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mintypython

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

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Nice job, the game is fun and interesting and certainly feels like a true genre collision. I do wish that positioning were more important and that deciding where to move required more careful consideration like in checkers, but the gameplay loop itself is fun and whacking enemies feels good.

Such beautiful presentation, not just the models but the layout and the choice of perspective and all that feels very clean and professional. I wish the game had a bit more challenge to it but the actual framework is excellent, and has tons of opportunity to be expanded into a really wonderful fully fleshed out game.

Good ideas in here, just needs work on conveying those ideas and adding a little more feedback to player and enemy actions. I wish all of the combat was built around the web mechanic so that it could be the central theme and method of interacting with the game, the introduction of shooting mechanics was almost disappointing because of that haha.

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The premise of this is really interesting, I absolutely love the concept of using the tides to solve puzzles. Visually, it looks great, and I like how bouncy the boats are on the water and against geometry. The UI is also nice and the tactile feeling of literally dragging the moon is just downright fun.

I do wish the levels had developed in some way over time, since the solution felt the same to pretty much every level. Introducing two boats was cool, and if there were a reason to separate them, maybe adding a dock on each side so you need to split them up and get them to different parts of the level woulda been a way to capitalize on that, but with the current levels it felt the same as getting one boat to the end, since nothing stops you from just grouping them up and moving them as a single unit.

I like the game, getting over it is certainly a very ambitious game to try to replicate in a jam setting. Nice job on adding a little twist to the formula too, rocket jumping is great. Very Quake, even if the projectile itself isn’t literally a rocket.

The knockback you get from the rifle shot is very powerful, but I think this is actually to the game’s detriment. The massive amount of speed you get from the rifle shot encouraged building a large, open level with very sparse landmarks, making the whole space kinda just blend together, and no map or indicator of where to go makes you just fly around randomly with extremely powerful blasts. I think a much weaker blast woulda made you condense the level a lot and give players a more intuitive mental map of the space they’re exploring, and it would have made aiming the shot more interesting and deliberate instead of just going whereever you want with little effort.

Permanently losing units between waves is a very interesting choice, and I like that it forces you to choose upgrades that give short-term benefits instead of investing everything into money generation. However, I think balance-wise it’d maybe benefit from being able to buy new units over and over up to a limit so that you can’t softlock by losing everyone in one battle. I’m not sure if the cogwheel in the corner is a debugger menu or an actual aspect of the game, but the Restart Battle option in that menu does not return any units that died in the previous attempt as well.

Great concept, layout, mechanics, all that, but the levels themselves don’t feel like they really utilize the pieces and give the player much to do. It feels like this game could become an interesting web of knock-off effects where flipping one station affects the other notes, but instead I never found myself needing to account for any note other than the one I was currently adjusting for. Every other note always seemed to just work out fine after I set it once. It might just be a matter of the game board being too small with only three stations, but more stations might end up making the game feel sprawling and confusing, so I think it’s more just how the actual notes are arranged that could be improved.

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There’s a lot of polish in this game, it has some very good presentation. Being able to go forward and backward with moves feels great and makes it a lot easier to experiment, which is nice and definitely lessens the chance of a player getting frustrated. The actual levels themselves are well designed and interesting and I like the wave indicator of how many monsters remain and stuff on the side.

I’d probably remove a lot of the popup tooltips that appear before levels and just let the player experiment and learn as they go. A lot of them seem kinda redundant, and they CERTAINLY do not need to state how many objects are in the level before playing it; a player can literally just see those objects as they play lol. I am also a little confused about how a light source that illuminates everything around it is only able to attack one monster at a time, but it’s not really a problem with the game itself, just some minor conveyance.

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I like this, you can definitely immediately tell something’s off about the premise as it begins, but the subversion into weird additions is still fun and interesting. The captcha popup spam especially was pretty funny, I legitimately thought it was a problem with itch.io at first.

