I really enjoyed this one. Something about the way people became quicker to capture you the further along you were felt really natural. I think a fun failure state could be getting caught enough has you becoming a full time lab experiment for the rest of your life. All in all, great work for two days.
Malic
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High octane action. Lots of Cruelty Squad vibes from this one for a variety of reasons. I'd love to see some more detail on the car you turn into.
Ran into a glitch where I managed to slip around the death plane of Jormangundr, but the level select made getting back to were I was no big deal.
Fun stuff! Dig the vibe.
Well it all started when ███ ██████ wasn't a fan of ███'s dirt sculpture called ██████ and the █████████ and so stomped it into oblivion.
In all seriousness censorship has a rather long and storied history, no doubt much of it rather unwritten! One thing I learned about earlier this year during my research was that the Romans used to have electable Censors who actively regulated the Regimen Morum, or Public Morals.
They were known as the "Chastisers" and in addition to their census taking activities, their punishments could follow from a fun list of things like taking on a disreputable trade such as acting, being single, divorcing your spouse for insufficient reasons, simply being rude to a magistrate, or letting your fields grow unseemly.
Their work also aimed to punish people for acts such as spousal abuse, the abuse of one's slaves, lavish living, defrauding orphans, and the neglect of military horses.
You can read more about it on Wikipedia, but this really is just the tip of the iceburg for how vast the role of censorship has played in societies of the past https://en.wikipedia.org/wiki/Roman_censor#Regimen_morum
Cute game concept and execution, the idea of using remaining health as an upgrade currency is delightful. You could always add a little intro blurb about the Croc being a former human trying to get back at the Wizard army who cursed them into being a gator. At least if you want to be a little more overtly on theme for this particular jam.
Quality start to something great. Really dug the general aesthetic of the fella, I could see this sort of experience really coming to life with some fluid animations. The way you pushed way back through the long hall was sort of fun, but I think the camera might be a bit unnecessarily tricky with the foreground elements during the chase sequence.
All in all I dig the vibes, and look forward to more.
A delightful and challenging trip. Really enjoyed the voice acting and the dexterity challenge managed to get pretty tricky by the end.
Encountered a glitch where, if I fell into the plushy pit below and hit F right as the end screen started to fade in it would not fade out.
The reactive audio to different actions in the opening was really impressive. Overall, great work. Would become a plushy again.
Things will probably be fine. Bit of a corpo term, but the concept comes to mind for this sort of technologically charged art: Minimum viable product. Unless things are deeply broken beyond repair there's A version of your game you can totally roll out, and I really don't think there's a problem at all from TF playing a part in the art rather than being the primary focus.
If you do consider it a problem, could be from pre-production. Flying without an outline in mind can make for some meandering. Sometimes that meandering can take you into some interesting spaces though.
This was a wonderful platformer. The visuals were really top notch, and the whole experience had a Dreamcast-esque vibe to it that proved quite cohesive and coherent. Only problem I really ran into was not needing many of the objects to solve the puzzles in some of the later levels, but I also feel taking further advantage of the shrinking and growing mechanic was part of the point. The music was quite fitting as well. Delightful work.
Quite a pleasant puzzle platformer. The sound effects in particular help to make even the potentially frustrating bits quite calming indeed, though there are some of the puzzles where you have to click rather fast and the soundscape gets a bit too cluttered. Offers up an impressive array of levels with a rather pleasing set of aesthetics given the time used to create it. Wonderful work.
Really satisfying ship combat game, and the scale of the fortress was quite immense. The dash of the ship after an evade felt as though it threw you a little too fast, but overall the combat was quite fun and really sold the lone shooter dealing with an giant obstacle really made it feel like a fight against the odds. Excellent work.
Thanks for the recommendation. I've heard Krita is a really solid art program, perhaps I should look into it if any future projects call for a custom skybox construction. Textures in general are a bit of a weak spot of mine, as I often settle for Vertex Painting the things I model and animate in Blender.
What I really want to find is a workflow that lets me do custom textures that also have light emissions for some of the colors and not others.
I enjoyed this Terrarium crafter. While it would have been nice to see the environment playing out across long periods of time I can appreciate how tricky it would have been to get all these different components to work together in such a way. Just about anything that comes out of this ends up visually appealing, even if it doesn't quite meet the climate requirements. Good stuff.

















