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miffrandir

194
Posts
15
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17
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A member registered Jul 18, 2024 · View creator page →

Creator of

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Thank you!

Thanks for playing and your kind words! Yeah apologies about the bugs and a lack of volume controls.

What a whimsical, funny game. I loved it. I only got to mystery 3. It seems when I play the clues I click (inkwell, pen etc) aren't populating in the clue book. I moved my mouse around the level and nothing else was highlighting so I had to give up after about a few minutes. But I loved what I played. Please keep building this!

This was beautiful. I am amazed by what you pulled off in 72 hours. I thought some of the puzzles were bugged before I figured them out, which I think is the best kind of puzzle!

Hey thanks for playing and your detailed feedback. Glad you had fun despite the bugginess!

Had a good time with it, but I am not sure what the boost achieved, at least it wasn't obvious when I was playing.

I really love this entry and played through the end. Very well done. The gameplay is simple, satisfying and very relaxing !

really neat prototype. encountered some bugs where the balls would shoot out of the arena.

Really good game, I am just too dumb to figure out how to progress beyond the first few levels

I enjoyed playing it. But as the other reviewers have said, the background is distracting/confusing, I would remove all the balls in the background, just so the player isn't confused.

Nice twist on Tetris for the theme of the jam. Really well done!

Hey good job! I got through about 3 levels and then there was a crash error that appeared on my browser. 
One bit of feedback is to let the player move the camera around to see where all the blocks are.

Yeah the crashing and freezing is straight up just me running out of time. Thank you for still playing and giving feedback!

Thank you !

Thank you for the detailed feedback. This is the first time I've ever done dialogue in a game, that's why there are all these bugs. I apologize for how buggy the game is, but thank you for playing as much as you could and giving such detailed feedback!

I apologize, but I can't seem to get past level 3. Nothing happens when I click on the grey node and it just says enter all predictions. Not sure how to proceed.

Very well polished and the game has got good juice. But there doesn't seem to be any indication as to which part of a connector is the correct end. And since players are being given stars based on the number of moves and it isn't clear which end is the correct end, that feels unfair, if that makes sense. I still enjoyed it though.

Might be a skill issue on my end, but I could not get used to the core mechanic. But I like the idea and the twist on the theme.

This reminded me of Utopia Must Fall, if you've ever played it. The rail gun however does seem under-powered.

This is a very solid gameloop. I really enjoyed it and you should definitely look at expanding this game into a full release with more spells, an upgrade tree etc. On the jam version itself, the only feedback I have is it would have been nice to point to which exact tile the spell will be placed on, especially for the stop spell. Because the preview of the effect area kicks in, I was often confused as to where I was placing it. Something like a tile highlight shader. But other than that, very very good!

Thank you so much for the feedback. Glad you liked the concept of the gameplay. I was getting in my own way trying to cram as many systems in as possible, and it added a ton of bugs. 

Such a simple idea and very well executed. Good job! The only feedback I have is having to navigate the moving platforms which are say, behind a wall, depends on random timing. I also encountered a bug where the bullet kept ricocheting for a while without the level failing and resetting, but it did it eventually.

It would be good for the game to have a way of convening how the chains are done. Otherwise, it feels a little too random, especially since you are not punished by losing HP, so it essentially becomes run around spamming fire.

Neat little idea. I think if the level being a smaller arena with few more balls to start with, will help with pacing.

Really neat idea, but I couldn't get through more than 10 seconds without imploding. I think there's way too many particles/colors to keep track of.

I am on firefox and the game doesn't seem to launch for me.

In the tutorial if you click on the windmill icon and then click on the dialogue box at the bottom, the windmills are placed on the dialogue box which made reading the instructions harder and as a result I couldn't figure out how to go back to the main menu. Also when I placed the windmills in a chain, the fire didn't seem to follow the chain? Maybe I did it wrong, but I thought if you create a chain of windmills it will act like a conveyor belt for the fire.

This is a gem of a little game. And there's even a level editor?! Kudos! One feedback I have is while you do show that there is a limited number of paths that you can make in a level, it took me several failed attempts to see it. I thought the game was bugged before I saw the label on the top right.

I placed like 24 objects before the tower fell over, but it said the height was 0 m.  Also if you misjudge the placement of the first plank, it's probably game over, unless the game gives you another plank..

Hey thanks for playing! Yeah in hindsight, it isn't really obvious when you get hit by the bullets. The blocks were to ricochet and angle the bullets. 

Thanks for playing Jcup! Yeah, apologies about the bugs. I should have focused on testing the restart and reset features instead of trying to create a dialogue system…which was also bugged lol

Thank you for playing!

Also if you were wondering why 640x360 (for pixel art games), this video is a great watch: 

No worries, I didn't understand this for a long time either!

It seems some of the sprites have been scaled up or down and skewed, for example the hats and bread etc. This makes the pixel sizes appear different. The art itself can be different resolutions like 32x32 for a character, 8x8 for a gem etc. But when you scale it in engine, it will make pixel sizes different. Keep the scale at 1.  Also I would suggest setting your base viewport to something like 640x360 so the visuals scale consistently across multiple display resolutions. This should also help. Let me know if this makes sense

Hey thank you so much for playing and giving me detailed feedback despite the buggy nature and frustration with resets. These were bugs I identified but was struggling to fix before the deadline. Yeah some QoL like skipping story etc was on the docket but couldn't get to it. I appreciate your really kind words.

Thank you so much!

Thank you so much!

Thank you for playing!

Apologies. That wasn't a feature. The build is bug ridden because I implemented way too many things without testing. But thank you for playing anyways!