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matchaberi

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A member registered Feb 18, 2023 · View creator page →

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I'm surprised by how well it works, it looks complicated to make. I'd like touchpad support but it's good anyway : )

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I haven't played the whole thing yet, but from what I played, it's really cool!

Very original twist to the whole hamster emergent theme that's everywhere in this jam 🐹

I really like the idea and how it's built, but I should try it with a mouse as you recommend, it's too hard with a touchpad🤣

The dizziness meter seemed too harsh, especially not being able to direct the movement when falling, and I felt pretty lost in the city. It felt like the answer (the park) was right there, but it had the warm air, and I couldn't plant the seed there, yet I couldn't see any other right place either. Wandered around and didn't see any fitting place either. It was a bit frustrating. The idea and the game are beautiful, but I think more relaxing controls would've fit better. Some more feedback would be that it could improve the experience by adding an indicator of how near the crosswinds and other types of areas are, because it's hard to tell the depth when you're almost there.

It could have helped that the customer's wants popped out a bit more because it was hard to follow where they were, but I really liked the idea.

Ohh okay thx I will try it again when I can!

I really liked everything but dying and losing all progress without any compensation ;-;

First few minutes it was difficult to understand but as I kept playing it got better. The UI felt a bit confusing at first sight, with what was interactive not being very distinguishable from what wasn't. This was worsened by the fullscreen ver. not working very well (I was using Chrome). The music was cool but also became a bit tiring after a while.

Leaving all these aside, this game was impressive, I'd play a full version with progress saving  : )

It's hilarious, and the 2D art looks awesome! Idk how precise the spin detection really is since I went pretty crazy there and it still seemed to do fine, but that's ok : ) I'm curious about how you made it work, I want to make something similar for a game.

I also liked the choice of music, it adds to the fun!

Cool small game : D I'd like to play a full story with more gameplay in the future if you happen to continue working on it : )

I will! Thank you☺️

Also, personally, it would feel better if the headphones just made everything sound softer, or the music was more chill lofi style (and still less loud). Yes, I know I can lower the general volume, but it wouldn't be the same.

I think I relate too much to complete this game lol. I don't really get what I need to do to get to the main boombox and finally destroy it. But other than that, everything is pretty good.

It's pretty hard with the platform restriction and bumping the cat's head -hey, an animation could make that even funny- on the ceiling and the upper platforms, but it's fun, especially when you win. Although other than the spinning when changing to next levels as a transition, I don't really see the theme. Also, it doesn't seem like the objects are detecting well when you go past them since often they don't fall, but maybe I'm missing some requirement.

I like how it looks (reminds me a bit of Shaun the Sheep style), but I couldn't really get much out of it, it felt impossible to shoot at the right time.

The idea could be fun, but I miss some kind of objective or purpose. I managed to destroy all buildings (kind of hard with the ones more in the middle between two N.A.D.O. "launchers"). It was also difficult to tell what was interactable and what wasn't. Pretty impressive for a first jam, though, and it's really good that you had fun making it : )

Ok, so first thing, I think many Godot web games aren't performing as well in fullscreen as in the smaller size, so...

When I played fullscreen:

The stop/start spinning felt too slow and hard to manage. Some mentos were impossible to catch in time (literally).

When I played the smol view:

The spinning seemed faster, as well as its start/stop. It still felt too difficult though.

In general, it could benefit from something like lives so it's not so punishing, and a bit more control over the start/stop (even in the small view), a faster response even if it looks less smooth.

Also, the cover looks so much like the Cut the Rope character it felt like the whole game would be a rip-off first... maybe change it a bit more (in-game it looks different enough).

Not bad overall, good for a first full game : ) 

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It looks and sounds really good! It feels very polished.

The only thing that felt confusing is that you need to start from the outer side of the clock. Personally, clicking on Shrimpy and then trying to do one of the hours intuitively led me to start from the center, then outwards. Once I figured out the right way, I had to choose either it feeling like a clock and starting farther from Shrimpy to go to the center, angling there and drawing the other hand, or starting from the center to lose less time but it not feeling like a clock. Both felt kind of unintuitive for me. Aside from maybe supporting both ways in the future if you want to, maybe now you can specify that on your page (I didn't really get it just with the tip) for others trying your game.

Anyway, that was only specific feedback.

I loved the little game overall, and I'd really like to see more of it in the future!

Edit: and most importantly, it was fun : )

This was so good, I'm in complete awe. It's genius. Only feedback is a key would have felt better than click for the color changing, and the end end (intended) could have been more rewarding (more story or something to discover).

Thank you, what you said is already valuable feedback! -yes it was because of lack of time ;-;- I spent quite a bit of time adjusting the physics, and I know they're still not perfect, but knowing what's feeling nice for the players and what might need to be changed is very important. 

