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LukasWho

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A member registered Jan 16, 2021 · View creator page →

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Thanks a lot! Glad you like the concept, I also do hope there's still a decent bit of design space left to explore :) (and even if I would manage to exhaust what is possible with the current set of elements, I believe there's definitely still room to explore interactions with a lot of other platforming tropes that are not in the game yet)

Gladly writing down all of the feedback, this is my first proper try at making a platformer and the controls definitely still need a decent bit of work. And yeah, level 5 is becoming more and more clear as one I'll have to axe -- I made it as a theme and variation level, but the more I look at it, the more it seems like only one of the variations is actually interesting.

Thank you! Yeah, physics are definitely a huge issue, still somewhat dreading to tackle them.

Heh, pretty funny, not a situation I'm personally familiar with, but I can imagine people relating to this. As others have pointed out, I think the main thing missing right now is better feedback, and I guess some more sound effects and music would be nice. Other than that, a perfectly fun little jam game!

Okay, I think I've done everything there is to do right now, though I couldn't figure out if the top left corner had any meaning yet. I think this could turn into a cool game, but honestly I just can't tell yet with what is currently in the game. I think a strategy game involving a mars rover definitely has potential, just look at how cute they are! On a related note, while I assume they are placeholder graphics, I kinda dig the paper prototype aesthetic, might have to steal let myself be inspired by that for the next jam I take part in.

Thanks for the feedback! Yeah, other people have also disliked up being used that way, in the long term I definitely want to make inputs rebindable, but I'll still have to think about sensible defaults.

The physics definitely need some getting used to, but I think they make sense. The whole thing is based on inertia. To simulate that, the game applies the inverse momentum change of the world block to all stone blocks and crates every frame, which means if you are accelerating with the world in hand, a force will be applied to the physics bodies. Usually the friction between ground and the body will be too high and prevent the bodies from moving. However, if you are also falling down, an upwards force will be applied to the bodies (sort of similar to how you can simulate zero gravity in a falling plane), reducing the friction enough for the bodies to be able to move. I hope that makes sense?

Thanks! Yeah, the physics are pretty buggy, that bug also happened to me a couple of times. Still trying to figure out if I should try to wrestle the Godot physics system into place (I think some of it is me not using it correctly, but some things also just seem like the system just wasn't designed for my use case) or if I should try to write my own one.

Thanks! Definitely one of my favourite levels so far.

The time limit mainly

Heh, this was cute. Girlfriend and I got a sleeping ending on our second try, which I assume is the best? There was some weird behaviour the first time we tried it where the camera sometimes stopped scrolling to the right, no idea why, but otherwise this seemed to work pretty well.

Is it just me or is this ridiculously hard? When I feel like I drive well, I can make out what I think is the goal in the distance, but I just don't have enough time to reach it. Controls don't feel very truck-like to me to be honest, but to be fair, I've never driven a truck, so I might be wrong here :D

A cute game indeed! Love the drawings. I think this game might work better without a score, though. There's also definitely some layering issues. Do the kittens simply choose one toy and obsess over it? Two of my kittens constantly chased the sock and didn't do anything else. Would like some more variety in there. The music loop is a bit on the short side and gets repetitive pretty quickly.Also kinda wish Mama Cat could play with the toys, too, maybe even some interaction with her kittens. Still, I spent about five to ten minutes watching kittens do cute stuff, so I think the game very much fulfills its goal :D

Gosh, I feel like this could be great, but unfortunately, I just don't get it right now. I think I have a basic idea of what is happening after reading the tutorial three times, but even then, the game just throws all this stuff at me so quickly that I don't really have a chance to catch up with anything. Sure, I can pause whenever I pick up an item, but then I can't manipulate my bag while in paused state and it's also just generally relatively cumbersome.

My personal preference would probably to just turn this into an entirely turn-based strategy game, but that's probably because it's one of my two favourite genres of games :D If you don't wanna go down that direction, simply slowing the game down a lot in the beginning would probably also help a lot.

Very pretty, love the aesthetics! Gameplay is pretty nice, too, and seems to work well. A lot more forgiving than I expected. Wonder if this could be turned into a longer game in some way.

