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LostImmortal

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A member registered Jun 11, 2021 · View creator page →

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Thanks! We’ve spent some time putting together a tutorial on the engine if you’re wanting to give it a try :)

Wow, congratulations on beating the boss! More people have made it there than we expected. But our musician on the team will be very happy that a few people have listened to his boss theme.

Everything was put together during the jam. Our animation system was really suffering by the end of it, but with enough duct tape it managed to carry it’s way through to the end of the game. A lot of the animations were driven by our artist, who would produce something and we’d have to find a way to patch it in. The end result was worth it though.

Thanks for playing until the end! That’s quite the time commitment :D

Thanks! We made a tutorial to get started using the engine that we used for this game at https://agbrs.dev/book if you want to give it a go!

Penguin hero appreciates your comment 😁

Did it with 10 carrots left! image.png

Not sure if you can actually do any better than that, I was very careful with the carrot usage.

I think an undo here would’ve been really nice to have, restarting all the way to the beginning was a bit brutal :P. I also wonder if the choice of end tile could’ve helped a bit better for making the journey a little more interactive with the chess pieces. It was nice to travel with the pieces and get pushed by them, but I felt like I often didn’t need to? Maybe giving the bunny king moves would open it up a bit more?

I did all the levels (I think, the game didn’t progress me :D). Some of them were quite tricky, and I couldn’t work out the last one until I went into the comments here and found that I can push more than one at a time.

But this game definitely gave me the “this is impossible, there’s no way this is doable” followed by the “ah ha, that’s how you do it” moments which was really cool.

The countdown twist was nice, but it made it quite hard for me to plan too far in advance because I would forget what numbers were on the floor.

Last level completed!

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I’m really sorry about that. We’ll definitely make this bit less punishing if you missed the hint from the previous room. We’ve had a few people stuck there.

Here’s a screenshot of the previous room which might give you the information you need :)

spoiler for level

Wow, you got really far!

We realised too late into the jam it wasn’t clear what to do here. You need to reset the puzzle (pressing R/S) and you’ll get out of that little corner :D

Hope you keep going :). You’re maybe 2/3rds of the way through the levels!

The game saves your progress so you’ll be able to come back to it

Nice. A bit of screen shake when the bombs exploded would’ve really sold them I think. Is it possible to get a chain longer than 6? That was the best I managed :)

penguin hero struggled through but two shields guy was too much for penguin hero.

Really nice though. penguin hero thinks a bit of input buffering would’ve helped make the movements feel slightly more intentional (or maybe some grace period, not sure which way round). But penguin hero often feels like penguin hero was totally pressing the button and then penguin hero got spiked.

I hope I never feel like this poor guy having to do an obstacle course with such a tight time limit.

Really nicely done, and you definitely caught me out every time with a door slamming right in my face making me have to rethink the solution entirely.

I thought I was good at sokoban games after spending 4 days playing one repeatedly. But this game definitely humbled me :P. Got to the end of it though!

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Really cool mechanics and use of the the timers. I think the battery draining animation was a little unclear, but otherwise was all put together really cleanly.

The levels all made me feel clever after solving them and the last one was really a fun showcase of what this style of ‘redstone’ can do.

Thanks! We’re all big fans of bomberman so we hope we’ve done those games justice :D.

The level design was a really interesting challenge for this jam. The mechanic went through so many iterations before we were happy and we could come up with a variety of puzzles.

Very nice. It just got a bit confusing when the rules contradicted each other, it wasn’t entirely clear if they should be combined with an and or an or.

Managed to get myself to 3rd in the leaderboard though so happy about that!

The emergency ones were fun because I then had to go back to what I was doing before.

Very nice. I got a final high score of 319.6 seconds :D

One thing I think was missing here was some juice when killing the shapes. A bit of screen shake, plus flashing them and more particles would’ve really elevated this :D.

I don’t think I used the sword once. I worked out it existed but the reward didn’t seem worth the risk. The magnet power is way stronger than I thought, I ended up stacking those and picking up health from the bosses from the other side of the map!

