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MrTech

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A member registered Mar 25, 2019 · View creator page →

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If its not already, a web export feature would be killer!

This was a really cool and interesting idea. It was fun to see a the art style you chose since I haven't seen any "DOS/DOOM" styled games! I would recommend working on the messages at the top, I feel like I would routinely miss the radio messages because they were at the top of the screen so maybe at the bottom would be better? Anyways great job!!

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It may be a minute before it’s ready for localization but send me a dm on discord and I will make a note!

Thank you for the feedback! We are planning to rework the pick up system as well as some other systems once voting is over. Then we will be adding the rest of the content!

We'll be sure to check out your game!

This was fun to play! I don't know if this was meant but I was able to cheese if a third disk was safe because it would tell me when all safe disks were run. So I would run 2 that I knew were safe, then destroy the unsafe one and if the 2 didn't say all safe disks were run I knew the last one was safe. Also after destroying a safe disk, I was able to run it. Maybe not telling the player when all safe disks were run, so even ending the day is a risk? Also just a small thing but in the "days until rescue", "until" was misspelled. Not a big deal, just figured I'd point it out to help!! Congrats on the game!!

I really like the art style! I don't want to critique too much since you recognized it's not in a playable state. However, if it's not on your radar, I would recommend bringing up the brightness! It happened in our game as well, the brightness in engine was a light higher then it was in browser. Also chunk generation may be low due to being on the browser but maybe you could have some kind of wall or texture to hide the ungenerated chunks when the chunk gen distance is low! Great job and hope you are able to finish it!

Thank you! The video is much appreciated!!

I really like the idea for the game and tried really hard to keep up with the different lies with all the shapes. However, with all the different conditionals and seemingly paradoxes that came from each shape it, it was very frustrating to deduce which door was correct. Sometimes you seemingly had to distrust all the shapes, sometimes one shape could be trusted. Attempting to test out a theory then was super discouraging because if you were wrong you would be set back to the beginning. I totally get that this was to discourage just doing trial and error. And also that in the jam setting there is obviously not enough time to play test and refine the riddles. However, if you do continue developing hopefully this helps to refine the riddles. Congrats on the game; the idea and look is absolutely wonderful!!!

Good luck with refinement, I will keep an eye out!

Thank you for the feedback! Yeah grabbing the smaller objects off the ground is quite difficult at the moment. Our best advice for the current state is to not pick up the object until you need to for the task, especially the folder, paper stack, and soda can.

We do plan on updating the game after the jam ends. This will include a rework of the picking up system to make it more intuitive and easier, a fix to stop objects from being lost and soft locking you, and more days to finish telling the story.

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Seriously haha, cheers

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Thank you so much! It's totally fair that Hono is kind of expected to suck on Web haha, didn't mean to point out the obvious. 

I haven't  gone and reread my controls but that was written after 12 hours straight working on the game rather than sleeping haha!

I wanted to try out pixel art since I haven't really ever done it before especially not for an entire game. So the feedback is very much appreciated!

This gives guitar hero vibes, with a make over and syncing to the beat it would be killer

Very cool idea, but as everyone else has said, optimization could be a lot better!! Also just some quality of life things if you want.

This is very polished and well done. I had to keep playing until I could at least get home. Sadly, I didn't see the visitor.

Really unique idea having the players viewport taken up by the camera feeds and I love that you related it to real life. Great job on this! If you kept refining this, I think it could be pretty popular.

Thank you!!

Thank you so much! I really appreciate it. I will look at the camera, maybe I restricted the cameras movement too closely.

Thank you! It was my first time making a tilemap so I'm glad it turned out well.

haha amazing

haha amazing

It honestly happens, which is why playtesting especially with people who have never played it is important!! A difficulty selector would be great!

Ohhh I see! That makes a lot of sense, Ill go back and check it out again. 

I totally get it! Just wanted to provide as much feedback as I could think of.

Sounds good, good luck and Ill try to keep watch

Very fun and satisfying to chain a combo.

At first, I was like this is really funny and satisfying to make the bear run. However, I could rarely get the timer to count down even when I had multiple flames placed. Maybe it's a bug or maybe I'm missing something. But after that it could be really funny to pass time! Great job!

Pretty simple and fun to just smash out a couple of rounds. It was confusing at first on where my fire was and it feels like you start to not get far enough to pick up wood and return. At least, not enough to replenish a meaningful portion. Great job on the game though, very charming!!

This was a lot of fun! Plus It had a ton of polish for a 24 hour jam. I could not get past wave 2 though lol

Hitting the enemies is actually very satisfying. Was a little worried when it said AI-genned code but that makes a lot of sense after reading your devlog. We've all been there haha. Good job!

The art style matched perfectly to the rest of the game. And the movement was super satisfying albiet somewhat hard. Maybe adding a simpler start although it could be the desired difficulty already. Great job!!

I honestly thought it would be harder to control. Yet I did only get to a PB of 5 so maybe it was a bit. Def a cool concept. Congrats on your first jam!

I'm still shocked by that ending. The girl next door DID NOT have food. Anyways great job and the best friends texture in the house was really funny!

This has a lot of potential, and would benefit if you could fix the formatting and maybe it more likely for the person to be lying. Great job getting a solid foundation!

I couldn't get the game to run:(

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I got very close to completing the maze, atleast I think so. It was kind of frustrating trying to remember how exactly to retrace my steps when I could only see a small portion of the screen. Maybe adding a minimap that draws out as the player explores? It was pretty fun and unique though. Great job and congrats!

This was those "do the least expected" videos

I did eventually get into a game loop getting about 6 mosquitos. This is a really cool idea that could be a fun rhyme game. I would recommend the control hints under the mosquitos are always shown in front(not hidden behind fire). There is a lot of detail in the art for just 24 hours though so good job!!

Thank you! I didn't realize the tutorial had stopped working, I'm rebuilding and uploading the patch now!

Fun little idleish game! If you wanted more feautures, the ability to pan around would be nice! Great job!

Thanks for the feedback! My biggest worry was making it too hard

Thank you!!