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Misha

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A member registered Nov 23, 2017 · View creator page →

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忙しくて考える暇がない!まるでその状態をもたらせるように作ってある。

アートはまだ改善できそうだが、楽しさは満点!

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The spinner indicates the simulation is running. It does not automatically stop or progress to a different puzzle.

The ambient soundtrack is there - it’s an active office workspace! However, I’ve set the default volume quite low to avoid blasting people. I can definitely picture an old-fashioned MP3 application in a more fleshed out version of the game though!

I think, given the first-person perspective and chilling music, what you were missing was some kind of entity to hunt you. Otherwise, great technical demo!

Yeah, this is fantastic. I think it’s missing one of those flashing letter splash screens and some time/ranking UI. Otherwise, the art, music, and gameplay harmonize and bring one right back to the height of the arcade boom. Well done!

Piano definitely sets the mood. Although the graphics are rudimentary, the mechanic is fresh and likely has significant, unexplored depth. I could see this flourishing into a complete game with “big” and “small” expanded into actual characters, enabling storytelling through level design.

Graphically, execution is superb! However, I felt that the levels are a tad too long. I also would have preferred the text itself also confer a narrative related to your game.

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BalkanRamGames,

I hope this email finds you well.

Thanks for playing!

Misha, CEO

It actually started out as a TABS clone, but after discovering the interaction in the fluid.pz series of puzzles, I changed course and removed costs altogether.

First off, the narrator’s “the world is running out of time” justifying an ominous timer in the corner is clever - more of that. Unfortunately I ran (fell?) into a problem where my character was permanently off screen, but apparently the bell doth not always toll for androids.

Had no idea where the track was so I just followed the other guys! The graphics are cute and I enjoyed the decorations. Probably should make the AI prefer targets farther ahead if possible, otherwise you can be in last place, and the guy in front of you will still turn around… and still shoot you -.-

The concept is straightforward, and obviously works for the target audience: game developers. Based on the game name, I had expected some integration with music too! I wish there were just buttons to set the command - I’m far too lazy to type it in over and over.

A mysterious button that endlessly produces wage slaves - I wish the whole game happened inside that particular scene!

The music is epic but ultimately I had no idea what I was doing!

Simple fun! The graphics are definitely cute, and the game loop is straightforward. I didn’t enjoy the sound effects, they were a little too abrasive. There’s also a degenerate way to play where you don’t move your cursor and just click until an item you want is available; releasing destroys the item without repercussion, so no hunting is necessary, invalidating the (likely intended) search-and-click mechanic.

Unfortunately there’s a coordinate mapping problem between the mouse and the in-game grappling cursor, making it difficult to play correctly.

What is with this jam and games in which humans are relentless sacrificed. Nonetheless, the art, music, gameplay, and entire premise really are well executed. Congratulations on a fun game!

Cute robot dinosaurs! Definitely lemmings-inspired gameplay. I wish there was a bit of a tutorial explaining how to dangle the ropes - took me a good few minutes to understand how they work.

I’m not entirely sure the game is in good taste, but mechanically it’s very creative.

Not quite my type of game, but I think the core gameplay is fundamentally interesting. The tutorial stayed up even while asking me to operate things in the background, leaving me a little confused when it was over. But hey, you made tutorial for a jam game!

Agree with the first comment. Interesting theming of the classic survival game, Norse mythology and cyberpunk blend well. However, the balancing left something to be desired. Congratulations on a fun game!

Unfortunately the interns kept forgetting to refill the coffee, so I wasn’t able to make any more. :-(

Thanks for playing!

Great spin on Sokoban. I’m not sure how to do levels 6 and 7! The tunes are a great addition to the atmosphere, too.

I just released a jam game featuring some animals from this pack. Really great art featuring variety of animations, shapes, and colors that made it easy to work with. Thanks!

https://misha.itch.io/nmachines

Thanks! I mostly used it is an aesthetic escape hatch since the most intuitive art I could find for the puzzle were animals.

Looking forward to seeing yours, too!

Dark Souls can be completed on RL1 because mechanical mastery supercedes the need for numerical advantage. But in your game, it seems like you need to have a) mechanical mastery, AND b) numerical advantage in order to win.

When you died repeatedly to the Asylum Demon in DS1, did you need to come back with more levels? No; it was a lesson that not all battles need be tackled head-on.

When you lose in NeuralNX, what’s the lesson? If the AI is just going to crush you optimally each time, I suspect it’s not the same challenge as Dark Souls, and it will feel distinctly unfair. If you didn’t even see their kit and abilities, do players even have the tools to learn?

I recently released an abstract strategy game with a powerful AI, too. It started out with pure minimax and topographically sorted heuristic factors. This squeezed the fun out of the game as it was way, way too hard.

I eventually switched to a weights-based heuristic so I could use softmax over the results. This produced N different-feeling variations of the AI, and let me variably weaken by nudging tau.

What kind of knobs does your AI have? In my experience, full blast mechanically optimal AI is distinctly unfun.

The quality and versatility of these icons cannot be understated. I used them in my most recent project, Morris 2, an abstract strategy game inspired by Nine-Men’s Morris:

https://misha.itch.io/morris

In the game, the icons represent the various abilities, and are a major part of the game’s look-and-feel. You are credited in the game on the credits screen, with a link to your home page. Thank you for your art!

I love these characters and used them in my most recent project, Morris 2, an abstract strategy game inspired by Nine-Men’s Morris:

https://misha.itch.io/morris

You are credited in the game on the credits screen, with a link to your Itch profile. Thank you for your incredible art!

Fascinating. I would love to read that post eventually. Thanks for the details, and great job so far!

Love the art! How did you draw the units? I would buy an asset pack with those!

I just released a jam game, Ministry of Order, featuring sound effects entirely from this package. You are credited on the main screen of the game, as well as in the repository’s README. Thank you for the accessible, high quality sounds!

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I just released a jam game, Ministry of Order, featuring “Gloomy Factory” as the background track. You are credited on the main screen of the game, as well as in the repository’s README. Thanks for the fantastic tunes!

Thanks!

Hi! Any chance you could add the base rune stone image as well?

Finally a full-featured terrain set that’s not trying to be cute and silly. These rocks are sharp. Thank you so much for your efforts!

Saw you on the stream - thanks so much for playing!

Mouthwateringly high level of polish! You made room solid for gameplay and narrative, tying it all together with a dynamic, cohesive art style. My first playthrough I ended up soft-locking myself by feeding all my villagers though… a little too much consumption. I’m stealing the 3-level volume knob for my future games!

Despite not being finished, it’s a solid concept with lots of mechanical space. If your goal was to practice game design, I think you achieved it! The coconut drink low poly model made me seriously thirsty.

Reminded me a bit of brewing concoctions in Kingdom Come: Deliverance! As a Russian speaker, I thought the voice acting was fantastic, too. Unfortunately I had a hard time figuring out how to stir slowly, and the game seemingly reset itself or crashed - but the narrator picked up the ball and called me out for leaving LOL.