Interesting that it gave you some remembrance of Frutiger Aero vibes! I can figure a couple reasons why, though it was certainly not intended consciously. I guess my memories emerged and formed into this! I'm really glad you liked this aesthetic ^^

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Thank you :)) It was really useful to see it played live. I'll check your game too as soon as I can. Feel free to follow for updates, and, hopefully it'll progress enough that you can play it with friends someday : D

My inspo was more old-Rayman-based, but Mario & Sonic winter games was cool too!

But... why am I losing them? :'(

Play snowheel if you want! Idk if it'll be very fun per se because I didn't have enough time to add VFX and there are placeholder sprites instead, but if you play with the turbo and the jumps, it can lead to pretty funny stuff.

Oh, ok, I was trying to figure out whether it was speed-based and even if I had to hit them with the things (hearts?) around the player, but I discarded that theory pretty fast. Guess I overthought it too far 🤣 Maybe you could turn the center circle gray after the first hit or add other visual feedback to make it 100% clear how many hits are left.

I played it again and got to the end. I agree with other comments that an invulnerability window would be nice, and, personally, I think it would feel better if projectiles impacting at the same time only cost one life.

 Still... what's with the babies?🧐 (I got -4848 saved ;-;)

Anyway, I mean what I said in the previous comment, the game feels neat.

I really liked the whole vibe. It was a bit hard to get the spin to do what I wanted (it starts/stops too abruptly), so the already difficult gallery/laser-filled room was even harder. The music ended up feeling somewhat repetitive, but at least you had some :) Great game for a ~7 day jam and nice work with the details like checkpoints and Gobby's animations!

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Umm don't get it 🧐 but fun and qualityous 🥸

Please give us the lore -and some more instructions, what's the requirement to destroy cannons when hitting them?- Wth is going on with babies? 💀

Here's my game/prototype: https://matchaberi.itch.io/snowheel :)

I'd appreciate it if you can rate Snowheel , I'll rate yours too : )

Thank you for your mercy 💀😅

Yeah, I know, especially having changed recently to Godot. I doubted myself from day 1,  but I really wanted to at least try to participate in this jam (been looking forward to it). I tried to filter the idea down to the core of the game for at least a playable prototype (movement, spinning wheel, and its effects on the player). I'm happy I at least got that part, mostly :P

Thanks for playing and appreciating all that was appreciable! :)

I'm currently in the stream in Twitch but just in case I'll copy the same here: 

Hii! here's mine:  Snowheel

It's more of a prototype, but I'd love to see how it works for others. I'll keep developing it, so any feedback is useful.

Thx :)

Also at least in web when I spammed too much text my own browser got stuck.

It was a bit too hard, the different actions ended too fast to have enough stuff running at the same time, even when spamming text it was difficult to make it shut down.

I think I'm now addicted to spinning. Fun ambience. The diagonal "pixels" in the wheel hurt a bit, but I like the doggo. Compensated. Music pleasant.

Wow thank u so much! Considering the polished-ness of your game this is a true honor 🤣

I will continue it, I intend to make it at least a local two-player game. If you want to receive any updates, feel free to follow :)

Very funny. Seriously. 

Some options seemed like they could have been valid too though (at least the one for the bag). Creative way to apply the theme more than once :)

Cute! I got a bit stuck since I couldn't see the other side of the dock but then it was fine. Nice music too :)

The wheel felt really good for me, I don't know if it's based on player accuracy when it just stops at the moment you hit it instead of still spinning for a bit but it's really nice to have that variation. The chosen music fits really well and the art looks very good. Everything matches neatly. I only expected somewhat of an ending, being something to be tried in a jam, but when I got past lv111 I was like "hella no, I'm not trying to get to lv666 just in case" 🤣. I didn't try to use the spin upgrade either since you already put a warning, but it was cool anyway. Maybe being able to get double weapon would have been even cooler.  I also had what was supposed to be the coolest spinning part of my game not work so I feel you there🫠

Got all the endings! though I felt bad in the process for two of them ;o

Chill and fun -love the funny names, Simon's personality, and the little puppets, met at least 3 of them-, good to get out of the rush for a bit! The voice was great too :) Missed some music or at least I didn't notice any even turning the volume pretty high. But good job turning the theme into this cute game and also teaching that idiom!

I couldn't agree more

By the way, did you make everything or did you use any external assets like music or SFX?

Please PLEASE adjust the colliders and/or the jump length, it's so hard to get it right, and being killed by just a bit of dust super slightly (to the point you don't even notice) touching the tail is not fun...🥹The game in general and its story are really cute though! That little change would make it a great tiny game, at least that's what I think.

Also yeah dying with the current heat here too 🫠🫠