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mintypython

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A member registered Dec 03, 2015 · View creator page →

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Yeah, not even a moving animation, just maybe a single frame of a different expression that lingers for a moment, that kind of thing. There is still a good amount of reaction with the cards moving around and when players are eliminated, so this is still a pretty minor point.

Thank you very much for the video! This is a game that's really essentially ABOUT trying to figure out what's being said and what's going on, and we did not have a lot of playtesters, so this is great. I'm glad to see you kind going over your thought process on what's being said, it helps a lot in figuring out what's being clearly communicated and what isn't.

This could easily have just been styled like tetris with colored blocks. The extra step to give it life and character is very much appreciated! I think it'd be good to have some way to incentivize taking the larger and more complex cats, since right now when given a choice you'd basically always pick the smaller or simpler cat shape.

I enjoyed this a lot. There's some nice satisfaction to be had in just doing a job deliberately and competently, like power wash simulator almost. There's just a lot of positive energy radiating off this game. I'll just repeat that like others I found the pacing of the game to just be a little bit off, but my main concern was that it was possible to basically "lose" sheep by having them go behind the top of a tree and be completely concealed. Made a couple sections troublesome since I had to scan the treelines to be sure none had wondered out of view.

The presentation on this game is top notch. I love cryptids, and these creepy player designs are wonderful. The actual gameplay itself is surprisingly fun. It's very easy to understand and the difficulty progression of just adding more players, suits, and speed makes so much sense.


This is a solid game jam entry and all it's really missing is just a tiny little bit of extra polish, like maybe having the players react to what happens on the table. But that's a very minor thing, overall great job.

This game is the definition of chaos, in a good way! So many physics objects accumulate and start flying around til it becomes super hard to figure out what's going on. I started off expecting kinda a Sonic-style game but it ended up feeling closer to Hotline Miami in the end with rapid retries and trying to finagle through the waves of hazards.

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Have you heard of the Robotech games? This game reminded me a lot of them! The retrofuturistic robots, the half-man-half-plane design of the mech, the giant booster rockets and tracking missiles, and most importantly, that sensation of feeling completely and totally lost for the first half and then getting it in the second half, haha!


I really like the parkour feeling of going off ramps and skating on walls, that feels great. And I like that you can rotate your camera around and strafe as you shoot. The controls are overall just very fluid and work really well. Just kinda fun to push buttons in this game, which is always good.


Actually getting to the boss enemy took significantly longer than killing it, I think because it's running forwards at all times even when you're playing around and testing the movement at the start of the game. Once you get ahead of the boss and skate backwards, it basically can't do damage to you at all and becomes just a hitbox to shoot at. I think it should maybe wait until you get within a certain distance before it starts moving so you don't get punished for trying out what the controls are, especially since these controls are more complex than most in the jam.

Fun game, very simple premise but the level design was very interesting. The old school Clip Art on the thumbnail made me hope there was gonna be a lot of anachronistic stuff in the game, but what we got instead was still pretty visually pleasing. I also like how you don't need a progress meter or anything to gauge how far you've come or how far you have left to go, since you can see basically the entire level at all times.

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Love the gameplay to this! You're doing a lot of work with a small amount of mechanics. I like how there's kinda multiple purposes to everything, collecting fish is also a weapon, speed is useful for faster collection or better dodging, that kind of thing. The upgrade screen is very juicy, I absolutely love the way the fish zoom into the upgrade you pick. Only real gripes are the bgm not looping, and that sometimes I'd still have fish left over after doing the upgrade animation that seemed to have already been "submitted" but didn't move into the upgrade.

I'm pretty sure those toys with the long curvy wires and rings that run through them just manifest from thin air into hospitals and dentist's waiting rooms, nobody has ever made or purchased one, they just show up outta nowhere. Very cool theme, you get the feeling that these toys don't really bring any joy to the boy.


I had a lot of trouble with rotating the blocks, it felt like I had pretty much no control at all, so the toy of getting all the blocks into one box felt more like gambling where I'd just spin a block quickly, pray it goes into the hole somehow, and reset if one fell behind the box. And you can break a few of the other puzzles entirely, like the one where you try and get a yellow peg to the end of a maze can be solved by ripping all of the black pegs out of the frame completely, or phasing the yellow peg through the walls to the end.

