently at night. But I think you could push it further. What if during the day, you could pass through the snails, and they only blocked you at night? What if, too, they also blocked other bugs? A thought I had, was that the "day reset" powerup felt just a little useless. But if the snail worked this way, you could make the day reset a "cycle swap" powerup that swaps to day or night instantly. Then, you have a situation where you could pass through a snail, then use the powerup to immediately block off a bee chasing you. Just a thought I had while playing.

Sorry if my feedback is too rambly. I enjoyed your entry, and I hope some of this is helpful for the future!

Thanks so much for making this! It's really quality, I appreciate how all of the drawers and doors are separate pieces so we can animate stuff.

I'm using this in a prototype I'm working on: Pretendo Snap 2 Simulator. It's still very much a work in progress, but this furniture pack may currently be the highlight ;)

I appreciate the effort put in for the joke. Gave me a good laugh, thanks!

Thanks for asking! The Steam version and the itch version are exactly the same, with exception to achievements, which are only available on Steam.

I may also be slower to put out any updates on itch. If I find a bug, the fix is going on Steam first.

Because of this and other Steam features, and the fact that itch takes a lower cut of the sales, I decided to make the itch version cheaper.

Ah, I see what you mean now. I've tried to make the game playable at different aspect ratios, and so making that level just have a plain screen wrap wouldn't really work.

I'll see if I can think of some solution (changing the height isn't a bad idea but would mess with the level design a bit), but as it is I don't feel it's too much of a problem.

I definitely appreciate the feedback, though, and thanks for elaborating!

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Thanks! The music is definitely something I'm working on before the full release, I plan to make it more dynamic.

I'm not sure I understand what you mean about scrolling and screen-wrapping, though. Are you just referring to how the camera moves when the player is warped around? Or is there a specific level/part of the game that feels awkward?

In any case, thank you for playing and for leaving feedback!

Brilliant! Reminds me a bit of the game I'm working on, Dimenshift. Though I'll say you executed the whole "direction is meaningless"/non-euclidean concept a lot better than I did.

I love how everything's seamlessly connected, and after exploring and getting lost for over an hour I feel like I've barely scratched the surface of this game.

Great job!

There are now leaderboards in update 1.1!


Snake³ (Snake Cubed) takes the classic snake formula and adds a third dimension. There's not much else to say about it. Hopefully soon I'll be adding leaderboards and mobile controls.

It's out for free and I just hope someone will enjoy it.

Play Snake³ Here

I'm always open to feedback and suggestions, let me know what you think.

Wow, thanks! Though I doubt it'll be GOTY, I'm happy to know you like it! I'm still working on this game and hope to get it to completion within a reasonable amount of time.

I appreciate the feedback! Could you be more specific on what you found unintuitive? A few aspects of the game are supposed to be mysterious/vague, so knowing what exactly you have in mind would help me make the game better.

Probably one of my favorite entries so far based solely on how much I enjoyed it. But, I do particularly like these sort of platformers.

The main mechanic is clever and very well implemented. The level design makes good use of it.

The lines between pixels and the screen transitions are very nice touches and make it feel like a real Nokia game.

My only critique is that visually some of the elements are confusing at times, just because they're so simple. The player doesn't look very distinct, and at one point it was difficult to tell which way the spikes were facing. Overall, though, it was never a big deal and didn't really affect my enjoyment of the game.

Great job, keep it up!

Thanks!

Thanks, I'm glad you enjoyed it!

I initially thought about using two-digit codes for everything, but I felt like the codes would then be too "close together" and it would be a lot easier to accidentally enter a code you hadn't discovered yet.

In retrospect, it wouldn't have been that hard to use two-digit codes for movement and such while still using three digits otherwise, and that probably would have done a lot to alleviate frustration with the movement. I didn't think of that beforehand, though. Oh well.

Thanks for playing and for your feedback!