It’s a good starting point, but it definitely needed a bit more time in the oven to find its identity. I’m not sure how you could stand the long waiting times when playtesting the game, I would driven myself mad standing around waiting for the bar to recharge every time testing a run-through of the game, haha.

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Cool game, the player character is very weird (in a good way!) and carrying a tower defense chain along your back is a novel idea. I like the audio design of effects going off and starting to stack together as you get more things on your back and zooping around clusters of enemies feels good. When in the gameplay loop, pushing buttons feels good and the camera swooping in to a close up of the tail pieces is a lovely bit of polish.

The biggest thing I think working against this game is its lack of movement restrictions, oddly enough. You’re able to dash very quickly, nullifying pretty much any attack by the enemies, and since you aren’t constrained to stay in one place, you can keep dashing forever in one direction and go further and further into space. It seems like when you do that, any enemies that spawned behind you will just get left behind forever and new ones won’t appear. Some kind of level boundary, or even a point where you wrap around to the other side, would help prevent players from literally getting lost in space.

Thank you for the feedback! Sorry about the lava level, I’ve had several others tell me the same thing now, and I think it’s because I didn’t communicate options in the game as well as I could have.

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There’s a lot of good stuff in here, but I think some of it works against itself. Ordinarily I’m all for a game with a focus on dialogue and narrative, but since the tutorial itself is buried under an avalanche of unrelated dialogue, it’s very difficult to actually learn how to play the game. After figuring it out, I did enjoy flying around and fighting and the general gameplay loop is enjoyable, but the VN sections don’t feel like they contribute as much to the experience.

I tried not to at first, but I found myself skipping large portions of dialogue just because what was supposed to be a tutorializing conversation goes on multiple tangents and doesn’t actually end up explaining the new mechanic. It made it harder to get endeared to the characters when I was actively choosing not to read what they say. It’s a matter of personal taste but I also wasn’t very fond of some of the kinds of humor present in the game too, especially around the robot assistant.

As for the actual gameplay itself, farming resources is fun and the combat is good too. I especially like building the ship, and I think the hangar is the best part. I like how the shape of it has a real effect on how it handles and behaves when you’re flying it through space, and I REALLY like the tetris-esque aspect of getting all the weird hull shapes to fit together logically. But as good as the hangar is, the UX in that section definitely needs work. You can’t delete pieces or edit the behavior of an attachment if you’re holding a piece, and I couldn’t find a button to deselect what I was currently holding, so I needed to leave the hangar entirely and re-enter it just to interact with it properly. That UX flaw also I think will lead to players not understanding the collection mechanic, since it requires setting up the grabbers to react to meat in order to beat the first objective, and they get blocked from doing so while holding a spaceship part with their cursor.

It’s really cool how your goals and strategies kinda progress as you play. First you make a half hearted attempt at winning the games, and it goes disastrously, so your strategy shifts to figuring out which game can give you money the fastest. I found memory match to be the most effective option for making money quickly, and once you can afford the X ray upgrade it basically gives you as much money as you’d ever need.

But even after you crack the game open and can afford all the upgrades, I really enjoy the “post game” content of trying to win in one turn. You can just kinda mindlessly win once you get to the point of affording everything, so it’s great to have that extra little challenge of putting all the upgrades together efficiently.

The presentation is quite nice too, love the background especially. But I occasionally found myself getting a little mixed around by the confirm and deny options switching sides sometimes, like how confirm is on the left in the shop, but it’s on the right on the Finish Turn confirmation screen.

Great job, very ambitious idea and I think it makes good on the execution!

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Now this is some classic arcade chaos, lots of fun! Nice clear cut graphics and really clear cut mechanics. And it just nails the old-school vibe too.

I find it very interesting how this game subverts the expectation of being like old quarter swallowing arcade games that require intense precision and dodging as much damage as possible. Instead, there’s a focus on how inconsequential damage actually is. I found myself gladly trading damage constantly, in exchange for killing an enemy more quickly or rescuing the cutter from spikes. For several levels I happily stayed right on top of the spikes because of how slowly they kill you, compared to the instant kill if the cutter touches them the damage cost is nearly nonexistent.

