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Suweeka

53
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8
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A member registered Jul 17, 2022

Creator of

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Moral of the story is I learned I can't drink 99 bottles of beer on the wall and I'm probably bashing my head on the counter while passing out 馃槾

Congrats on getting a game out! It was short and kinda funny. I really like the drunkeness effect you have there. It's nauseating, but I think that's entirely the point! 

tada

This deserves top 1 audio, because that music bops real hard.

That aside, while I'm normally a fan of Factorio-like games, Shapez style factory games are usually not for me. However, this makes me reconsider that very much. And I'm usually very stubborn about that, so that says a lot about how well this game plays out with that kind of theme! I think the count down aspect of the game fits very well with that too!
 
As for what could be improved, I wish there was a way to speed up time so that the wait to progress the game wasn't as long as it is. An alternative to that could also be to increase throughput of the numbers, but given the limit of how many numbers you can input into the main building, it doesn't seem like it's possible to even double it. So i think if the main building was 2x2 or 3x3 it would heavily incentivize adding more factories to speed up the count.

I also may have found a bug, wherein while I was on the 8 count, I input my 9 factory into the feed and it started counting the 9s too. I noticed it slowed down the count so I removed it quickly. But when I finished the 8 count, it skipped the 9 count entirely, going straight for the final count. I don't know if that was intentional or not though.

Congrats on the jam game, I would love to play this as an actual full-fledged game!

Very fun puzzle game. As an artist I especially love the artstyle you have here! Congrats on the game!

The game is good. Pretty fast paced, but I got the hang of it quickly. Sometimes the ranged guys stay inside the walls which was a bit frustrating because I had to waste time luring them out of it, but that's not really a big deal. I think my biggest concern with the game is that it doesn't really sell the 'count down' theme that well for me. But overall, I think it still works!

As a tower defense enjoyer, I wish it had more! It felt like I was playing bloons again lol
When it comes to unit variety, I felt some towers were kind of underwhelming, on the other hand, the wizard tower's effects were pretty cool.
I think ultimately the game is one that could really use a lot of polish. Hopefully by post jam you have all the time to add audio, fix some typos here and there, and maybe add some more interesting things that the tower can do upon upgrading, rather than just a stat boost of some sort. That would make the game very fun.

The narrative and the premise of the game I think sells it all. Having to think about it backwards is something I often do with puzzle games, so this game resonated with me very much. I did encounter a few bugs, but it appears that you're aware of those ones in particular, I hope post jam that these bugs will be squashed, because it's a very unique concept!

I didn't quite understand the game quite right, but I can wholly appreciate the effort put into making this game. I do wish I had the terminal savvy to continue past the early stages, because the premise by itself did hook my attention!

Horror usually isn't my thing, I'm very weak at handling spooky games... so even with the simpler visuals it still gave me a fright. But that's a good thing for a horror game lol
I will say though, at times it gets quite laggy. I was playing on the web version so that might be the culprit.

Thank you! 
I agree, a command all button would have been great! We did plan on doing it, but by the time we considered adding it we were swamped by last day crunch time so we just didn't have time to add this feature... It's certainly going to be on the bucket list if we do post jam updates!

Thank you, I am glad you love my art!
Initially we were planning on having the first 5 stages be tutorial stages just to get people to understand the controls more. Unfortunately, making a RTS in 4 days does take quite a bit of time, so we did have to cut a bunch of planned stages later on that would have counted as proper stages... If we continue working on this post jam we're definitely going to make cooler later stages

Thank you for the kind words!
But you're absolutely right about the controls, sorry! I did my best to remedy that with gifs on the description. I hope that will help 馃挦

Interesting take on the rhythm game genre. I imagine count down is pretty much a core aspect to a rhythm game considering songs last a duration, so I can safely say that it fits the theme. It was a bit uncomfortable to the eyes though, especially when hitting the bars that switch the direction, or change the head, of the spinny thingy. But i think for a rhythm game it does work.

I am curious though, do the bars you have to hit match with the music in any way? Because I did try to use the music to maybe gauge when to click, but I don't think I got far with that... though maybe that might just be skill issue on my part.

First of all, congrats on your very first jam game! I hope you felt that the 4 days of arduous work (especially since you worked on almost all of the assets) was worth it!

The game as a premise was nice and interesting, and it caught my attention when I read the description. For a simple jam game, I think that overall it is a good game. But unfortunately it sort of lost my attention after the second stage. If it had something to show more than just extra obstacles and enemies, I wonder how much the game would play out. I'm not sure if it's what you're going for, but maybe upgrades to your character, such as longer lifespan, or multiple projectiles, etc.

I want to reiterate that the fact that you made all of the assets, because that is testament to your dedication! Congrats again, hopefully post jam you can make this game super cool!

