Thanks, Jupi! =)
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I'm a sucker for a time loop story. =) I'm glad you had so much stuff to interact with in the room, but it felt like maybe some of it was intended for more loops that you didn't have time to implement. It'd be cool to build this out some more, exploring the way the player can reuse the space for different parts of the loop.
I'm not sure I've ever seen a voxel model rigged and animated like that. Kudos on the experimentation.
The environment looks awesome. Good lighting and detail. The multiple fixed-position cameras reminds me of Alone in the Dark, while the feel reminds me of the opening scene for Out of This World (Another World). The music was super atmospheric, too.
Very polished! Nice work!
This is cool. I've never played an RTS where your units start to resist you. I like how units and buildings start telling you "NO" when you try to command them if they've turned against you.
The news stories were an interesting touch. I tried denying a few times and it always said it was the wrong choice (and sped up my units turning blue, I think?). Was spin always the right option?
The gameplay summary screen was good, too. I assume you always get an F, because you're an idiot for spending all that time and money trying to conquer your neighbors. Good commentary.
The art's great. The newscaster characters look awesome, the units are easily readable, and the visuals are very cohesive overall.
Moving units one at a time using right-clicks was kind of awkward, but it fits your theme here. Efficiently waging war isn't the point of the game.
Twitter as an abyss that screams back. I like it. =)
The ASCII art and animation is great; not a style you see much anymore. The screaming made Twitter sound particularly hellish, like a garden of lost souls.
I did struggle to figure out what I was supposed to do with the phone the first time, but eventually got it. It might help if your friend was the sole Twitter user with a recognizable avatar.
Sorry about the state of the world. =(
The rolling-up-things part worked pretty well. I like the way the items get pulled into the middle of the ball and you can still see them there later.
I definitely understand problems of scale during a jam. Still, you built out a pretty good-sized level. I really wanted to be able to roll up the plane. =)
The ball went nuts when I rolled up the signs at the airport. I assume that was intentional as a sort of end-game, but it was also pretty glitchy, flying around the level and getting stuck in the terrain.
This is cool! The aesthetics are great. Good palette, excellent models, nice use of minimalism to convey the subway car, and the sound design really rounds out the setting. The camera work is really polished, too.
I played it a few times. I liked the varied player responses to the insensitive cats getting on the train, including becoming a harasser yourself. I do wish the antagonistic cats' scripts varied a little depending on your responses. They seemed to deliver mostly the same lines on each playthrough regardless of what I said.
Very nice voxel art! Clever way of implementing censorship, too, with the hand of oppression squeezing discussion bubbles. The squeezing looks and sounds great.
You've said you didn't want to encourage a particular goal, but what if the goal was randomized? Each game you'd be tasked with "encouraging" the populace to adopt a different set of beliefs?
I checked the billboard pretty frequently, but I didn't feel a strong connection between the billboard and the discussions I was squashing. It might help to have an indicator for opinions that are beginning to change.
Cute game, cute music! It would be fun to network the browser version behind the scenes so you're playing with strangers each time. I actually thought that might be happening, based on how the other characters acted.
I like the use of greyed-out player sprites for the crowds that form the barriers for some of the games. Clever reuse of graphics. I like the pole-balancing game and the ball rolling game the most, though I was never successful with the ball.
The screenshots look awesome. I wasn't able to get it working properly, though.
The keyboard events need to be intercepted so they don't trigger browser built-in shortcuts. I use typeahead find, for instance, that pops open the browser's find-in-page search box when I start typing, so it takes focus away from the game. In Chrome, the space bar scrolled the page down when I was trying to type.
Nice pixel art! I like your feed UI.
I wasn't completely sure how things were progressing. Like, I wasn't sure if people just changed over time or if it had something to do with me liking/commenting/sharing posts. I'm not sure how long I played before I noticed the "go outside" button; it could use a little bounce or something to draw the eye.
I liked the little point-n-click sequence at the end, the "go outside" sentiment, and the message about social media filter bubbles. Nice work!