One thing I did find issue with is that my aim seemed to constantly list to the right, even if I used the slow aim and made sure my sightline was pointed dead straight up, the ball would still fling at a more sideways angle, usually to the right.

The premise of this is great, I love the idea of winning an argument by countering an opponent’s play with the perfect comeback. The actual game itself is a nice balance of simple and complex, and having three separate health bars is pretty unique. Cereal is in fact soup, hot dogs are not sandwiches, and straws have one hole, of course.

I feel like there are some good ideas in here, but perhaps too many at once, and some conflict with each other a bit. Using the big bell as a weapon gets mentioned a lot like a central mechanic, but it seems to be the weakest tool at your disposal given how little control you have over it. The tower defense mechanics are neat, probably my favorite part of this, but I think a lot of other parts could have maybe been cut to spend time on strengthening the more well defined parts of the game.

I had a lot of fun with this one, in some very unexpected ways. The killer’s pathfinding makes them follow you into the water, and once you get in the boat, you can actually scoop him up and carry him with you. If you spin the boat very fast with him on board it eventually looks like you’re surrounded by a bunch of shadow clones of him, haha. I must admit I had a lot of fun testing the limits of the boat’s physics and the killer’s behaviors and seeing them interact in funny ways.

Got the “good” and “bad” endings for Day 1, and didn’t seem to encounter any bugs except maybe the assistant’s face getting locked into one expression that didn’t seem to make sense. ​Gave Day 2 a solid try, but I could not beat it.

Did everything I could think of, found what I think is every hidden coin location, maximized opening only the most expensive chest, exhausted the budget, fast forwarded the day by a week, rewinded by a week, tried letting the clock naturally roll over without fast forwarding, tried dividing by zero, deleting stella (listed as mark in task manager?), eventually just ran out of things to click on and orders of interaction to try. I think some stronger direction would help with that section of the game.

The presentation is nice, I love a good fake operating system, but buttons getting interacted with when they are behind other buttons or other ui elements made navigating windows difficult, since oftentimes I would accidentally interact with a button or desktop icon that was underneath the window I was looking at.

The genre shift on day one is nice and interesting, and doesn’t overstay is welcome, I like that a fair bit. Overall it’s got a good premise and just needs better conveyance to the player on what options are available to them.

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Beat the game on hard mode with no casualties (er, technically I guess). I really like how much personality you've put into the game with the different kinds of horses and figuring out what different kinds of things they like, and the slight physics interactiveness like penning parasites into corners with rocks is fun. And an appropriately dark finish to wrap it up is nice (is Luci's name a double pun? L-Merr "Elmer", but also Luci-Merr "Lucifer"?)

One technical issue I noticed was that sometimes when horses repeated their phrase, they'd just make a blank white textbox with no text in it, but that's the only problem I could spot.

Very creative, even with such a simple mechanic there's a fair amount of complexity. I'm glad the enemy movement patterns start including ones that move multiple spaces because in the early levels you can spam the back button to always take out every enemy. That doesn't remain the case after a few rounds, which makes it kinda an exploit you can only make use of in the early game and then you're forced to abandon it, which is neat.


There's also so much polish! All the smooth gliding UI elements and the enemy animations and extra background details, it's all great. And the music's perfect, the clock ticking being incorporated into the music sounds so good.

I like the added complication of each objective needing to be finished at different times, that's pretty unique. Although I'm not sure how mission control is supposed to be responsible for moving the clouds in the sky out of the way, haha. Good game, just needs some audio and maybe a little bit more visual flair.

This is so creative and clever, it already works well as a puzzle game but adding a deckbuilding element? Ooh yeah, I like that a lot. You can amass a pretty fun strategy of hitting lots of burn tiles but countering them by adding lots of "add to your lampa" tiles so instead of avoiding obstacles you kinda muscle through them. I love a puzzle game that has open ended options for progressing, and I think that's real neat.


