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MattLovelace

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A member registered Nov 13, 2016 · View creator page →

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Nice update! Love the WebGL build.

Here are a few issue I found if you want to further improve it:

  • typo: “You forgor all ingredients” (at start of each day)
  • typo: “Did i turn off the gass?” (stuff the frog says)
  • I can’t understand when and why some ingredients make the cauldron explode, I tried different combination but I couldn’t find a pattern
  • when you have a negative number for the “Cure”, the minus sign is hidden under the “Cure” word (which makes unclear whether the number is positive or negative)
  • after I put an ingredient in the cauldron and the potion is brewed successfully, the text says “E - Pick up potion” but E does not do anything when pressed (I need to get away from the cauldron and then get close again to be able to pick up the potion)

That said, it’s always nice to see an improved version of a cool jam game!

Nice take on the theme! I enjoyed playing the same level again and again with different power ups, it’s a really clever idea. Out of curiosity, does the hat do anything?

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A very nice and original twist on a Tetris-like mechanic — I had a lot of fun playing it, and it fits the theme perfectly! The art is charming, and the 2x combo sound effect was as unexpected as it was satisfying. Great job!

P.S. The music is lovely — it reminded me a lot of Pachelbel’s Canon in D.

Nice concept! The setting is really charming, and I had a good laugh while talking to the frog.

A few comments:

  • There are some conflicts with the E button. For instance, sometimes I wanted to toss an ingredient into the cauldron, but I kept ending up talking to the frog (which, to be fair, made them even more annoying — and probably adds depth to the character!).

  • It took me a while to figure out how to throw ingredients into the cauldron. I kept tossing objects near it instead. Maybe widening the trigger collider a bit, and preventing objects from getting too close to it, could have helped?

  • It may be more convenient if the E and Space buttons did the same action. I kept pressing E hoping it would advance the dialogue.

  • I didn’t fully understand how the recipe failure works. Sometimes, even adding just one ingredient would trigger a fail state (I was expecting to be able to compensate by adding more ingredients). At one point, I combined two ingredients that matched the recipe requirements, but it didn’t register as a success. I had to add the Demonic Eye (0/0/0) to complete the potion, though I didn’t understand why that was necessary.

That said, great job! I found the experience really fun overall.

Pretty fun, really nice twist on the dart game!

Maybe it’s a bit too difficult to get the right number since the numbers move too quickly, so it feels almost random at times (or maybe my eye-hand coordination is not great).

Anyway:

I fixed the issues, it should work now!

Thank you! I love when everything feels integrated into the game, so it was a fun challenge to avoid menus and use scaling wherever possible.

That’s great advice. The game could definitely benefit from more balancing, and quickly tossing items into the basket goes against the intended mood. I agree that making scaling more rewarding in terms of money could help to discourage that. Thanks for the feedback!

Thank you for the kind words!

I’m sorry about the bug you experienced. I was able to reproduce it and I’ll make sure to fix it after the jam voting period is over. I appreciate you letting me know!

Many thanks! I’m glad you appreciated the pause mechanic. It was an idea that came to me rather late, but it felt natural.

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Thank you for your kind words!

I had a lot of fun trying to use the scaling controls for as many things as possible, so I’m glad it was appreciated.

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As a big fan of Lucas Pope, I can really feel the influence of his works like “Papers, Please” and “Mars After Midnight” in your project. The concept is very original and fits the theme perfectly. The presentation is excellent - I particularly enjoyed the variety of facial features and the quirky, unique faces that result!

Regarding my strategy, I typically maxed out the scale of the facial feature with the highest ratio and then adjusted the rest accordingly. When scaling a feature, I would first assess its limits (both minimum and maximum sizes related to mouse position) and then use the background lines as a reference to achieve the desired ratio. I’m wondering if showing an outline of the min and max limits for a feature while scaling it might help avoid manual assessment - or perhaps adding audio cues, with pitch variation based on the position between limits? Just some ideas, but probably it’s best to keep things simple.