Bro didn't break a SWEAT during all that, haha. I absolutely loved booking it for my life, scared half to death by these horrible little gnomes and one not so little one, only to see the player's smug face still smirking as they drive off. For some reason that's just hilarious to me.


I really like all the little environmental details here, like the buckets of paint used to make the signs, and the family guy death poses the mailmen are in. I don't know if there's a way to get through the woods without being seen but my optimal strategy was to just be faster, so I ended up collecting what I think is several gnomes as I ran through (didn't look behind me much to check).


Very straightforward and intuitive game, I think you could even get away with removing the flashlight on/off feature to simplify it further, but this just plays well and is a nice lil experience.

This seems really ambitious and interesting, but I didn't know what was going on at all unfortunately. I didn't even know you needed to jump to get across the road. Heck I didn't even know that you COULD jump, it didn't seem like the kind of game that'd have a jump button. I restarted a couple times and the game changed how it behaved in a couple small ways, like originally when I clicked I had a red interaction raycast shoot out of me that seemed to be able to interact with things, and then upon restarting that raycast vanished and I could no longer touch things.


I tried photographing the different things that coulda destroyed my homework but then I wasn't able to submit them. I feel like I'm maybe doing something wrong because I don't see how a photo of a dog proves that it destroyed the homework, but I couldn't lift my homework off the desk, and the weird credit card that you can see through walls didn't look like homework to me. Even if it was, once it went in the sink I could never pick it up again because the button to lift it was replaced by the button to turn the sink on, so it was permanently locked in that spot forever.

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I got a big old thumbs up, so I think that means I won, haha. This was a pretty confusing experience for the most part, I found myself second guessing every action because I never felt sure that I was holding the right ingredient. Is the symbol on the wall a potato or a loaf of bread? Is this an egg or a chestnut? That kind of thing. 

Systematically, it all works surprisingly well. Even handling stuff like being able to mortar and pestle two ingredients at once, I wasn't expecting that to be possible but it was. Having some small minigame elements included definitely made the game feel fuller, and they were all good additions. For a game jam this is already feature complete, and really does feel like a fairly full package, but some ways it could be expanded on more is if the minigames had some timing requirements like lining the knife up properly or needing to spin the pestle fast enough to get a reaction, but that would have A) be kinda overscoping a jam and B) might cause more issues with communicating how the game works, so I dunno.

This is absolutely brilliant. It's weird, strangely beautiful, and there's some unexplainable mysticism to it. It feels like you're some kind of god arranging the constellations. I like the feedback of being able to preview where the stars will go before you place them and how the stars act like sheet music.

Kinda reminds me of Myst and Riven, with that feel of operating a machine where you have absolutely no idea what it does. I really like the deflection puzzle, that feels straight out of Myst, and I woulda liked to see more out of this, but it does feel like a lot is missing which is a shame.

Really nice! I adore this kind of approach to a wordless jam. I managed to get the "yellow" ending, I couldn't find more end states than yellow and blue, but I like the trial and error aspect of the game and I like that you kinda build a better understanding over time. The card icons are also a little ambiguous (I first assumed that the green face card meant "good" and now I know better!) and I think that kinda strengthens the game. If it were too straightforward it'd play out kinda matter-of-factly but this way it feels more like a struggle to make a connection.

The scariest part was the music that plays when you win! I like the dynamic of choosing to walk or run with a double tap, but I only really found out how to do that by accident since the game doesn't seem to show it's possible. There's some really wonderful pixel art in here, it almost feels like this is part of some extended series.

This game feels like it requires the player to already be familiar with how Mirror's Edge plays in order to make much headway. I managed to get a bit into it but not super far, I think the difficulty's a bit above my level of competence. But it's definitely a cool genre to tackle given the jam's limits.

Neat take on the gamefeel, thanks for the feedback!

Thanks for the feedback! I feel like the nature of this kind of game naturally kinda lends itself to trial and error, but some of the options are maybe a little too confusing, yeah.

I'm really thankful for how forgiving the customers are, because otherwise this game would be SUPER stressful, haha. I can imagine a totally brutal alternative where the customers demand the exact right amounts of each ingredients, no more and no less. The way it is now, there's still a fair amount of chaos and scrambling but you don't need to obsess over amounts and it makes the game a lot more enjoyable. Nice job!