One thing I would like is to be able to place tiles such that they connect to a path that isn't just the tile I'm standing on. Like, if I can place a tile that connects to the path logically, and just doesn't happen to connect to my current tile, like a corner piece rotated to connect to a different patch of road, I think that should be valid. It'd open up different options for pathing and maybe give the player some more niche choices.

This game is ridiculous, I adore the sounds and the dumb smug faces you make for saying barely passable english. The countdown being so small really makes you ditch forming a perfect sentence and just cobbling together what works, which I like a lot. I think a game like this really benefits from having large margins of error and not fiddling over exact word order and stuff.


I wasn't exactly sure what the disappearing words in the list meant or why some were gold even when they were clearly the wrong choice, not sure if that gets communicated anywhere. Are the gold words worth more points when correct, and subtract more points when incorrect?

Thank you for the feedback! There, uh, sorta is controller support, but it's implemented incorrectly haha. I never tested on a controller as we built the game, so you can move the left arm around but not the right on a controller, and the input registering is bugged to happen when you tilt the stick down.

Thank you for the feedback! Wanting more effects is valid for sure. Setting up the main systems and gameplay flow took most of our time, and the side-effects were all added in pretty much on the last day. We'd have liked to have put more in but we wanted to prioritize making sure the game has a full progression from start to end.

So cool, this is a right proper point and click adventure game. The mystery itself is a little straightforward but that's probably for the best in a jam game. The different systems and modes work together well and I really like the corkboard string physics just kinda bouncing around.


One thing I think you can work on is screen-space economy, because right now you can pile up multiple windows one on top of another and the game looks pretty cluttered in that state. It might be best to hide some windows when others are open to not overwhelm the screen with lots of different things at once.


I love how you can have a mid-investigation snack, but is our partner going to face any consequences for having a, erm... pre-investigation snack? It feels pretty clear what they did, and I think it's interesting that you can't include it in your accusation.

There's such a wonderful balance in the dialogue here between a casual chat and something much more serious under the surface. Superb job on the writing, no notes there.


The art style is also nice, but it could benefit from a little bit more movement. Maybe sean occasionally shifting in place or the doors actually opening when you click them. Something small, but a bit more movement would put you more into the world, I think.

Ooh, this is fun. I really love the how active the background is, all the monitors and ragdolls falling from the sky and the shaking of the camera. Having different clones do different things is pretty fun, although it would be kinda neat if you cycled through them and needed to pick out the right one instead of being given the correct one for each puzzle. That would make the time needed to solve each one longer, and maybe that messes with your target play-duration, not sure. Either way, how it works now is fine and gives a pretty fun experience.


Seems like the percentage timer on the facility is just there for show, since it seems to stop at 01% and freeze there for as long as you need, which is fine, but it does maybe lessen its presence and makes the jam theme feel a bit less prevalent.

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Now this is good! Visual novels are a rare treat. I especially like which character's headspace we occupy, at the start I assumed it would play out like an escape room game, but going from the captor's perspective is a lot more interesting, especially given all the contradictions they present.


Like, I don't really know what Lucio's plan on getting away with this was supposed to be. For a supposedly smart guy, stealing the neighbor's axe to commit the crime seems like a pretty major mistake, and he's bound to get caught immediately. It's also interesting that he wants to meticulously time the murder, but completely improvises the weapon, like he's overthinking some parts and underthinking other parts.

I also wasn't quite sure what the countdown Lucio imposed on himself is supposed to represent, especially since it gets in the way of his own plans. If he follows it to a T, then it guarantees that he's late to the ball, which is interesting. Was he subconsciously trying to sabotage himself? These little mistakes actually strengthen the plot and the character just by blurring the lines on how willing they are to go through with the murder.


