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A member registered Aug 02, 2019 · View creator page →

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It would have helped a lot if it was possible to do anonymous comments. There were a few games that I didn't like, but I didn't want to give negative feedback, especially if I didn't have any positive feedback to "sandwich" it with, so I stayed silent and gave a bad/mediocre rating. This is because leaving a I was concerned that if I was too harsh, the creator would play my own game with a bias against it and leave a bad rating. It felt like people did this to me, the comment section in my game was very positive, with "needs better graphics" as the #1 complaint(which I thought was good because according to Mark Brown that should not affect your score), but despite that, I only got two stars for design. I would have benefited if people were more open to giving feedback about my game's problems.

Here's my game.

It also is a co-op game that goes with the theme of "only one".

my game here:

Good for two people.

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I really enjoyed this game.  It's great  how you made random action be able to "solve" all of the players problems.  I think the title "when all you have is a horn" would be slightly more appropriate than "when life gives you a horn"

Music is really fitting too.

After killing about 15 people I gave up. Not out of boredom, but out of mercy. It was hinted that the leader had three eyes, but I killed all the people with three eyes, and I didn't know where to go from there.

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Nice little game. I found 8 exits. Was one of the exits supposed to be me closing the window?

EDIT: Played again and got up to nine level finishes.

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My game:
(thanks again to ColinEUMP for the cover art on the cover art on that)

My game has a few puzzles/challenges, and I wasn't sure how hard they were going to be to someone who hadn't designed the game. What I did is make the hard things optional, and at the end of the level asked players to tell me in the comment section how many challenges they completed. When I found out I made it too hard after the rating phase began, I dropped a subtle hint in the game description on how to solve one of the puzzles and after that people started giving more positive comments.

I'm not completely certain I have the right difficulty though. It would be incredibly appreciated if some of you could try it and tell me if I made it too challenging.

Swinging that wrench is pretty fun

Here's the game.


Here's mine:

...Wow pretty weighty.

I'm kind of annoyed that the employee manager forces me to fire someone and then criticizes me for choosing someone based on flimsy evidence.

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The real game looks much worse than the cover art, but that's marketing for you.

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You have to take a picture of the text with your camera rotated at the proper angle, download the picture, erase everything except the text with the airbrush tool, then copy-paste the text into the picture with "transparent selection" on. :)

The jumping enemies thing was a little too hard, until I learned I could fool them by doing a micro-jump, and then it got easy and I felt like I was missing out on some of the challenge. My advice is if you want to add brutally difficult elements to your game, give some kind of long way around it that's inconvenient enough to encourage players not to ignore it, but not so much that player won;t be able to access the game if they can't beat the challenge. My game The Sad Duo is a game about being alone in a two player game and so has puzzles that seem impossible to solve, and that's why I had them be optional instead of block progress with them

I've seen similar concept in a flash game called "this is the only level".  This game is different in that he level is mush larger with a lower variety of rules and an emphasis on exploration over a quick gimmicky set of platforms. I'd being interested in seeing the concept applied to rougelikes, an inversion where the level is meticulously designed, but the rules are completely random each time.

I loved the inconsistency. It really gave personality to the red squares. Trying to outmaneuver them was fun and challenging.

Do you think you can just come in here and take my last coin? THIS IS THE TIME FOR YOUR TYRANNY TO END!

(This is the vibe I got from that epic synth music)

Short and sweet. I would have quickly gotten bored with enemies that don't fight back, but it ended quickly enough to stay fun. 

Here's my "art" The green things are supposed to be the fish.

Wow. That's amazing.

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My game has really gross graphics and I'm not much of an artist, so it would be cool to see a visually artistic interpretation of my game. If I like it, I might even replace current cover art I have with it and put you in the credits. In return, I'll play your game and give you a crappy MS paint/Garry's mod rendition of it.

Here is the game: 

A recommendation for sad piano music to play would be useful too.

On the subject of the long levels, that doesn't work because [spoiler]

I thought I posted here, but I don't see my post now. Anyway, here's a good game to play with two people:

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Man, some of those puzzles caught me off guard. I was planning to do some "fan art" for it because you asked for it on the Jordan Han thread, but you did a great job of the art for each of the levels. After finishing level five, I was like, "I know what I'm going to draw" but then on the level selection screen I realized you drew basically same thing.

So yeah, nice use of Red Herrings and seemingly broken puzzles. They really make the game feel unique. My game actually does some similar stuff in that regard, so I think might enjoy it.

A little too laggy for my taste for my potato computer :( I would have played it a lot more if not for that. I really enjoyed the game though. I wish there were more AI-based battle royale games.

This game is well designed. The fact that you have to throw your hammer to start the game crates a frantic start since you're unarmed. The dash mechanic is essential but doesn't make things too easy.

The samurai music, the Wilhelm scream, and the premise make for humorous combination, actually it's the most humorous game I've played yet.

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All right, now we're going to draw a happy little slash...

I would suggest allowing the player to see what the nest room is ahead of time to add a strategic element. Also, it frees you up to make more complicated levels because you no longer need to make all choices valid.

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Funny you should say that, because I based the stars in The Sad Duo off of the stars I drew from Drawn to Life 10 or so years previously. The only difference is the stars here have a blurred border.

Nice game. It can be hard to design a puzzle that has a solution no matter what items/characters you pick while at the same time is fun and challenging.  The game falls short on making it appropriately challenging, but I appreciate the effort, and it was still kind of cathartic. The game was easy until I came to a room (the one with two doors and six bouncing skulls) that seemed impossible with my build, and I quit after that.

I'd give it a go again if I knew what I was supposed to do there.

I've spent more time marketing my game jam game than I've actually been programming it.

My platormer The Sad duo has solid blocks, but I didn't want to implement complicated collision-handling code for corners that would be required for solid blocks, so I just have the player character instantly jump to the top if they are near the upper corners, and designed the levels so the player would never be able to touch the bottom side of any of the blocks.

What kind of floodgate have you opened?

What? No violent explosion for the player when they get hit? :(

It fits because you only have one input: the mouse position.

Wow came in at almost the same time.