This game reminded me of how bad I am at platforming 馃挦
There were some mechanics in it that kind of caught my attention that I would not have expected, like holding onto ledges. I thought that was kinda cool.

The W and S keys to look up and down felt a bit too jarring though. I imagine it might be better if it wasn't too abrupt? But then again I'm just more prone to motion sickness than usual so it might just be me.

I love the narrative and how seamless the racing gambling is implemented. I normally am not the kind of person to enjoy these types of games, but the fact that it got me hooked all the way is testament to how great the game is!

I can't believe I'm desperate enough to romance several light poles...
Very interesting game would bang a brick again

It's like those 'most inconvenient UI example videos', but interactable. I mean that as a good thing, I swear!
But in all seriousness, it's a really fun but short anti-design game! The employee tipping part got me the most.

Interesting game. I will admit, it was only a matter of time before this would have popped up for this game jam! 馃槄

The gameplay is pretty interesting. At first I wasn't sure what the game was telling me what to do, but I eventually figured out. Afterwards, the game was pretty easy, although I did end up just ignore all of the enemies and just parkoured into the boss fight. The addition of a bunch of interactable objects to augment the player's mobility was great, especially in a rather fast-paced game such as this. It was especially notable in the boss fight where they were crucial in scaling through the arena's verticality. Good work!

Interesting concept especially on the loop theme. Understanding the level in order to backtrack efficiently while dodging a new threat is a unique way of tackling the 'loop' most certainly! My complaint with the game is that the movement feels way too 'floaty', which sort of slows the gameplay down a bit, and makes the flame a bit too easy. Regardless, good work on the game!

Pretty interesting spooky(ish?) game. I'm not normally a fan of spooky games, but the art style didn't make me think it was. The spooky music did unnerve me though. It contrasts quite a lot with the art style with wacky looking monsters. This sort of juxtaposition is present in quite a few media out there, so it can certainly work (it did unnerve me, so I guess it did?) If that was the intent then I guess I can report that it worked for me!

Gameplaywise, I'm not too sold on it. The variety was too little to keep me hooked, although I felt there wasn't much else to the game past the first green blob boss monster. The enemies seem to scale faster than the player, which further makes it more difficult to tell if I'm even progressing at all to warrant upgrades. Speaking of upgrades, I wasn't sure what the difference was between the weapons. Even if I did notice a difference in damage, I wasn't sure if it was because of a damage upgrade. I don't know if I'm missing something in that regard, like a statistics somewhere.

Controls seem simple enough and reasonable, but the lack of feedback on attack animation makes it hard to tell when a creature is about to attack or if my attacks were registering. As what others have said, I'm even a single keyframe of 'attack' would be a huge improvement!

Regardless, good job on getting this much in such a small span of time! I know it's not easy... especially after being on several jams it can really stress one out a lot! I hope my words were not too harsh; I only intend to be as honest as I can. Good luck on your future endeavors!

Cute and short game. It's a bit easy, but I don't think that detracts from the enjoyment! Orbit was my go-to upgrade, it seems to make most threats trivial, so I got a win on day 6. Good work on the game!

Well it's certainly a game. Is it familiar? Yes. Do I have to elaborate? Nah!

What can I say really? It plays pretty much like [redacted]. The art bears semblance to its inspiration too. The controls aren't really problematic from what I can tell. Overall there's really no complaints to say for gameplay.

Thematically, I don't quite see the loop theme integrated creatively.

Ah, sorry about that! The Next button bugs out sometimes. I think it's when you submit and get no stars, retry, then complete the level. That said, you should still at least be able to access the next level by going back to the level select in the menu!

I'm sorry if this review is lacking. I really want to judge the game fairly, but the door just not letting me in was gamebreaking enough that I don't want to spend too much time attempting to figure out a workaround. The lack of sound detracts from the spooky ambience. Some nighttime sounds on the outside could sell it well, even if minimal. Cicadas, crows, other stereotypical spooky night sounds could work! If it's any consolation, the spooky vibe with the environment design works well. 

I agree with some other comments in that an ingame tutorial would certainly be more user-friendly, though. But that's just a slight nitpick.

I appreciate the effort put into trying to get something out though! I hope my words won't discourage you from keeping it up. You made it this far with only 4 days of development, surely it'll be much better with more. Good luck on your future endeavors!

Very strange artstyle, almost creepy. I hope that was the intent, because it sure sells the unsettling feeling despite the positive 'hug' message! It's a pretty short game, a bit challenging for some creatures, although I might have made it too challenging for myself by limiting my hug size to the smallest possible! The game automatically closing itself at the end was a bit startling though. Overall, great work!

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Great platformer game, the double jump animations and ability to shed feathers were quite funny! I lost it at the start upon hearing the slide whistle sound because I just bought one a few weeks ago! That being said, I couldn't seem to advance to the next level past the tutorial about shedding feathers, so there's not much else I could critique. Good work!

