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A member registered May 19, 2021 · View creator page →

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I'm so happy you liked the game/idea of it! I did put quite a lot of effort into the audio and it's so great to see it recognized too :D

A very unique and quirky idea. I like the concept, though it's quite confusing to know when each need is fulfilled because the chat bubbles appearing on each of the guys only sometimes went away after bringing the item and they seemed to get arbitrarily angry. It would also be great to have a label telling which level/night it is, because it was hard to tell if I was progressing or not. The dialog also could work better as chat bubbles, since there are 2 of similar looking characters that talk.

The song and general vibe of the game was really fun and I could see this going far. Good job.

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Simple in concept and very fun to play. The music was great, sound effects were well made and the art was beautiful. I love it! Though the levels later on started to feel a bit same-y. I also found that when you softlock yourself in a level you have no way of retrying and you have to go to the menu and play again, adding a restart button to the level would be a good fix.

This game led me through all the stages of rage however many there are and still made me want to come back to try again lmao

It is genuinely super fun and engaging and I loved it! Completing the levels feels very satisfying.

The music just complemented the insanity/chaos that you go down in the levels. I would've liked to see some more defined/clearer sound effects for the minigames, I found myself only really noticing the music. The art looks decent, though different parts of the game don't quite match together in artstyle.

Congrats on making such a difficult, yet fun game!

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A really interesting concept. It's easy to understand, but difficult to master, the first levels were quite frustrating as I understood, but didn't yet feel how it worked, but later, counting the timings was really fun. I would suggest, though, adding some sort of ability to briefly view the level before the first run, like a light blink, so that players wouldn't need to completely guess the level (or was that your intention?).

The metronome sound really created an interesting atmosphere, though maybe having some background ambience to complement it could elevate the vibe more. If you were to expand the game, I would suggest maybe trying out adding some music to parts of the game, I can imagine the metronome could get quite tiring by itself in a longer playthrough.

This is probably one of the most aesthetically unique games in the jam! The game felt really fun to play and the unexpected gimmics each opponent had with the timer really made it so much more fun. Everything is near perferct for me and I have nothing else to say.

Excellent game. I loved how frantic/chaotic it got over time, but I feel like it's a bit too disconnected from the jam's theme. The clock hands felt a bit slow for the later waves/later in the game, it was hard to reach all the enemies in time, it would better feeling if you could quickly spam arrows to turn faster.

Otherwise it's a top of the line jam entry, the art and music fit the gameplay really well, the game feel was great and it felt just difficult enough not to be boring, but not too difficult.

This is such an interesting idea. As an avid enjoyer of Minecraft's Create mod, I really liked the mechanical gear puzzles. The artstyle and music are really well made and polished, the sound effects were super satisfying. The countdown theme, while present in the narrative, felt a bit put to the side in the gameplay.

This is a very polished and complete feeling game overall, good job!

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Strange. I wish I could help more, but it's hard to do so when it's not a project I have worked on.

Devilishly awesome! I absolutely loved how responsive the gameplay felt and it's quite refreshing to see a first person shooter among all the other games in the jam. The flying skulls were a good enemy, though they were really easy to dodge and I found myself almost exclusively attacking the eye - I think having some different types of skulls that could do different things (or even The Eye itself) (for example shoot projectiles) could up the difficulty in a good way.

The art is crazy good and the music is perfect for this game, though a bit too loud compared to other sound effects in the game. I'm curious (you haven't written anything about it), did you make the music yourself?

A really fun and creative idea, but a bit too difficult. I really liked how chaotic and complex it got, though the timers were (for my skill level) too short and gave me no time to think, so I found myself constantly just focusing on the life timer and button mashing to hopefully get the required score. I think having a mode where it is turn-based (or just a slower one) could allow a lot more less skilled players to play the game.

The art and sounds were simple and effective, I don't have much to comment on that, I liked it. Some background music and maybe timer sounds (when they're about to run out, to add to the chaos) could lift the game even higher.

That's interesting, I haven't had that happen yet. Did it work in the editor or a desktop build?

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This is an excellent idea. I love the premise of having to quickly decide and act upon what spell you're given, though at the moment it feels quite unbalanced and luck driven.

The green enemy in the second battle turned out to be unbeatable for me as I kept only getting shields and the occasional fire spell was too weak against its healing. When I replayed to try again, the second battle kept spawning more than 5 enemies, which was impossible to fight - is that a bug or was it intended? Another (probably) bug I discovered is that you can link an enemy to itself to do double spells by clicking two times with the link spell.

The shop between rounds was confusing because I couldn't see how much money I had, so I had to guess and click until I couldn't buy anything anymore.

The art is clear, simple and beautiful, the sounds are very well picked, but I was hoping to hear some music in the game, that would've made it much better.

Overall a really nice game idea, I could definetly see this going far!

Found this game from AtegonDev's stream, still played it all the way through, because it was just that great.

The audio, game feel, art are absolutely phenomenal for the jam and I would love to see more of this. The idea and moment to moment gameplay were also super engaging. Overall an near perfect jam entry!

This is by far the most polished game I've played on the jam so far! The intense and precise gameplay and upgrade and retry cycle makes for a very addicting and fun game loop. It really feels like a fully finished game that I wouldn't be surprised to find on Steam even :) Good job!

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Sad to hear that.

It's probably because of loading. You need to load all sound banks asynchronously manually in a scene before the main game like in this example on their official documentation. This is because in WebGL FMOD cannot do multithreading, which it uses to load the sounds every time they're first used. I hope this helps you in the future.

