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A member registered Dec 06, 2017 · View creator page →

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I'm assuming you made a transcription error with the equation.

max(1, num_ratings / median_num_ratings)

This would result in 1 if num_ratings <= median_num_ratings, and >1 if num_ratings > median_num_ratings. I'm assuming you meant "min" here, as that would match the description of the function.

Also side note: I feel like the median was possibly influenced by "invalid" submissions. I encountered a number of submissions that were not playable (at least on Windows or Browser, as the rules require), meaning they inherently got less ratings. I wonder how much this would have influenced the resulting median.

This feels like one of those "figure out what the developer was thinking" kind of puzzles. I can't find anything I can do that doesn't involve either the thing killing me instantly or running away immediately.

I feel like this would have fit last year's theme better, being a run-and-gun without the running.

Cute little game. On a scale of One to Onen't, I'd give this a One.

I liked it. I loved the art and aesthetics. I think the use of a "one button to do everything" worked well here. I mean, I wasn't any good at it, but I liked it. Something about the attack does feel off to me. Maybe the hitbox doesn't match up well enough with the visual, or maybe the hitbox is delayed to match the animation. Either way, it feels a little less responsive than it could. I also think the randomized levels, while great for replayability, makes the game harder to get into. I feel like a few carefully designed levels that focused on things like enemy chaining and spacing jumps could have made the game more approachable and easier to understand.

Mark mark? Mark mark mark MARK!

Looks like you've made the "Being John Malkovich" of GMTK.

Interesting. Kind of reminds me of an old flash game where your previous attempts would still appear and you could interact with them. I feel like this game has a tendency of having mistakes compound and make the level much more difficult than it needs to be, largely due to the "one bullet" thing. It also doesn't help that there are a few "leaps of faith" where you can't see the zombie below. Otherwise, I though it was great.

Things I did in the first 5 minutes:

  • Fell into the abyss
  • Walked all over copies of myself
  • Got killed by flying copies of myself
  • Apparently shrunk in size (I think?)

Things I did after the first 5 minutes:

  • Learned that left click is shoot

10/10 best surreal game I've played.

It feels like the single-player for this was kind of last minute. It looks like 2 player, but with the computer controlling the other player. Since the AI always fires the same way each time (per level) and you only get one shot, it just means it's target aiming with a timer and is slow to go to the next attempt when you miss.

I also found the aiming to be rather precise. I wonder if playing on a controller with a keyed analog stick (like the GameCube controller) would result in this game being easier.

I liked it. Reminded me of those "4 Dimensions" experiments, but taken to the other extreme. I like the built-in speedrun timer. Maybe I should try seeing how fast I can beat it.

I love the music.

I liked this. It was really well made, and should be getting more attention than it appears to be getting. I'm not entirely sure how the theme fits into it, though.

If I had to critique something about this game, it's that the enemy AI is a little too easy to abuse. If I stood near a tunnel opening, the enemies often couldn't get to me, but I could still attack them. This was particularly broken for the final boss.

I loved the idea of character customization using the cards. Applying an affect to both the suit and value made for an intuitive way of understanding it. (For the record, I beat it using the 4 of Spades)

This was fun. I've been making it a habit of commenting on submissions I find that rely on color recognition for its mechanics with suggestions about making it colorblind accessible. (I am colorblind, and I find that a lot of devs think about this basic accessibility very little). I will point out that, while the game relies on being able to recognize the color of the falling blocks, the color choices are good for avoiding issues for the common forms of colorblindness (i.e. the various forms of red-green colorblindness). I got a score of just over 70, and never felt like the color recognition was the limiting factor for me. I will say that, if this were a larger project, having the option to add symbols to the colors would be a good idea for general colorblindness accessibility.

As for the gameplay itself, I feel like this might have worked better if you had four buttons/keys that set it to a specific color each. I understand that the one-button thing was from the theme, but I don't see the added restriction as one that was used to make the game more interesting to play.

Not very colorblind friendly, but I also don't have an idea of how to make it better without affecting the core concept behind it. I liked the idea at least, even if I can't effectively play it.

Cute little game. I did a few playthroughs, one where I avoided as many dialog options as possible. Kind of changed the tone of the conversation, and I liked that.

Really fun to play. I'd say the only thing I really wanted while playing was a way to "cancel" a bad throw. As is, the only thing I can do when I miss a shot is to teleport anyways and hope for the best. I get it, but it can be a bit frustrating at times. I also had some oddness with collision, but that is understandable in a game jam game involving teleportation.

I thought this was really clever. My main complaint is the use of color. In the 2nd and final levels, the enemy releases small red squares as an attack. At the same time, your ship and bullet releases similarly-sized "dark" yellow squares (dark due to the transparency on black). I am colorblind, and I struggled to be able to quickly identify if a particle was from me or the enemy. I could figure it out by looking at the particle's behavior, but that takes more time, forcing me to be more cautious than necessary. It would be nice if the particles were more easily distinguished by more than just the color (eg. changing brightness, shape, or texture).

I played the re-upload. Was quite interesting. I'd say the biggest issue is a lack of conveyance. When I got to the third level, I couldn't figure out that the things that kept catching me were metal detectors. (or I assume that's what they were supposed to be. Last I checked, gems weren't metallic.) Otherwise, it was quite fun.