I'd like to see some change in the ending if you pick all blue, then switch to red at the last moment, or vice versa, but what's present here for a jam game is an interesting read. Really great job!

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Funny enough, our artist actually made grasping animations, but actually implementing them into the game got sorta lost in the sauce while we were working on other things. By the time I noticed, the deadline was already up. Thank you for the feedback, you're spot on about it.

Thank you for the feedback! I feel like it adds to the game's experience to have your hands be a little "bumbling" and imprecise, but something we kinda forgot to include was some stronger feedback on when your hands are engaged with an object, like grasping them. Our artist actually made the assets for that, but with all the other things on the todo, it just kinda slipped by, haha.

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Nice little game, the dialogue's a good addition, but there is a weird kind of tension between wanting to take your time reading it and knowing that the timer is still running as you do. I like that you managed to include two different uses for the cloning mechanic, and I woulda liked to see the third puzzle also make use of it since it feels like the central theme of the game, but what we got is still good and the puzzles themselves are interesting.


One change I'd probably make is to place the cloning machine closer to the center of the map so you have less idle walking to do from A to B, especially when trying to visit the far side of the map in multiple trips due to cloning.

Aw that's sweet. What a wonderful little game about falling in lov- wait did she just say she feeds her dog "desert", like sand?? Big red flag, abort, get out of there!

The interface is nice, and the combining of words together is a really nice extra feature for a game like this. What's there is great, it could just do with perhaps having a couple more conversation sections. Nice job for a jam game!

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I can't say I've ever seen a one-button "puzzle" game before, pretty cool as a concept. Most one button games you see are more actiony rhythm based games, nice to see it taken in a more relaxed direction. Nice presentation, and I like the light heartedness, like the "pick any number" ones.


I also like how saying "no" to liking the music gives an Oops! like it's an objectively wrong answer, lol.

Oof, this is pretty relatable. Just the listless feeling and the amount of effort it takes to do small tasks, and the feeling of losing the potential that you used to have and realizing you shouldn't blame yourself for it. This is really great stuff, the artwork's really good and you really nailed the feeling of kinda being trapped in an endless cycle. I like the ending sequence as well.

It kinda feels like there's some unsaid story beats going on in the background, is this character in witness protection maybe? They mention a few times that they "can't" go outside almost like they're not allowed to, or maybe it's just a psychological limitation, not sure. Either way it has a lot of good narrative stuff going on.

I love the little snoozing animation of the player before the level begins. Really sells the impression that they never thought this day was gonna come and they stopped caring about taking care of the place before the last second. I have no idea where those missiles are going but by god I'm gonna make sure they get to their destination!


There was one moment where a sock flew into me and locked me in place, but it only happened once, I tried reproducing it but couldn't. So I guess it's not a major issue, but it did cause me to fail an attempt once.

Thanks, the stream link is very much appreciated! I really like hearing people's thoughts mid-play, especially a game like this where getting a little confused midway through is an intentional part of the game. I didn't think much about making the timer count down at the end, I mostly wanted to give the impression that the launch went off without a hitch so the countdown must have gone off, but you're right, it would be nice to see how long you took to actually finish the game. Maybe we shoulda just paused the timer instead. Again, thank you very much!

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This game reminds me so much of Hypnospace Outlaw, I found myself shaking my mouse pointer subconsciously on every download, lol. Perfect capturing of the 2000s operating system vibes. This presentation is completely top notch, so much attention to detail. I definitely tried clicking every system button, got sad that I couldn't delete my mail lol.


I sure did not have the knack for picking a winning fighter though, several of my lock-in choices catapulted themselves off-stage with minimal input from their opponents lol.

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I really like the lighting system, it feels good to map out a floor's layout and know for sure what's ahead after being there once. And the notes are nice, I love games that have a little flavor injected into them! My main issue was never really knowing which crystal is the starting one without first testing and dying to a couple first, or doing a lap around the entire cavern before knowing which one it is.