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

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Very neat. I saw in the description that it can sometimes create unsolvable puzzles, but I didn't have that issue. I guess I got lucky. One thing that stood out to me is that I was initially trying to drag-and-drop the screens to swap them, and it took me a minute to realize I had to click on both instead. It would be nice if the game allowed for both options for swapping them.

This was a crazy, chaotic fun mess. This is probably the most unique game I've played from this jam. Unfortunately, I can't use rm -rf /, so it is terrible. /s

In all seriousness, though, my experience with bash made me really miss the ability to cd into sub directories with a single command (eg. cd first/second/third). I also kept trying to end an SSH session until I figured out the idea was to recursively nest SSH sessions to navigate the network. It's clever from a design perspective, but bizarre from my personal experience.

A very neat little puzzle game. I felt like the first person controls were kinda sluggish, both the mouse sensitivity and the walking speed. I kind of think this would have worked better as a top-down 2D game. I did like the puzzles, even if I felt that the controls were a little annoying.

Weird game. Fun, but weird game. I think there's some issues with the collision detection, since I managed to clip with the weight through things I assume were intended to be solid (the giant monster thing and the black text in that one part). It was still fun, though. It leaves me wanting to see more of it.

Yeah, you pretty much got the two "jumped" moments: the first stabby dude that just charges at you with no warning and the hallway of terror.

I get the impression that the window at the very start of the game that lets you see all the stabby dudes was meant as an introduction to the enemy, but I didn't see it that way when first playing. I had gotten the impression they were like scientists watching over an experiment. It might help if you made it clearer that they are not friendly, such as by making them act like they're trying to stab you through the glass, it would help that set piece convey the meaning better. As for the first actual enemy, I would make sure the player has access to the weapon before they encounter the enemy. It makes it clearer to the player that what they're encountering is dangerous, as the weapon announces that there are things to attack and things that will attack you.

As for the hallway of terror, My first reaction playing was to run backwards out the way I came. I never noticed a hallway because I hadn't even made it that far into the area before I started to be chased. Fixing this problem is trickier, but cutting off the path back and making the escape hallway more obvious might help.

I like this. It's very cute. I found the squirrels to be a bit of a pain. I managed to get a bunch of ducklings between 2-3 squirrels and every time I'd try to grab one, they'd immediately be distracted by one of the squirrels. Maybe there's need to be a per-duckling cooldown on that? Otherwise, I had fun with this. :D

This was a fun, cute little game. I found it kind of weird that it wasn't an instant "death" when one of the buds dies since the level is unbeatable at that point anyways. I also find it weird that the connecting controls are on the mouse buttons when it really doesn't matter where the mouse is aiming, since you can only join one (which must be really close) and disconnect all. A keyboard button could work just fine with this game it seems. The game overall was fun, and it was fairly unique from what I've seen this jam.

This is a really neat take on the theme. I will say that my IRL experiences with magnets kinda got in the way of solving the puzzles in this game. I was expecting the red magnet to fall if I got the blue magnet too far away, but that doesn't happen. Once I got around that, I was able to solve all the puzzles (all 2). I had fun with it.

I feel like the fact that you can re-arrange the numbers in the main menu could have been better conveyed. I thought it was some sort of password system at first and didn't think to drag them until I looked at the comments here. I think changing the style of them to indicate they're drag-able might help. Otherwise, I thought it was a really nice game. Good job.

A fun, well designed puzzle game. The only thing that stood out to me was that sometimes it was hard to place and keep the anchors in place to move another anchor. It probably would be easier if the anchors had more friction and would stay in place better.

Fun. Absolutely chaotic, but fun. If I had one suggestion, it would probably be to reduce the player's health. I only lost when I decided I was done and just let myself get hit repeatedly. I also found the "charging gem" to be kinda annoying to use, and I found myself trying to avoid it when I could. Otherwise, it was quite fun.

