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McDangaroo

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A member registered Oct 24, 2023 · View creator page →

Creator of

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I got this so quickly and I really enjoyed it. 

Really neat game. Very Juicy. 

I'm curious if the slow movement on the mouse was a design choice? I sort of felt like I couldn't get from side of the the time to the other that quickly.

Very interesting idea and I can see it working really well if you expand on it.

I really liked this game, it reminds me of a game jam entry we did for another earlier this year. 

Had a lot of fun with this. 

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Very enjoyable and a great little demo. I can see this being a very similar to inscription where you fight again various forms of time (aging, death, memory, etc).

The art style is very unque and nice. I also think the mechanic is unique. Nice job.

I like the concept a lot, and yes very similar to our game. 

The one thing that I would say is to maybe show the success/fail happen, like old wooden dice that match the them are rolled to show the gamble of the choice. 

Apart from that, great game. 

Hey thanks. 

We had so many tables and so much code to handle all the data. We were going to have a final scene the mimiced the beginning screen and then you would see the ship take off and then get the report. Sadly, we ran out of time. 

I didn't not picture those two together until you said that. Glad you liked it. 

Thanks for the feedback, and as soon I read P value I instantly for that did we leave the stove on feeling. We changed it from Personnel to Crew to make it a little easier and I knew I would miss something going back other it. 2am will do that too ya. 

I'm glad you enjoyed it though, and the amount of events was something that we wanted to build as much as possible so it always felt fresh. 

Hey, glad you enjoyed. 

Understandable about the restart button, honestly was something that I think just skipped our minds when putting it together. 

Hey, thanks for playing.

We were want to get a bigger tutorial and ending done, but we kind of ran out of time unfortunately.

I'll have to give your a go in the coming days for sure if it's similar.

Cute little puzzler. The art is cute and the audio is really relaxing. 

Art style is nice, but it felt that the enemies have massive health. I feel like if they you getting one shot by enemies, then maybe having it that you can one shot them when your timer is below maybe 4 or 4. Shot around then and then shot them 4 more times at 9 and they kept coming. 

I like that you have little stops for people, and the space and enter instead of click is a really nice touch. 

Gameplay was fun and like the pyshics puzzle ideas for sure. 

I love puzzle games, and this scratched that itch (pun not intended). Great game. 

The puzzle element is really nicely done. I do wondering if you could make a little more challanging by making the player have a number of shots per level?

I am both annoyed at how simple this concept is, and how well it works. Congrats on an amazing little game. 

This was such nice and polished game.

Loved this. I did have a little bit of lag and couldn't go full screen. Really well though. 

Thanks mate, just played yours, really dig the idea. 

Thanks for playing. 

Like, barely made it? Or not at all?

Thanks, it was such a slog near the end to get in all together. But we're really happy with it. 

Neat concept, kind of wish there was a way (if not in the game alrealy) to restart the levels. 

The mini games to help with narractive choices was really creative.

I like the idea of a speedrunning precision platformer but I think a lot of what makes them fun is strong controls. Like coyote time and better jumping.

If you get the chance, GTMK actually did a little game/tutorial on how to build platformers. It help me a bit with a general understanding when I was first prototyping games.
https://gmtk.itch.io/platformer-toolkit

I  got to 02:54. Neat little first solo game.

The art and the audio are so nice on this. I did have a hard time reading the scenarios but still enjoyed. 

Thanks

Thanks for playing.

I unfroauntely couldn't play any games durig this as I ended up have to work on getting some major uni assessments submitted.

I might put some time aside to play a bunch soon though. 

Thanks for playing, it was a fun to put together. 

Thanks for trying. Glad you liked it. 

Thank you, I really appreciate that!

The “to the top” idea was meant to come through in the way the character is always moving upward to reach their friends, but I completely understand that it could have been communicated more clearly. At the moment, I can see how it feels more like moving through separate levels rather than one clear upward journey. 

I can also see mutlple extras that could be added, like button pushing, backtracking, or double jumping. Something to think on if I keep working on it. 


Thanks for playing.

Thanks so much for playing! I’m really glad it clicked after a bit, because that was the main feeling I was hoping for with the puzzle mechanic.

You’re definitely right about the commands needing to be too exact at the moment. I think the current version is a bit too strict, especially when players find a solution that makes sense but isn’t the exact one I built the level around. If I keep developing it, I’d like to make the levels accept more than one valid solution where possible, or at least make the command rules much clearer in-game.

Really appreciate the feedback.

Thank you so much! I really appreciate the feedback.

The movement mechanic was meant to work around the idea that each space represents the kind of move you are allowed to make from that point, but I think that needed a lot more visual clarity. I can definitely see how some puzzles may have felt like they were forcing the intended route rather than rewarding a clever alternative.

If I continue working on it, I’ll either make that rule much more visible to the player, or adjust the design so players can use any combination of moves up to a certain limit to reach the end. That might make the puzzles feel more flexible and satisfying.

Thanks again for playing and for the kind words!

The first two levels, I was like I can follow them around, this is easy. Then from then on I was like 'I get this!'.

I do think multplayer would be interesting, especially as a free for all. But this was fun.

This gave me real diablo but hack and slash vibes.

I liked the concept for sure, I kind of wish there was a bit more a visual representation of the jump, like a wind up that you could see the power of the jump. 

This was a very cute game.