EDIT: I figured out why I can't seem to progress past the shedding feathers tutorial. I wasn't on fullscreen on the browser, which cut off the sides and hid both of the other buttons that needed to be pressed (and also the exit door lol)

Fun little game, maybe a little stress reducer too for those who don't like orcs. There's a lot to be desired; the lack of audio sort of takes away a bit from the game. Even a bit of audible feedback with the orcs getting crushed or even the hammer just smashing the ground would help a lot! As for gameplay, it is quite grindy. I'm generally okay with it, but I imagine that can potentially be a problem for others if the game feels too repetitive with little  to no change for too long. It might help, at least for a prototype, to lower the costs of upgrades to help alleviate this issue. That being said, it was frustrating to smash the last orc with the hammer's remaining hp, having its money pop out, only to be blocked by the game over message preventing me from collecting it. Auto-collecting the money, or just allowing money collection even on game over would be nice.

Regardless, the game was still pretty fun despite its flaws, good work!

Interesting take on the looping clones idea. Immediately got a bug with resolution on browser. On fullscreen the scaling seems to be messed up. On windowed half of the stuff is cut off. I'm not sure if it's just me though. Gameplay-wise, I thought the puzzles were engaging. The puzzles make good use of all the mechanics, which is great! The art style is cute, but leaves much to be desired. However, that's entirely understandable for a 4-day game. Good work on the game!

Hello, thanks for streaming our game, it's an honor to see! I saw you streaming on twitch at the time and I regret not hopping on! Sorry to hear about the lack of music. There actually is music but unfortunately none of our testers mentioned it was way too quiet so we thought it was okay! I feel most of us might actually be playing with our PC volumes really high normally and never realized the music was too low.

We also initially wanted to add a trajectory guide to the cannon, but at the time we were unsure how to implement it. But fate thought it was funny that we only got a lightbulb moment on how to solve this problem after the jam ended... sorry!

Watching the vod I also noticed you couldn't press the 'next' button at some point. Yeah that's a bug! We have no clue what's causing it lol.

Thanks again for the review and stream highlight! I'm glad you enjoyed it at least!

Short and chill game! I felt it got a bit repetitive at some point but after a while the map changed and felt refreshing again, so based on the description that might have been intended! I wasn't too keen that the default controls were not very friendly, specifically with the jump button. However, being able to remap the controls helps quite a lot for that! Regardless, congrats on the game!

Very quick and simple game. The puzzles were a bit too simple, but it does work well enough as a proof of concept, and shows it certainly has potential if more time is put into it. I did like that the teleport carried over the jump momentum, that was a pretty creative idea I haven't seen elsewhere yet! Congrats on getting a game out!

This is super adorable, thank you for drawing her!

I tend to enjoy tower defense games, so this one easily enjoys me and keeps me hooked! Unfortunately my biggest gripe is that the sfx of orbs breaking stacking up on top of each other starts to get extremely loud, which detracts a lot from my experience of the game. Culling the sounds or even a volume slider would help immensely! That being said, I did go through the entire game, and watching some of the bosses slowly die from my regeneration stacks was certainly fun to watch. I do like the idea of your defense also being your means of offense. Though I'm not particularly stoked about its relevance with the Loop theme, I still think it's a great game regardless. Congrats on making the game!

Wow, fellow orbit game! At first it was frustrating figuring out the mechanics; controls, speed, and the right combination of both. It does get better naturally as I got used to it! That being said... I never realized to stop by and buy upgrades.... oops. Planets are pretty, and the art style is quite charming. Great game your team has made, congrats!

The concept is there, and it certainly has potential! The art style gives early metroidvania-esque platformer, so it's definitely a good approach. There are several bugs in the platforming, especially with colliding with terrain and vanishing npcs and sometimes it can be a bit frustrating! But congrats on getting a game out, that in itself is worth celebrating, you earned it!

Certainly answers a few hypothetical questions out there... Also the only place I think it's legal(?!) to say I enjoyed punching that toddler!

Amazing game nonetheless. I saw this in another stream and the charming and wacky aesthetic made me want to play it myself. I'm glad it was well worth it!

I'm a math and a surface-level topological nerd, so I love figuring out knots as well as math games so this game does activate the neurons for me! The art is charming, particularly the characters!  Gameplaywise, I did somehow find a few bugs (somehow got a virus to escape containment?!), but none that detract from the game's feel or enjoyment. I admit though, I did lose the game by leaving it on to read the idle easter egg dialogues, but it was worth it! Congrats on making the game!

It's a fun series of minigames. Lots of funny interactions, though I'm not sure I've seen all of them as I was getting capy all too often! Speaking of capy... it took me a bit to realize it's in tank controls haha! while it's obviously not perfect as a game that would need more than 4 days to complete is, it is charming and fun enough that I don't really have anything to complain about at all. Congrats on the game!