1) Sound was something I started thinking about early on, but a combination of not really having any good ideas for it and a lack of time meant it wasn't in the final game. I didn't have any real ideas for how sound effects would work for a game like this, and after my submission last year, I wasn't really happy with the idea of having music without sound effects. As I was running out of time and needed sleep, I decided to focus on other parts of the game, such as the title and win screens, instead of finding and adding BG music. I've gotten enough comments on it that I probably won't make the same choice next year, but I don't think I made the wrong choice for this game.

2) Having things pop off was something I considered while conceptualizing the game. Unlike the sticking mechanic, which I figured wouldn't be too difficult to program, deciding what should pop off to not leave gaps and where they should fly to was a problem I didn't feel comfortable trying to tackle alone in a limited time. I decided early on that I wasn't going to spend time trying to do it, and instead try to focus on making the core of having things stick feel good (with things like the camera zooming and re-centering and the controls adjusting to the new size).

This is a nice, little game. There were a few things I found kind of jarring about it. There really needs to a gap between the stages, as the bugs have a bad tendency of hitting you right as they spawn, giving you no time to react. I think the "play area" needs to be better defined, as it's too easy to wander off of the screen while trying to avoid enemy fire. Overall, I thought this was fairly fun. I managed to beat what I assume was the final enemy (since nothing spawned afterwards) on my second attempt.

I feel like this game wasn't working right for me. Steering didn't seem to really change the direction the car was going, the car seemed to turn when I was trying to go straight, and the score never moved from 0. I tried changing my monitor to 60Hz, but was still having problems. Maybe it's the fact that I have a second monitor? I think the concept is interesting, but I just couldn't get the game to work in any reasonable capacity for me.

This was really interesting. The idea of tying things like health and ammo together is unique, and made for an interesting experience. The energy was a little over-plentiful in my opinion, but I rather it be plentiful than too scarce, so I'm fine with it. I feel like the game could use some design changes to make the game mechanics more obvious, as there were two points in the game where I felt "jumped" by enemies without any idea what I was supposed to be doing. Overall, I really liked this, its weirdness and all.

This isn't the first game I've played this jam with the "move another thing around to attack" idea, but I think this might be the best implementation of it that I've seen so far. I am still not a fan of having "turning" buttons in the game where the camera doesn't follow the orientation of the vehicle, but since a lot of the game has you turning in a single direction to build up the mace's speed, it works better here than in other places. One thing I would like to see is some sort of health system. The screen gets kinda crowded quickly, and it would be nice to have that little bit of buffer for new players to experience more of the game.

I think this is one of the better implementations of the "control multiple characters at once" idea. I like how "disabling" one side is used to construct puzzles where you have to get everybody into position to get past otherwise insurmountable obstacles. I consider it a good sign when a game jam game makes me want more levels of it, and that is very much the case with this game.

This is an interesting game. It may not be the first game to do the "build your own map" thing, but this does a good job of executing on that idea. Some thoughts I had playing is that there's little incentive to go into fights, as it's a lot of risk for little reward, and you can usually place more tiles to get around any blockades. Also, since the first part of the map seems to only let you place one tile, the lack of a way of simply returning to the tile placement screen without just walking back and forth really stands out at the start of each floor. There are also the technical things, such as the buttons as mentioned on the page, and the fact that if you click on the card as if to place it, but try to drop the card without placing it, it goes offscreen where it can't be re-selected. Still, I think it was a really good entry to the jam. Good job :D

I have actually tested the web version of this game on some phones (both iOS and Android), and other than the controls being slower than I intended it worked just fine. I had also considered making an Android download of the game for the jam, but I didn't have the Android SDK installed and didn't want to deal with trying to get that all working on a deadline. Maybe post-jam I'll upload an Android build (though I don't have plans to update the game itself post-jam).

A very interesting game. I'm not very good at it, and I keep ending with a negative score, but it is very interesting. The alternating directions control confuses me when there are multiple planets, which is a major part of why I can't seem to get a good score in the game.