Alright, finally finished this one. Pretty cool! I like the concept and the cables / ropes feel pretty robust. Level design was solid, though I feel like I solved them much more through trial and error than through logic, at least for the later levels. I feel like I would enjoy this much more if it weren't a first-person puzzle platformer, but that might just be my general dislike for first-person games (also I'm not sure how you would implement "spooling" cables). Glad you fixed the mid-air controls; I still had some trouble with platforming, but it made that platform level a lot more approachable.

Some quality of life features I would like would be to see the (approximate) length of a cable and the connecting plug, both of which could maybe be solved if the cable lit up when one of the plugs was held?

Not sure how I feel about the last two levels not requiring a stable configuration to solve, though I'm glad you introduced the concept clearly in the penultimate level, making it more clear that yes, that solution is actually intended in the final level. Finally, that last level was cool, but did make me feel physically sick. Maybe toning down the rotation just a notch would help?

Anyway, sorry for the long post, but me nitpicking stuff like that is usually a sign that I really like a game :D

Oh yeah, you should! It's  not flawless, but it was definitely a milestone for modern puzzle game design. 

Obviously not much there yet, but this is a fascinating little world so far. I've enjoyed both the writing and the art and focusing on other senses than sight is a cool idea that I don't think I've seen in other point and click adventures yet. I hope you'll continue the project!

Played this during the jam before there was a tutorial, man, adding that was helpful :D I'd probably enjoy this more if I was either more into racing or arcade games, only managed to get 4th after a couple of tries, but I had fun nonetheless. One thing I'll note is that I thought the various AIs could differ a little more in their skill level? I felt like they were pretty clumped together and often, once one of them would overtake me, the others would soon follow, which felt sort of bad. Probably a lot of that is just me being bad at the game, though.

I don't think I can add a lot that hasn't been said by others, so I'll mostly just reiterate, but yeah, the main gameplay loop of this one is pretty satisfying. Still some polishing that could be done, I'd like it if the boxes had a bit more friction and the camera shake was a bit much, especially when you lose two boxes at once. Would probably be better as a much shorter game, maybe half the length, but overall, not too shabby!

Gonna see this as primarily a movement tech demo, and at that I think it's pretty good! Zooming around the levels feels very satisfying to me and the slight camera tilt along the roll axis feels very nice. Definitely can see people speedrun a game with movement like this.

I honestly took way too long to realize there were strawberries / levels, so I was pleasantly surprised there was more to the game than just zooming around an open plane. Level design was perfectly fine for a prototype, though I regularly had trouble figuring out where to go next.

All and all, though, I quite enjoyed this!

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Alright, played through the entire game again, I think you adjusted a couple of levels and added a new one? It definitely felt a little less tedious on this playthough. Overall, very solid game, I love the low-poly style, the silliness and Stephen's Sausage Roll, in spite of not finishing it, is definitely one of my top-5 puzzle games of all time.

Gonna go against the flow a bit here and say that the level design left me feeling like it wasn't living up to the game's full potential. To me, the best puzzles are those that make me think "Well, this is clearly impossible", followed by a (or multiple) revelation(s) about either the game mechanics themselves or the specific layout of the current puzzle, after which the solution more or less falls into place. I think it's those revelatory moments that I'm currently missing in this game. Don't get me wrong, maneuvering within these tiny spaces definitely felt challenging, but I never really felt like I was truly stuck and thus never felt the joy of overcoming that stuckness.

That might just be me, though. IIRC the original Sokoban was also a lot more about maneuvering and less about lynchpins and was still widely successful. Also I am fully aware that this is still in a very prototype-y state and for what it is so far, it's pretty good! The level design is in no way bad, it just left me wanting something more, which is honestly a good sign. Just figured I'd share my experience :)

EDIT: Another caveat I forgot to mention is that I'd like to think I'm still pretty familiar with SSR-like movement, so maybe that's a reason why understanding the movement in this game didn't feel as satisfying as it might to people who are less experienced with puzzle games.

I'm free! I'm finally free!

