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Matt Rix

41
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A member registered Jan 23, 2014 · View creator page →

Creator of

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Thank you! And I apologize for how hard level 5 is! 

Yeah agreed, I wanted to get a selection box and multi-command dragging etc working but ran out of time. Thanks for the comment!

Good feedback! I did intentionally make gravity and hand movement operate simultaneously using the same steps, but I can see how that would create some confusing behaviour when something disconnects, so I might change that. 

Thanks! You should feel proud about solving level 4, as far as I know only one other person has solved it. 

Really appreciate this comment! And yeah, good feedback about making the number of moves more obvious.

Wow, this was a really ambitious game, and you nailed it! I've never played a game that felt quite like this before, very unique gameplay. The art is great, and the fact that the game is in 3D really helps make the spotlights feel more important, with the shadows etc. Oh and the audio is great too, so this has gotta be the most well rounded game I've played so far. 

Great game! This match-three-ish genre has been so well explored that I'm impressed you managed to come up with a unique mechanic with the arrows, very cool! The character reacting to the combos is a great touch too, really fun art. 

Short and sweet. Well made, very tight design. Perfect little jam game. 

Neat! It start getting interesting at level 4, how you have to stall for time. Good use of the theme!

Cool title image and nice art!

Clever! I like having to build under a time constraint, and it's great that because it's pixel-art, it's possible to line things up a lot more precisely. My game is actually similar in a lot of ways, since they're both pixel-art rocket launching games! 

Neat game! I like how it's on a sphere. It's nice that you can still bring the dudes to the rocket after the countdown ends, but before it actually takes off. The one negative thing is that the car horn sound for the rocket countdown is VERY loud, I had to turn my volume way down haha

Great game! It's tricky at first until you really understand the different buildings. 

Cool game! I like the two phases of the boss at the end. One small improvement would be to allow using mouse click as an alternative to spacebar, since the rest of the game uses the mouse (when I first played it, I hadn't read the instructions so I was confused at why clicking didn't work!)

Clever game idea! The art is really well done, and the logo is great. My only complaint is that it's easy to lose a lot of HP in the first fight at the beginning before you really understand the game, so it might be nice to get some healing in between fights (or at least after the first fight). 

Great game! Usually I'm not a big fan of puzzle games with time pressure, but this works really well. It got a lot more compelling once the size 4 worms were introduced. The tuning of the difficulty was spot on as well. 

Oh yeah I meant to add that but I forgot! Thanks for reminding me, glad you enjoyed it.

Favourite game I've played so far this jam! It's a lot of fun and the visuals are great. I really like the way you have to discover all the best times for each ingredient. The magical microwave is what really puts it over the top though, super charming. 

Thanks for playing it! And yeah the later levels are super hard so I don't blame you! :D

Really nice! The game was tuned surprisingly well. Usually these kind of games are either boring or finicky and frustrating. 

Unique game! It's a clever puzzle idea and has a neat art style too. 

The infection mechanic is really clever! I think maybe you should lose when you end a level with below 50% purity though, because right now it's easy to keep surviving once you've maxed out your upgrades. I wish the auto clicker was effective enough that you could just stop clicking once you've maxed it out, since the clicking becomes physically painful haha

Nice little game, short and sweet. 

This is very cool! I'm impressed at how intuitive it feels to play, especially considering how unusual it is (and the fact that you can drag in two orthogonal axes!). On top of the impressive, uh, topology, I really like the mechanic of "character automatically walks to anything they can pathfind to". 

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I enjoyed this more than I thought I would! Very clever game. My small complaint is that I wish when you were viewing the history, that it would outline cards in blue and yellow that would have blue and yellow card backs (when you have the relevant items). It's a pain to scan all the cards once you get into the later rounds when you have lots of cards in your history (ex. in extra credit 5 I just didn't bother thinking about the yellow and blue anymore... it fried my brain too much haha). 

Oh and the other minor thing is that in English I feel like most people usually call the suit "clubs" instead of "clover" (though I know the suit is called clover in some other languages). 


One more note... it wasn't clear to me with scotch tape whether there would be two queens if there are two kings.

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This is great! You nailed the feel of the ball and the satisfying wobble of the rim etc. I really like the finger animations when you just hold the shoot button too. I would love to see a full one-button basketball game built on this, with passing etc. It seems tricky but I'm sure you could figure out a way to make it work haha

It's quite similar to  Nodebuster but the archery feels very satisfying! 

You might like Her Story, Telling Lies, Immortality, Return of the Obra Dinn, or Curse of the Golden Idol. 

This is great! I know it's based on auto-battlers, but it ends up feeling like a sort of dynamic logic puzzle game. I managed to get 10 votes to win the final challenge, which was pretty satisfying. The amount of polish here is impressive, especially considering it was made in a single weekend!

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For this game I was heavily inspired by "Captain Contraption's Chocolate Factory" on Steam. Despite the name that game is more of a puzzle game than a factory/assembly game though.


If you want a classic game in this kind of style, you can look for The Incredible Machine.  

There's no real proper order to the ingredients, you can put them on in any order. Each pizza can hold up to two of each ingredient (if you have two that counts as "extra"). You lose a lot of money for ingredients that are raw or burnt.

Thanks for playing! Yeah the rules used to be tougher where you'd have to pay for each individual ingredient that got generated, so the cooked ingredients being worth money is left over from that. And yeah sorry about the performance, there's probably a lot of things I could do to optimize it haha

Nice work! Yeah I'm guessing that's gotta be pretty close to the max with the current settings.

yeah there's a big market for cooked cheese out there, just gotta know where to look

I've only played the demo so far, but it was really good. It sounds like you're planning on doing a Steam release at some point, and so as a fellow game dev I'd recommend getting that Steam page up ASAP so you can start building wishlists etc. Great work!

Great game! Beware that if you play it in the browser and are using WASD controls, if you happen to press Ctrl (for harpoon) and then W, it'll close the browser tab!

Love it! Looks beautiful, sounds great, and fun to play too :) Really impressive!

[spoilers below]

I wasn't able to do the final achievement for some reason, even after extinguishing all the suns. I thought it might be because I had 30 suns and maybe having multiple suns messed something up, but even after starting over and making sure to only make a single sun, it still didn't work. 

Hmm, not sure I see why this approach wouldn't work? It's just deleting fully hidden polygons. It wouldn't change the quality at all, and the processing time should be quite quick since you're just checking whether the polygons are exposed or not?

I know doing a full boolean merge would be too difficult, but why not just delete any faces that are completely hidden (ie. contained inside other meshes)? This could be an export toggle, and would greatly reduce the amount of geometry on many creations with minimal processing overhead. 

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Unfortunately the asset doesn't come with TextMesh Pro versions of the fonts. Here's how you can do it yourself though: 

Put the font into TMP's Font Atlas Creator. 

Set the padding to 2, and the render mode to "RASTER". 

Set the sampling point size to the font's ideal size (each Chevy Ray font has different sizes, so look in the readme or just do trial and error until you find the size the font looks perfect at). 

Press "Generate Font Atlas", and save your font out. I like to put the ideal font size in the name of the TMP asset file, so it's easy to set it to the correct size when using the component.