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Manatea

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A member registered Mar 20, 2019 · View creator page →

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You know what? I enjoyed the difficulty indeed. A cute little puzzle platformer. I think a little indicator telling me how long until time unfreezes would be helpful, though - and one for the cooldown

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It’s obviously a little rough, but I think the idea of creating bullet patterns through chain reactions like this is really strong. Hope you continue working on this :)

A relaxing litte game, that has that satisfying snowball effect. I wish there was some way to speed up the line by the end - maybe a toggelable conveyor belt?. Great take on the theme, with my FPS counting down at 10.000 sheep :p

Deafeated at the hands of my terrible memory yet again. I think a visual indicator for what the upcoming turns will be (swap phase, discard chance, look at card phase) would add a lot to this.

Great execution of a fun idea. The short gameplay loop and difficulty (and my rage) remind me a lot of flappy bird With some tweaks to the collision and visual clearity i could see myself spending hours with this

Nice little puzzle game. The Tutorial flows really well :)

Simple, but very playable. The cross-wise remapping of the buttons for the disorientation mechanic is a nice touch. I didn’t notice the level transitions at first and got confused, perhaps some different background sprites would help clear that up ^^

Noted and agreed. Will be fixed in the next version.

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I thought all hedgehogs knew that rings are a type of loop :P It’s where Froot Loops get their name from. Glad you enjoyed the game anyway though :)

Looks fantastic, and has the atmosphere down to a T. Also just the right length for a jam entry. I think you can get away with not having the protagonist spell out the twist so directly, the note and the ending communicate the point pretty well already if you let them steep in it a little longer at the end there.

Great entry!

Very nicely polished little game. Love the juice in the card animations! Sound and artworks also look great. I maybe would have added a few more descriptive words to each card, but once you got what the cards do it was pretty intuitive to play.

Very nice idea, love the feeling of slowly creeping outward and claiming more and more resources. Wish I could get a better sense of where my network is not working optimally. I got the feeling I was bottlenecking myself somewhere, but couldn’t really figure out where ^^

Very nice concept, I also liked the idea having the mom trying to clean up the mess you caused in earlier runs. Also playing the little mini games while all hell breaks loose around you was pretty funny. Having a few more physics interactions would have spiced things up especially in later runs, but alas, that probably would have broken the timeline

Very cute art direction <3

It has a bit of a slow start, but the ending is really well done. Personally, I feel like the two mechanics, accelerating with A and D, and collecting meat to be a bit at odds with each other. I like the accelerating, so I could see a version where you have to keep going fast to survive - after all, the hunger never ends, right?

I am very bad at this, but the sounds and art make failing enjoyable regardless. Sleek presentation and such a cute idea.

The movement physics on this feel great and the level design complements them well. Very polished.

I’d maybe replace the loop and cloud graphics and go all-in on geometric/angular design, because the plane looks super slick. The integrated boost bar in particular adds a lot.

Very atmospheric. The sound design of the bugs is really effective. Quite a few entries this year had some sort of “you play along your ghost data” type mechanic, but this one is my favourite of these thus far.

One thing i might add is a faint trail of where each of the soldiers will go. With the 3 soldiers, i kept forgetting where each one will go this time (especially if you’ve overridden the data a couple times). I think it’d also play nicely with your possession mechanic if you get to pre-inspect the level a bit with the “bodyless soul”.

Thank you for your feedback. Fixing the difference in experience depending on one’s mouse sensitivity is definitely on our to-do list for a post-jam version.

We’ll put it into the description for now, until we can upload new builds.

The watercolour art looks absolutely beautiful!

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This brings back childhood trauma T^T) With a little UX work this could be a sweet experience, since the concept is really charming. I’d maybe penalise contact with the other Sushi pieces somehow. Seems like snuggling with your rival is really OP atm.

Very polished and stylish in its presentation. The scoring is brutal though. tfw when your score just goes poof T-T

extremely stylish and addicting

Didn’t read the description and egged all over the place. The chicken walk animation is amazing btw. Cool game.

The dinos look great! Add some sound effects for extra tension and you’re cooking :)

Needed a moment to realise i had accidentally skipped the tutorial. 10/10 moment Really charming presentation, with loads of polish.

Short and sweet. Always like seeing action games in Jams. The Tazer Car is a cool concept and i like the lane switching mechanic, though i wish the camera would let me see ahead a bit more.

A cheeky twist on snake :p Just the right length for a jam title. Dance fever is also a fun mechanic, though just a tad to fast with the tight corners in the last level. If you keep working on the game, I’d love to see a Where’s Waldo component to it, where you have to recruit specific people. Just a thought.

A cool idea that - given a little more polish to the character controller and difficulty - could make for a fun couple hours of game. The model of the fly looks great btw.

Extremely stylish and well scoped little experience. Could totally see this as a bigger game, with chaotic synergies between the different tapes. Also 5/5 world building. Coffee goblin is literally me frfr <3

We try to aim for a little less than 5 minutes of gameplay to make sure everyone makes it to one full play-through.

Running the game with some friends of varying  "gamer ranks"  a day before deadline helps a ton to get a feel for what is unclear and whether people will finish the playthrough in time. (On that note, I appreciate that your game provided in-game tutorials that present one piece of info at a time)

we thought the tiger was already plenty long :p

(But yeah, we would totally be down for a post jam version with a few more levels. Thanks for the kind words)

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There is an insane amount of content here - almost a little too much for a jam experience, where people look through hundreds of games. Perhaps shortening the cycle to just "worm>frog>bird" and focussing more on the mechanics of each one would improve the overall experience by making a playthrough feel a bit more rounded - pun intended.  What's here looks solid, if a little bare bones.

I do enjoy the visuals and the fact there is variety in styles. Especially the worm level looks sleek with the tunnels cutting through the level.

Awesome atmosphere.  The blinking lights in the background look great. 

It took me a while though to see the board explaining what the colors do, but with a little more tutorial and extra UI i think it has a lot of potential.

Genuinely cursed! 

5/5 would order in this establishment.

Pretty hypnotizing experience. Could be cool with just a little more feedback back on whether or not you're close to finding the tile and some other color schemes for the different levels

I like the sparkly Starfield in the background. 

The controls are a bit fiddly, but with some tweaks this really has potential.  (I feel like it should be a little easier to get into a stable orbit. The planets don't really pull you that much towards them)

A laid back little puzzle with great vibes.

I particularly enjoyed the sound effects. Nice and crunchy.

Agree that it's a bit floaty, but the concept is interesting. Also quite atmospheric

I think timeline scrubbing  would make all the difference here. Currently it's a bit tough to visualise everything going on after the third room.

We looked into this a bit more and it looks like this might be an issue with integrated graphics card (which are very common in Laptops). 

If you're playing on a Laptop, try looking for a "GPU Switch/Hybrid Mode" setting in your System Options (in our case it was MSI Center) and set the graphics mode to "Discrete". This will force the laptop to use the main GPU.