Reproduction: pick up a crate, carry it to the exit, set it down, walk right through

Oh no, I hope you made it in the end :D

Yeah, tedium is definitely a bit of a problem, still gotta figure out how to design the game / the levels to avoid that more. And yeah, I'm a firm believer in non-linear level structures and optional levels for puzzle games, so if I should continue this, I'll most likely add some sort of overworld and branching paths. Even so, I guess there's a good change 80% of the current levels will be scrapped and replaced.

Haha, no worries about the music, it was a last-minute addition and is definitely subject to change.

Fully agree on the levels being somewhat tedious because of the physics. Still gotta figure out how to design this game, I think it will probably come down to a mix of better level design and finding some global remedies. And yeah, the puzzles definitely get difficult, I just can't help myself :D

Hey! There are hints as well as a full walkthrough in the game description that should answer your question. Best, Lukas

Thank you! Yeah, there's only so much you can do in a 4 day jam, but we might return to this idea to turn it into a larger game some day :)

Thanks, glad you liked it!

Thanks a lot!

Thank you! Not sure what you mean by "difficulty doesn't scale", the point requirements do increase after every day. If you mean that the games are uneven in difficulty, I fully agree though, that definitely needs some rebalancing :D

I did use the pipes, but they seem to be one way? Maybe it's just my brain being fried after the week of playing games haha. Will try again later.

Restarting doesn't help unfortunately, also tried on different browsers. Can check later if there's some console output, though it doesn't seem like a crash. Basically my character is shot across the screen once I start talking and after the dialogue ends, the room behind the lobby is visible, but I can't seem to do anything. Would love to help more, but I'm not sure if there's anything else I can do.

Oh, that's an interesting concept! The first double loop level broke my already damaged brain, so I had to stop playing there, but I had fun until then. The gunshot sound seems a little unfitting to the rest of the theming, but the artwork is very nice.

This is an incredibly cool concept, but after a week of jammin' my brain seems to be too fried to get it. Currently stuck in the level with the ball and the fly and don't have any idea what I could possibly do to make it work. I'll probably come back to this one after the jam, though!

This is an interesting concept for a strategy game. I did not understand if battle was deterministic or somehow based on weird physics interactions? Wish I didn't always have to click the tower to start a new loop and generally the game feels a bit slow to control. Seems like the best strategy is to slowly build your army at the start before going to a town, which doesn't seem like the most interesting strategy? Could definitely see this turning into a fun game with a little more work, though, so good job!

Huh, this seems neat, but I gotta be honest, I didn't get it at all :D Took me a while to realize that the display on the left was a knotting machine and even after that, while I did realize that I needed to balance numbers, I didn't really understand how the system worked (I suppose it's something base-4-y, but then there's also this thing with the empty knots and stuff, so maybe it's just math beyond my understanding). I guess this is a discovery game so I wouldn't be too on the nose with tutorials, but I'd still like some better player guidance. Maybe have some more examples of working setups that players can use to derive rules from? Apart from that, this seems interesting, and the cat is very cute!

Cute idea! Definitely a few too many ways to softlock yourself (falling off the edge of the level, I think dying after the win animation was the other one?) so we didn't manage to finish the game, but platforming felt pretty good. Well done!

Firefirefirefirewaterwaterwaterthunderthunderthunderbolt!

I really like the concept, this just needs a little more work to be fun to play:

- First and foremost, the transitions just feel way too long to me. I literally can't do anything for 5 seconds or so and just watch white text appear on a black screen. I'd love to be able to skip that.

- Second, I got softlocked by having the drums available but not using them immediately.

- Dealing with the bureau felt more like busywork than an actual puzzle.

Still, overall, I think this could go somewhere! Having actions influence the future and knowledge influence the past is a cool idea. Well done!

Thank you! Yeah, I can see the newspaper one being a bit divisive, though we intentionally wanted all the games to be mouse-only and this one in particular to be more focused on pattern recognition than on pure speed. But yeah, with 9 mini-games, there's bound to be some that people like more and some that people like less.

Very nice little time waster! Not very good at it, got to 16 stars in the default difficulty, but definitely had a lot of fun. The artwork is nice and the controls feel good, great job!

Wow I needed until the last day of the jam to realize that Web build / mouse isn't broken, but Firefox / mouse is. Extremely polished entry, as expected. I'm terrible at arcade games, but I still had fun crashing into walls over and over and over again :)