That said, congratulations for the great result, I really loved the game!

A few small nitpicks:

  • I tried closing the shutter out of curiosity but couldn’t reopen it.
  • Sometimes, facial features close to each other were hard to select (like eyebrows and hair, especially when one is enlarged). However, this issue is rare and doesn’t interfere with progressing.
  • I initially had some trouble recognizing the symbol for hair.
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Thank you!

I had fun trying to make everything scalable and avoiding traditional menus, I’m glad you appreciated it.

And I completely overlooked trackpads - I’m glad you managed to make it work out anyway.

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I enjoyed this quirky little puzzle game!

The presentation is great and the story adds a nice touch to the game.

The puzzle are a bit simplistic but still enjoyable (the humor helps!). I’m wondering if the three pockets were really necessary, maybe just having the swap pockets on top would have been enough and still keep the puzzles interesting (and would make the interface easier to navigate). I think the “use the pockets to move stuff around” is not particularly interesting. Instead, the size swap mechanic is quite intriguing and has some potential!

I totally understand, in game jams the time is really tight and it is not easy to manage the scope of a project effectively. I’m curious to see if you plan any improvement post jam!

The idea is very cool, I was immediately intrigued! However, the controls are quite frustrating. I got stuck in the fireball room for a long time and then I got stuck again in the wind room. I think the main issue here is the interface, which could be more clear, and Donkus movement which are often difficult to predict.

Besides that, the game is pretty nice, good job!

An inverse Vampire Survivors, that’s really cool! And you also managed to put a power-up progression, that’s impressive for a game jam! A few suggestions: the non-clickable area seemed a bit bigger than the drawn area, it was a bit frustrating because you want to put the monsters as close as possible to the border but you couldn’t sometimes - even if it seemed like the place was fine; the mana for monster spawning was too forgiving, I could just spam click monsters, which made the game less strategic.

Besides that, I think it has potential as a bigger game too because there are interesting mechanics that arise from the combination of monsters - for instance, you could spawn fast bird monsters on the right and then, while the enemy is busy dealing with the birds, spawn an army of skeleton monsters to the left for the final blow. I’m looking forward to see if you are willing to expand it!

The idea is very smart! I like how you have to plan your moves so that you are out of the field of view of the players. However, it was hard for me to understand both the players and fog logic of movement (sometimes the fog expanded, sometime I had more turns, but I couldn’t understand why). Maybe, since there is no tutorial in game, you can at least add a few lines inside the Itch page description. Overall, solid idea, it has potential even outside the jam!

Nice idea, it goes along well with the theme! Maybe the gameplay is a bit repetitive and the monster behaviors are not very intuitive, but overall I like the charm of the game, especially for the very nice graphics!

Great idea, simple and effective! The game is pretty fun to play, there are a lot of interesting combination and it is nice to reply to check the ones you didn’t pick (poison + danger + platforming + pop up is brutal).

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This idea is so clever! I love your twist on tower defense, adding an action component and implement perfectly the theme, roll of the dice! This game has real potential in my opinion!

Maybe I missed it, but it would have been nice to have a pause menu with a description of each die power.

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This game is so beautiful! Small, clever, has a perfect tutorial for onboarding, has a great UX since you can see the other faces, so it is never confusing. Chapeau! The only complaint I have is that the difficulty of the levels was not as high as I excepted from the description!

I really enjoyed the aesthetics, they are quite simple but effective. The music becomes annoying quite fast, it could use a bit less repetition. The mechanic is simple but fun! Another great improvement would be to be able to hold a directional key to move in that direction continuously.

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The dice were not easy to control, making the game feel a bit too much frustrating. Probably a bit of tuning on the platforming mechanics could help. That said, the presentation is just awesome and the idea of the hamster kicking dice is quite interesting!

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The visuals are very nice, I really like the idea of the big dice in the background! The music is also good! Gameplay-wise there could be some improvements, for instance I think it would be better to have the gun aim follow the mouse to give more control to the player, which is usually expected in these games.

