I spent an embarrassing amount of time on this
Mcfluff
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Chuk is quite the goofy guy, and he's been in oh so many adventures throughout the years.
Thank you for playing!
Hahahaha, fun take on the theme!
Nice to see another game with voice acting, and a lot of voice lines at that! The woman characters were mixed rather quietly. The audio levels were a bit inconsistent in general but that's a minor nitpick, having voice acting in a jam game is impressive enough as it is.
The whole "trading items back and forth" thing reminds me a lot of The Legend of Zelda and The Lampshade of no real significance, which was always one of my favourite flash games.
Fun, quick little game!
Kom igen då Britt-Marie kör för fan
Love this! Definitely my favourite take on the whole stand-on-old-copies-of-yourself platformer this jam. Love the varied environments and how the player slightly deforms based on movement. These controls feel amazing, and I really like how fast you can and how free you feel. Then the final level comes and all of a sudden you're afraid off what is waiting off-screen. I love when games break their own rules in a way that works, good job!
I kept wondering why the button's trigger box was so tall, but then Level 5 came and it all made sense. Somehow a tiny design decision like that managed to feel like it had actual narrative payoff. "The Mystery of The Tall Collider".
So much fun!
Beautifully heartbreaking. Amazing take on the theme, like others have said the looping really adds to the feeling of total monotonous apathy.
Great art, great music, great everything really. Except the controls, it was a bit tough for me to remember which arrow key did what. I haven't really played anything with a similar control scheme. I'd probably gravitate to Arrow Keys + Z and X.
All in all though like I said, I love this game.
This was nice! Love Capybaras, big little rat pigs. The game was just easy enough that I didn't feel frustrated, and difficult enough that figuring out the puzzles was satisfying.
Some minor issues:
- Some interactable objects were a bit hard to see.
- It was a bit unclear that you had to get all the white keys in order to complete the game, a counter that appears after you get the first one could fix this
- The plain white text of the instructions can't be seen against the white object you stand on in the beginning of the game. White text with a black outline can be read on every possible color.
Thank you for the game!
Love the terminology used. "Arties", "Handies", "Furries". Really makes it feel like we've always been part of the Super Duper Mimic Hunting Task Force.
It took me until level 3 or 4 to notice the phone, that could probably be a little clearer. Some levels are trivially easy, just read the instruction until a new item is mentioned and shoot that new items. Other levels are harder, but can be figured out by just trial and error. Writing mysteries and giving subtle clues is extremely hard, so I'm incredibly impressed with what you got here.
Had a lot of fun with this! Thank you for the game.
My body is a machine that turns Loopies into more Loopies.
Love this! The Loopies are adorable, and an idle game with 3D mascots in a physical space is just a fantastic idea. It would be even better if there was an option to save your progress. PlayerPrefs is obviously not perfect, but it works with Unity WebGL builds right out of the box.
Another thing is that running "factory items" (the wheel and such) over other factory items with Loopies on them will steal the Loopies from that item, which can get very annoying when you wanna place your stuff neatly.
Love the thud, particles and camera shake when you land on the ground! I like that the red shadow skips directly to the end, nice spin on a classic concept. With some clearer level design this could be even better.
The music is clearly composed to loop, but there is a tiny bit of silence between loops. If you use mp3 files there will be a tiny bit of silence at the very start, which can lead to these small skips. ogg's are great for looping, and very space efficient.
Nice spin on a classic concept, always liked games like this ever since Cursor*10. The game wasn't difficult, but it could be a little frustrating at times having to run back to the time machine after failing a bunch of times. The game was pretty short though so it was fine. I think I'd prefer it if the game tracked the time the clones stood still as well, so you don't have to either keep jumping or moving in place in order to allow the player to jump on you.
Thank you for the game!
Very fun for a first game! I enjoyed it quite a bit. A quick improvement would be to show more information on screen: what is my current speed? How much will this increase my speed? How much does this upgrade cost? And also graying or crossing out upgrades if I can't buy them anymore (like getting rid of the left button once it's been used).
I had fun with this, some nice audio and the stuff I mentioned above and it'd be even better. Thank you for the game!
This is insane! Extremely impressive that it was made in Desmos, but beyond that there is obviously thought put into the design. The first thing I noticed that I really liked was that the player's hurtbox is at Mabels FEET where they belong in a game like this, where you walk on the ground. A lot of people don't think about this, at least not in other similar jam titles I've seen.
The second thing I really like is that the game shows you how many of an item you can buy at any given point. Truly using Desmos to it's full potential. Great job!
Ah man! I got to the level with 15 targets before the platforming became too difficult for me. Fun spin on the theme, really cool how we get to see the level be built component by component.
Some pointers: I noticed that the player has friction on him, which means you can move in the direction of a wall and just stay there. Also, I'd probably replace the ground check with a boxcast rather than a raycast. That way you can still jump even if you're riiight at the corner of a platform.
Thank you for the game!
This game feels forbidden. Nothing ever feels right, from knocking scribbles to a barren grey wasteland. Cool and surreal. The sensitivity on looking was way too high though. It'd feel way smoother if you didn't turn around at top speed immediately, but it went faster the further away from the center of the screen you were.