Also, is it missing assets? The console kept spewing out errors with the character tying to cycle animations (namely Walk and Attack). It also just "ended" for me on a grey screen.

This was interesting. I'd say my main feedback is that the controls were fairly non-obvious, and a tutorial, or even just an instruction screen, would have helped.

Also, I think you included unnecessary (and duplicated?) files in the download. I'd suggest being more careful next time when exporting to avoid the issue.

I was able to play this on the mac laptop I have. I actually really liked this, and would probably play a "full" version of it. It's a shame there's no working Windows build up, though.

I've actually gotten some enjoyment out of speedrunning this. Because the bomb is fixed, I just memorized what I have to do. My PB so far is 0:22

I generally liked it. I agree with a lot of comments here, so I'll add something new. The reliance on color makes this game less colorblind friendly. It would be nice to add a secondary indicator to the wires to help colorblind people to be able to play easier.

Also, it feels like this game needs a randomizer for the bomb. That way I could get something out of replaying it.

Seems like a really interesting concept. I like the idea of only being able to reflect attacks. One thing that feels really missing is a real way of failing. I think a good solution would be to make the counter an active thing (eg, the player has to time a button press to get it). The game also seems to lack some polish, especially in the enemy AI, but I can understand that in a game jam.

I absolutely loved it. The art style, the puzzles, everything. Just wish there was more of it.

This was really interesting. I found the slipperiness of the player rectangle to be really frustrating, and didn't want to finish because of it.

I haven't seen many game jam games developed using Java. The lack of self-running distribution (i.e. one that bundles the Java runtime) might make it hard for others to play. I found the game itself quite interesting, though. My main complaints would be that a) the hitboxes feel disjointed, making it hard to tell where to aim to make the shot, b) aiming was backwards from what I was expecting for some reason, and c) the "release to throw" resulted in the arrow going the wrong way multiple times (possibly due to the springiness of the analog stick). Otherwise, I liked this. I managed to make it a few rounds in this. I did like that you could use enemy-dropped spears once you started to get them (I had 3 spears by the time I lost). The fact that the spear doesn't reset each phase felt awkward, though.

The controls are really awkward. I expect to be able to close windows by clicking an "X" button that is kind of there (with the red rectangle), but not actually usable. And different windows are closed different ways, making things unnecessarily complex. I feel like there's an interesting game in here, but it's hard to tell in its incomplete state.

I kind of like it in concept. Could make for an interesting auto-runner type game. Disappointed that it feels barely started. If you are considering continuing this after the jam (which I would encourage you to at least finish one level to say you completed it), then the main suggestion I would have is to add some sort of "failure" state. Maybe running into a wall counts as a fail. You could have the dive kick still bounce off the walls without problem like it currently does, and maybe include something with that (eg. a secret underneath path that can only be accessed by kicking the wall and falling straight down).

I can't tell if this game is broken or if I just can't figure it out. First off, there appears to be a control that isn't mentioned in the instructions page (called tutorial for some reason), which is Shift to drop a direction. The game seems to lack a way to back out to the main menu or reset (as far as I can tell), and it's easy to get stuck in the game (eg. if you don't grab the first left direction when you see it, you will get stuck). This make the game frustrating, as each attempt requires force-closing the game (using Alt-F4, the task switcher, or Task Manager) and re-open it. Going back to the Shift button, it seems that you drop the direction if you're on the ground, but if you're in the air, it disappears forever (which lead me to more soft locks). Also, after picking up the fourth direction (after dropping one), the game seems to stop accepting input. Unless I'm missing something non-obvious, this appears to be unbeatable.

I will also add that, while a very minor issue overall, the discrete movement was kind of obnoxious. It made it harder to tell how much I was moving at times, and I didn't like having to mash my spacebar over and over.

As far as I can tell, the build you provided is only for MacOS, and doesn't have a way to be run on Windows. Luckily, I do have a mac, and could try it out. There was a lot of visual polish to it. It was visually interesting, and the attack animation looked wonderful (even though it didn't quite match the simple-rectangle style). The hit box for the attack felt a little dis-jointed to me, but that might just be me being bad at it. I will say that while the animation for the attack looks wonderful, there's no follow-through on a hit (with it cutting straight to the next round), which affect the feeling of landing a hit. Maybe adding some sort of "knock out" animation and delaying the next round would have help with that. Other than a minor technical issue (the score doesn't scale well when played at higher resolutions), this was fairly enjoyable to mess around with

I had issues with the game in the browser, so I had to download it to play. It's really interesting. I think a control scheme using the mouse to aim and WASD to move would have been more comfortable, and losing the arrow or missing feels a little too punishing in my opinion, but it's otherwise fun to mess with. Good job.

For anybody having issues running the game, I figured out the problem. Rename the file "GMTK Game Jam Entry (launch me).exe" to be just "GMTK Game Jam Entry.exe". The game tries to find the data folder based on the exe's name, and the rename broke that.

As for feedback, it's interesting. The depth perception feels really off, likely due to the 2D art style. Otherwise I really enjoyed it. Good job.