Great game, I absolutely love the idea of rythm based combat!

The music and sound effects were phenomenal, though the main menu undersold the game a bit without any sound.

The gameplay felt easy to learn, but was hard to master and really engaging. I loved how you have to learn the hits along with the song to beat The Count. Some of the hits felt a bit arbitrary in timing, but overall it was really fun! This is one of the best and most to my taste game jam games I've played so far.

Good job on making such a fun game!

I'm so glad to hear you had fun! Yes, I did use FMOD to implement the sounds & music, but we forgot to list that in the description.

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Game design: The time being both the health and currency created very interesting gameplay and choices, though I feel like the 10 minutes were too long to really feel the impact of the relic choices, if the starting time was cut in half or even less, the relics could then really become important. The individual relics did feel well thought out and varied though.

Controls: Having to switch between mouse and arrow keys for every relic choice felt unwieldy and aiming was also difficult (or was that your intention?) with the arrow keys, usually the most intuitive way to control aiming in these types of games is with the mouse.

Visuals: I would've like to see some more visual feedback when hitting the enemies and triggering abilities and the environment (room) felt quite empty, the default Unity font in the UI also felt a bit out of place. On the flipside, the sprite art style looks great!

Sound: The volume of the game (at least for me) was too quiet. The sound effects were fitting and stylized well, but I would've like to see more of the game have sounds (especially the enemies, spawning and death feel very detached from the game with no sound). A generic UI clicking sound (like the one in the main menu) for the relic selection would've also been a great addition.

I don't want to be overly critical, I really liked the whole idea, these are just my unfiltered thoughts after playing the game. Good job on making a fun game for this jam :)

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A deceivingly simple looking game with amazing puzzles.

The levels on the surface seem very easy, but some really made me spend a while trying to figure them out. The snake like torch and pushing mechanics are a concept with great potential, though I felt like there were a bit too few levels (this is for the future, for a game jam it's sufficient) and the mechanic of explosions pushing other tiles had too little time to shine.

The art was very clean and good looking even compared to some art made on more advanced programs than MS Paint, though some more visual (e. g. color) variety between levels and a simple background would've made it even better.

In terms of the theme, I do see how it fits, but it feels a bit too in the background in an otherwise great game.

With more levels, visual polish and audio this could become a great full-length puzzle game, good job!

Nice puzzle game! Sadly, I got stuck on the level "Spikes & Balls".

I haven't gotten to experience the whole game, but I can say the puzzles, up to where I got stuck, were engaging and gradually increased in complexity/difficulty very well. The art is simple, aesthetically pleasing and cute, but some sprites could be clearer. At first I went through the game completely without reading the signs, because I couldn't tell what they were (and I missed the button prompt in the first level).

Overall a great game though. I like the narrative implementation of the theme (the countdown until the mist closes in), quite interesting.

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This is an absolute game jam masterpiece! I ended up speding way more time on it than expected and constantly wanted to keep playing over and over. The music and artstyle remind me of Terraria (really high quality) and it overall feels very polished. The only minor inconvenience was the wall sprites in the level, they made it seem like the level was way smaller and were a bit disorienting.

Absolutely warms my heart to see that you love the music :D

Definetly see the potential. Already feels quite polished for what it is.

Fun little game! Felt like a gem I would find on Google Play. The visuals don't even feel like they're made from basic shapes. The only thing I could add is that the movement feels a bit slippery, but that might be your intention :)

Turbowarp or Forphorus? 🙂 Quite a good game in terms of art, plays smoothly, but gets a bit repetitive after a short while.

As a former Scratcher myself, I can immediately notice a game made in Scratch. It feels decently polished, however it could still be made more difficult by adding different types of enemies (for example ones that shoot projectiles) and I was also able to just chill🥁 on platform above with no danger. Other than that, good job!

This feels like it belongs on Steam because it is AWESOME. There's nothing I can note on except that it feels like a full on release and plays buttery smooth.

Really great concept for a survival game that fits the theme really well and the visuals are on point! The snow trampling was really impressive.

This could greatly benefit from sound effects, music and some particles. Also I'd like to point out that it ran quite badly on my high-end PC so there might be some optimizations that the game would benefit from.

Really great! This was way better than what I thought after seeing the development process.

It actually had decent level design (unlike my entry), well picked sound effects and exceptionally good visuals for a game made with only basic shapes. I really liked the random creepy sound effects that played in the rooms as they made me think that I was about to enter a chase sequence :D

The game could use some extra ambient sound effects (like cave ambience or something similar) and the cold mechanic felt a bit disconnected as it only slowed down the player with no real effect to the gameplay, but other than that, good job! I feel like this game is going to be in the top 3.

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So glad to see you like it! I'm happy that the overall experience ended up being good, because nearing the end of the jam I thought that I messed up the level design (not even speaking about how short the game was 😅). 

Truly a 🥶-->❤️‍🔥 comment :)

Also the blurring might be because of motion blur, I think I'll experiment with lowering it later on.

Thanks for the feedback. Really cool to see that you noticed how I made the puzzles introduce the features one by one.

Pretty cool, though I'd suggest making the amount of enemies spawned increase with each upgrade bought, because waiting for the difficulty to increase over and over is the only thing I think could be made better.

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Yes, I was planning to implement sounds and music, but I didn't have time to do that, so I'm planning to add sounds in a later update, other than that, thanks for the feedback.

Actually made this in 2 days, because I missed the start of the game jam on the first day