I was really surprised by the mechanics, the idea is quite simple but effective and fits the theme very well! This has potential to become a nice little puzzle game with some more polish both on the art and level side.

I’m impressed, this game is pure genius, it really embraces the “Delay the inevitable” theme and makes a unique and exciting experience! It is incredible how people interact in these social games and there is some awesome art already! Just, wow!

Such a great game! The story is really funny, thanks to the witty writing, and the gameplay is intriguing. I like a lot the idea of casting spells drawing them.

The game gets boring quite fast though, I think that if you polish it and add a bit more variety it could improve a lot!

Thank you! We wanted to make destroying stuff as fun as possible. 

Sorry for the page, we were in a bit of an hurry when we submitted the game. Anyways, we redecorated it, hope you like it now!

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The game is so charming, I loved it!

I personally think that the platforming part wasn't great, I think it is just frustrating to fall down and having to go all the way up again.

The idea is very nice, the bigfoot part was genius (even though I would have not repeated it, once was enough) and the style was just really beautiful, as was the music!

With a bit more polish and maybe some more intriguing puzzles using the camera would make for a very nice game I'd happily play!

Great job!

Sadly I couldn't play the game, even with the `.pck` file it gets stuck after the first dialogue.

The idea is so original, I love it!

It becomes repetitive after a bit, but I really enjoyed playing it!

Nice game, the graphics are simple but good!

I think it would have been great to have some background music. The thunder sound, when a lot of effects were applied in short succession, should have been limited a bit (not executed at each single effect) to avoid too much noise. It would have been also easier to understand how much damage you did to enemies if you also had an indication of the total health (and not only the remaining one).

Nice little game, the sound is really relaxing and goes well with the game!

I was a bit confused at first, I think it would have been better to have a little tutorial in game too. Also sometimes I had a bit of trouble creating new villagers from tents.

Nice little puzzle, it was fun! The heat boss taunting you adds a nice touch to the game!

I think the game would be much better with a bit more animations - for instance, some trail effect when dashing and dying animations. The rope wasn't particularly intuitive to use, it would have been ok just to make you go up when you press the up arrow. Also I found a bit confusing that the dash was made in the direction of the mouse, I personally would have just set the direction to wherever the player was already going. Furthermore, it was a bit too floaty.

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IF YOU HAVE PROBLEM RUNNING IT ON MAC

Download the zip, unzip it, open a terminal in that directory and launch these two commands:

chmod +x beat-domain_MAC.app/Contents/MacOS/beat-domain
xattr -r -d com.apple.quarantine beat-domain_MAC.app

Otherwise the system will complain about "not having permissions". The reason this happens is that it was built on Windows and the app has not the permission to execute.

I hope this helps somebody, I was so obsessed by this game I had to try it on the Mac I use at work to get the full experience (was too hard otherwise).

Having played it fully, I really appreciated it (even though in normal it is somewhat too easy on most parts of the song, since you can just stay in a corner and avoid all bullets, while it would have been better if the bullet pattern would force you to move constantly - and the hard mode is just impossible for me). The music is just terrific, I think that if you continue to improve on it this could become a really cool rhythm game!

I know how hard it is to make a game is such short time. It's usually better to do less stuff but more refined.

You did a good job anyways!

I guess it adds to the weird vibe.

Wow this game is so much weird! Impressive.

It somewhat mixes an idle game with real-time reaction and it is quite original. I was curious - and also a bit scared - of what the next modification would look like, so that kept me going!

I would have like a bit more variety (maybe more modifications or more kid patterns) but the experience is good nonetheless, mostly because of the original presentation!

As a curiosity, why the half-Japanese title name?

Nice game. You made a very good job with the tutorial.

The battle in itself, however, was not juicy enough in my opinion. The animations were good, however there wasn't almost any sound effect. For instance, it was hard to understand whether I hit the boss or not: I was expecting a hit sound and maybe some screenshake.