A very neat puzzle-platformer. I liked the addition of the slow down button. It provides an optional way of making the game easier to make it more accessible. Very clever. Great job :D

A really fun puzzle game. I think I might be too dumb for the puzzles as I am stuck on a level, but I had fun for a while at least.

I really like this. It reminds me of a game called Zen Bound 2 (never played 1 :P ) which I would sometimes play to relax. This seems like it would be a great game to relax to as well. The jam version has some technical problems, such as the broken levels, and it could use with more of an in-game tutorial and smoother difficulty curve, but that aside I think this is fantastic. Good job :D

I had a hard time with the controls. I kept constantly dashing into whatever I was trying to shoot. I get the idea behind the controls, but I found them incredibly unintuitive. I appreciate the idea of trying to tackle multiple jam themes at once, but I wonder if that came at the determent of playability. I think this is a pretty good game, but I just had a hard time with it.

This is a really nice game. I was surprised just how many levels there for a 48-hour jam. I have a problem with the game's colorblind accessibility. It was really difficult to figure out what blocks required what abilities to pass through. There were symbols on the orbs and on the "use ability" blocks (though the water drop on the boxes were too small, IMO), but not on the general blocks. The game could use non-color cues for these blocks. Also, putting shooting on the mouse button without any mouse aiming stands out as an odd choice to me. I got used to it, but it still seems like an odd controls choice to me.

This is really cool. I don't think I've seen anything in the jam so far that's quite like this. The only things that stood out to me were that having to time un-sticking on the first launchers (the ones on a timer) was a little more frustrating that I would have expected, and I wish the boss did more in the fight. Otherwise, I really liked it.

This is a fun little game. I like the art and sound of it a lot. If there's one thing I had problems with was the lack of feedback on things. Hitting the slimes was fun, but it was hard to tell exactly what I was doing. Is the goal to damage them? Push them off the map? They way they reacted to being hit by the mace seemed a little inconsistent, so I'm entirely sure what was going on. Additionally, I found my character was consistently re-gaining health, and I couldn't exactly figure out why? Is there a health bonus when you hit slimes? Is it an item pickup? I'm pretty sure it's not just a slow health recharge, because I saw the health drain when I just stayed still. Some more feedback to the player would be helpful in conveying what's going on in the game.

I was trying to avoid spoilers in my comment, but I don't think I can say it without adding spoilers, so...


In the fourth level (the one with the wall of death), there's a bunch of gems with messages around them telling you not to collect them. As far as I can tell, it's not possible to grab all of them (though I could be wrong), but it is possible to grab some. The line between was is collectible and isn't is kinda fuzzy there, which makes defining a 100% kinda tricky to me.


Also, since I forgot to comment this last time and I try to make comments about this when it's relevant: The gems aren't very colorblind friendly. The three colors don't stand out from each other very much (with the first two being particularly bad for me personally). It's less of an issue since differentiating between them doesn't have any effect on the mechanics of the game, but it could make figuring out what you're missing for 100% harder to figure out. Next time I'd recommend either choosing more contrasting colors or making the gems distinct shapes.

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A neat little game. Found it to be an interesting challenge, and it took me some time to solve all the levels. It would be nice if there was an indication what connection is the problem. I also think I glitched the game when I tried to connect two people on the same side. Lastly, there's someone on the second level (Marcus) who both likes and hates art, which is silly.

This is interesting, at least in concept. The idea to have your influence over the plow be gravity based is interesting. My intuition says that the control should be spring-based (i.e. becomes stronger with distance, not weaker), and I kept dying due to it. Once I got a better hang of it, I found it quite interesting, but I still didn't feel like I had a good handle of it.