Yay, I got to the top of the leaderboard! (939). Took a while before I got the hang of what was going on, but felt much more tactical by the end of the game :D.

Such a cute art style! Loved all the drawings!

I couldn’t work out the nose cone minigame, I just drew a dot and got 3 stars. Also, what did the star rating on the minigame actually give me? I couldn’t tell a difference on price but maybe it changes the value of the rocket?

Thanks! I spent many hours playing split-screen bomberman with friends in the past, this game hopefully does the mechanic and legacy justice :D

Thanks! It helps when we understand exactly how it works so we know all the limitations up front :D. The fact that we took the time to write some documentation for the engine was super helpful too (although we did find 2 bugs in the engine itself while making this game, a game really is a good way to stress test it).

All the docs for our engine are here: https://agbrs.dev/book/.

If it’s the code for the game you’re asking about, that started out neat-ish and devolved into absolute chaos by the end of the jam :P.

Thanks! Sam is a really talented composer :D

Managed it without using the wall breaking, then read the comments and played again with the wall breaking.

The variations on floor was fun, and having to learn the route to do it efficiently was an interesting challenge :D

The puzzles were nice. Would’ve been nice if there were a few harder ones at the end :).

The controls were slightly awkward. Especially with the head counting towards the hitbox making walking around things a little slow :)

Really cool integration of the theme and some really tough puzzles. I like how even the level counter counts down :D.

I did get stuck on one of the later levels (number 2) but I’ll come back at some point and finish off the last ones :D

Really enjoyed this. Very satisfying when you have loads and loads of workers.

I think if you were to extend this, keeping the one button would be nice, with a few more buildings to place :D.

Perfect calm game to play after a busy game jam!

Cute game. Not sure if I was cheating by changing the size as I walked along the platforms but I was able to complete some of the levels without needing to use all my resizes :D (or in some cases without resizing some of the blocks)

Would’ve been nice to see a few more levels with the moving blocks, but the physics was a bit strange around those with it bouncing around a lot while I was resizing.

Nice one!

Yeah, we were thinking of adding something that would cause the actions to start going backwards, or up and down rather than left and right. But didn’t get round to implementing those because we had enough mechanics with what we’d made :).

Thanks for playing and giving it a go!

We made 18 level :D. Thanks for playing!

Really great art and the gameplay was really fun. Would’ve been nice to have some progression on top to keep the game interesting. It would’ve been very satisfying to upgrade my towers in some way to do bigger damage or more spectacular effects.

I particularly liked how well the sound effects fitted with the game.

it wasn’t immediately obvious to me that I could click or once I’d worked out that I could, that clicking on the spots was what made me jump :)

That was very cute. Really enjoyed all the NPC’s personalities and the reasons they wanted my hard earned items :P

Love the art style. The way the cat attacks is really funny too :P.

I like the concept here, but I would probably prefer it if it played a bit quicker :). Some of the animations felt a bit slow.

Managed to get the third level to single digit HP. Felt quite tactical when I got to the end with careful choice of order of cards to play.

Don’t know if it would improve if you weren’t forced to play every card in your hand? There were rounds where I didn’t really have any good options. But it might be a bit too easy if you didn’t have to play everything

Super cute! Really enjoyed completing this

The hat puns were painfully good :P. I like the puzzles but don’t think the time limit for moves added anything (especially since there is an undo button).

But the game is wonderfully juicy and had just the right amount of challenge.

It took me a while but I finally got it. I think slightly more introduction would’ve been helpful, but it was really fun once I could start interacting with the most random things on the map :P.

That was tricky, but managed to beat it :D

Took me a while to work out what the controls were, but once I did, I enjoyed the challenging platforming :D

Voice acting was hilarious :). It seems if you start the game again it leaves you where you were before, and I died instantly :P.

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The net on the right hand side is genius. The first one of these where I wasn’t just randomly flailing around trying to work out how to make the right side show up :D. Also, a very impressive number of levels

Not sure what the move counter did for the game though. I think I would’ve enjoyed it a bit more if I had more time to play around with the solutions :).