Really fun! I love all the little tricks that you can do to play in a more "advanced" way, like storing all the food you don't need yet in your burrow ahead of time so you don't have to navigate to each plot back and forth, and being able to dig up fences to get rid of them entirely. It's a surprising amount of emergent gameplay for such a simple concept.

Fun game, very strong gameplay loop. There's good mechanics here but a few issues with conveying the right information, which can be pretty tough in a jam like this. I thought that the floating mouse pointer panels were tutorial reminders about the controls, and not upgrades, so I didn't bother flying into them for a long time haha.

Love it! Love the art, love the goofiness, love the satisfying tactile sensation of dragging sheep around. The only thing I wish for is a way to move the wolves around yourself, maybe being able to drag them when they're stunned or influence them in some way, because they can sometimes get stunned on top of a pen that you now can't use for fear of them waking up right as you bring a sheep over.

The art's awesome, and the music's really fitting. I dig the aesthetic a lot, and I like how despite the game playing just like vampire survivors, it has a totally different visual direction. The isometric angle also helps differentiate it too.


I do like the small design trick of there only ever being two mutually exclusive powerups out of three, so you're never forced to take something you don't want to take, but I don't think I like the exclusive powerup mechanic as a whole. Once you settle on a certain type of weapon, the other types essentially transform into empty upgrade slots that you'd never pick.

Oh no! Wonderful entry, but it did make me sad. Kinda interesting symbolism about doing good deeds individually but being overshadowed by bigger issues. I really like the lock mechanism you made, it's very creative. And the controls are so simple you could maybe even get away with not including a control menu at all.

Of all the "roll dice around a game board" type games in the jam, this one clicked the most with me. I think the display that lets you see all the sides of your dice helped quite a bit with visualizing how to solve the puzzles and plan ahead.

Interesting cross between soothing and agonizing, haha! Very unique concept executed competently.

Nice and simple, on point with regard to theme. Pretty impressive for that mouse to unhinge its jaw like that to eat the cheeses whole, haha.

The rules of the game are simple enough to be immediately intuitive, with lots of space for interesting decisions. Do you focus all your dice to kill the big beefy minion or spread the damage around to finish everyone off next turn?


Presentation-wise, you've done a phenomenal job, too. Great entry!

I really like how the dice affect the way you move around, seems like sometimes it's in your interest to avoid picking up a die to more consistently use another one. The only real issue is that it seems like you can pretty much completely ignore the enemies and run through them while taking pretty minimal damage, focusing exclusively just on movement. But since the movement is fun, that's not such a bad thing!

Excellent job! This is loaded with good details, like being able to pet the dog, the screen transitions, the faux-Z-axis that lobbed mailboxes use, and the conveyor belts. Using the dog as a weapon by marking enemies is very unique and intuitive! The enemy attack patterns are also cool, the boss fight at the end particularly was very dynamic and kept me on my toes.


I also very much appreciate the introduction sequence and the stats page at the end, they really help a lot with giving the game a distinct start and finish, which makes the whole thing feel like a very complete experience.


I think it would be cool if you could bounce the ball once off a wall, to be able to hit enemies from behind corners and to open up interesting options with how you dodge.


I also think that enemies would benefit from being faster and having less health. I played the game on Normal and the challenge level was interesting when many enemies were on screen, but by the time you get to one enemy left, they present very little threat yet still take a while to KO. If enemies were faster with less health, they'd be able to still be a threat even when one is left without making cleanup take too much time.


Other than that I don't really have any other suggestions, this is a very solid game!

Samich

This is one evil version of Simon Says. It's a good thing that the game says Winner! at the top constantly to remind me of how great I am, or I woulda been discouraged.

Modifying the board feels good, the puzzles strike a good balance between not too simple and not overwhelming. Great job!

Havik is a master at the art of pushing your buttons. This game is lovingly crafted to make you think it's unfair when in reality there's always a logical and calm solution.  As someone that revels in the suffering of others, Havik knows exactly how to aggravate you just enough to want to beat the game to spite him, but not enough to make you want to stop playing.

The sound design is very unique and modernistic, there's a lot of visual polish with a fleshed out animated opening tutorial and lovely particle effects.

The online leaderboard just adds an extra level of engagement to the game, because you're not just fighting against the devilish trapmaker that is the game's designer, you're now also competing against everyone who's played the game as well.


There Are Five (Stars).

This game is made by a sadistic jerk with a penchant for misery and a nose for quality.