This is neat. I suspect the introduction/tutorial was rushed at the end of the jam because it's in dire need of proofreading. The game could also use some balancing, as once you get big enough, it seems that nothing can touch you. The thrust controls are kind of confusing; I kept trying to use W to go up, and kept being confusing when it went another direction based on where my ship was facing. My game added a similar mechanic to this game's, but includes a small change that I think would also help in this game. In my game, I adjust the camera to center on the new center of mass of the entire player-controlled structure. It can take a lot of work to implement (I had to use quite a bit of code to make it work in Godot), but it helps improve the player experience quite a bit.

This is a neat little puzzle game. I wish there was more of it, as the levels that are here leave me wanting more. I will say that the note in the description about 100%'ing the game seems confusing considering that one level seems impossible to truly 100%, but it is otherwise interesting. Using the gems as a score and a timer makes for an interesting combination, but adds a lot of replay value. Good job with this.

This was a lot of fun. I think it's one of the best I've played in this year's jam so far. It's really tricky to keep track of both where you're aiming and where you're running to, which makes for an interesting challenge. The only thing I would suggest is to either add or better explain the incentive to collect the stars. Obviously they increase the score, but if the player's main goal is to survive as long as possible, there doesn't seem to be much reason to prioritize collecting them. If the rounds/upgrades are tied to the stars, then I could see that working, and it might even be the case, but if so it isn't well explained in-game.

I'll be honest: I feel like I don't get the game. I really struggled to to do anything I really felt was "successful" in this game. I had some issues that I'm not sure I understand. The GIF in the description shows the character rolling up on the floating platform, but I couldn't figure out how to replicate that myself. Pretty much I found I couldn't use the floating blocks or the detonator buttons without something going wrong. (With the detonator, I suspect it's an interaction with the disappearing blocks bug). I also felt like the blocks grid was more restrictive than it needed to be. It would have been nice to be able to place blocks more across the game space and not just in a three-block range. I think the game idea is neat, but I just couldn't get into it.

I liked this game. It's one of the best I've played from this jam so far. The strategy of disconnecting while a shot is out took me some time to figure out, but once I did I was able to figure out all the puzzles.

I did notice one "bug". If you disconnect while one of the controlled characters is going to die, you still die when the characters hits the spikes, though that character itself doesn't die. I think I get why it happens, but the instructions kind of imply it shouldn't happen.

A neat little game. I wish I had someone to play it with. :P

I think there's an interesting idea here, but there's an issue I think is detrimental to the game's balance. The idea of making the laser a damageable area incentivizes the player to keep the distance between the two ships as short as possible. Since there's no incentive to keep the ships further apart, it means the best strategy is to keep the ships together, turning it into a more basic dodging game with a more problematic movement system. I think adding some sort of incentive to keep the ships at a distance from each other would help make the game a lot more interesting.

This is an interesting game. It's cool to see someone else implement the mechanic of having things stick to the player. I'm a little curious about the technicals of how you pulled it off, because my solution (using Godot) was kinda messy.

I'd like to see the trade-off of more weights making you more difficult to maneuver explored further. As it is, there's no incentive to go above the minimum requirement, so the best strategy is to stick with the minimum required (plus what's needed to make platforms). It would be interesting to see some sort of reward for having more weights than needed at the end.

A neat little puzzler. The only hint I really needed was the one for level 4, but otherwise I was able to figure it out. I think I solved level 6 wrong the first time, as I ended up doing a sort of wall jump to get the purple one in place, but i went back and solved it a bit more "intentionally." I will say that, as someone who's colorblind, I had a hard time figuring out what goals were for which ones other than them either being on the floor or ceiling (something that didn't work on the last level).

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This is a clever puzzle mechanic. I feel like I struggled trying to finish the two missions (didn't really attempt the third), but it made me feel clever when I did finally figure them out. Well done on this.

It took me a while to find the camera rotation buttons, and once I did, I didn't really use them because it made the controls too confusing for me. If the WASD directions updated with the different cameras, it would have been much more useful.

Oh, and a bug I found: After connecting the block in the second room of the second level on the high ledge just in front of the door, you can press D again and get stuck in the wall.