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MulticoreProcessor

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A member registered Mar 06, 2025 · View creator page →

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I found the platforming way too difficult and frustrating, and I couldn't make it past the first 3 or so jumps.

  • The jump is so powerful that it usually leads to you bonking into the ceiling or getting stuck in a gap in the ceiling that channels you right back down into the pit below. 
  • Therefore it seems like the only way to make the jumps is to jump from the corners, but it's hard to tell where the jumpable part of the corner ends and the "inexorably slide into the pit" part of the corner begins.
  • And then sometimes after making the jump you'll bonk into something on the other side and bounce right back into the pit.
  • And this is on top of a character that has slow acceleration and a lot of momentum, little air control, etc.

I made it to the end!

It was interesting how my strategy evolved over the course of the run. 

Climbing the first jar, I ended up with a haphazard jumble of jars as I kept running out of time before I could reach the top, and often I would die in a way that blocked the route up I had created. It seemed like it was just barely possible to reach the coin in time.

After the first jar I never really had to deal with the time pressure again in the same way, and my stacks were much more orderly.

For the second jar, I created a staircase by making a stack of one jar, then a stack of two jars, then a stack of three jars, and so on.

The third jar is much taller, and I realized that the staircase method takes n^2 jars to construct and would be unworkable here. I tried to get jars partially on top of existing ones by wedging them against the big jar and hoping they wouldn't fall.

For the final climb I had figured out the degenerate strategy - climb to the top of the stack, then place the jar slightly off center to leave a stair step for future jars. This only takes one jar per layer and doesn't have to worry about physics or messiness or anything.

I really like how the piles of used-up jars look. You can look down at the end and all of your effort throughout the course of the game is displayed before you as all these chaotic piles of jars all reaching to climb higher.

I couldn't figure out what my security PIN was supposed to be.

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Submitted less than 2 minutes before the deadline? wow.

Perhaps relatedly, you're missing the .pck file and the game doesn't work. Reporting.

I got to the end. Solid little platformer, creative take on the theme.

I like the dice rolling, and you're the first person I've seen who submitted a raw html file.

The swapping to alternate dice mechanic didn't seem to work for me.

I couldn't pick up the box on the floor in the second chamber.

I got to the third checkpoint, then gave up after a couple dozen attempts at crossing the giant roller section. But that means the gameplay was fun enough for me to keep trying much longer than I would for many of the other entries in the jam.

The platforming is more difficult than it looks because the character has a lot of momentum, jumps off sloped surfaces give you horizontal momentum that's hard to correct without oversteering, and landing on the edge of a platform tends to lead to the capsule-shaped protagonist sliding off. These are legitimate design choices but they did ramp the difficulty up.

In the room with the red and cyan boxes, I could not get the red box to land on a button. It would always go flying off when I tried to push it onto a button. Eventually I realized I could skip past that room by standing on the red box and jumping over the wall.

The ghost system doesn't seem like it adds much to the core 3D platforming gameplay. All of the sections I saw involved you just waiting for the ghost to do its thing, or having it stand on a button. Maybe you did more with it in the parts of the game I didn't reach.

I like the design for the main character.

I beat all the puzzles and got to the end. Good puzzles, creative use of the theme, bumping background music.

The exit button at the end was broken for me and I had to alt+f4.

On my computer it seems like much of the game is cut off from the window, as if it was rendering much too large for the window it is in. I suspect this has to do with me running it on a 4K monitor. Renders it unplayable unfortunately.

Nice, glad to hear someone managed to finish.

First game in the jam that made me laugh out loud.

FYI Windows Defender deleted this as malware when I downloaded it, which it hasn't done for a couple dozen other jam games I've downloaded.

Nice rage game, exactly the right sort of controlled-but-not movement. I made it to the :) at Mountain 2 and couldn't figure out what to do.

What the heck did I just play

I like the aesthetic of the level, but it seems too big for an anomaly game, with too much stuff going on to keep track of. Like another commenter I never identified a single anomaly. Either they were bugged or way too subtle.

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Some interesting strategic play in this one. You have to kill the UFOs from your current loop as your first priority, but otherwise you want to be putting out bullets that will be useful for future loops, clicking the fire button off cooldown in a direction there isn't currently a bullet. (I would have liked a "hold mouse to keep firing" option.) Staying in the center is best for the safety of your current loop since UFOs can spawn anywhere around the edge without warning, but a bullet fired from the center covers less ground in future loops than one fired from an edge across the whole screen.

I didn't ever manage to get past loop 4 or so across a few attempts.

Really creative concept and well-designed puzzle, with good presentation to boot. Five stars.

My only complaint is that "jumps from floor" was ambiguous to me. Does grass count as the floor? Does jumping from the top of a loop count as jumping from the floor? There was no feedback except for the loop failing to break, so it took me a while to realize that it was counting all surfaces as floor and the intended route was to use the elevator block.

I made it through the 3 levels to the door that brings you back to the menu, which I assume was the ending. Great postprocessing effects, good sound design, creative gameplay twists. Overall the best one out of the ~30 entries I've rated so far, I don't really have any criticism.

The start screen background animation was a nice touch. The embedded tutorial is a nice idea as well, but I couldn't tell what it was saying because the lives bar was blocking it.

Then I wallclimbed up to the spike and died, and my body was sticking out over the edge, blocking me from climbing up again, and there didn't seem to be any way to reset the level, so I stopped there.

Nice use of environmental storytelling. I liked the scribbling animations of blue stuff going everywhere, and the ending(?) where the walkway breaks and you fall back near the beginning was funny.

Most of the content seems to be at the beginning and end, with a lot of loops in between with nothing but walking. I assume you didn't have enough time to make all the content you had scoped for, but I think it would have been better to just delete all the empty loops and make a hallway straight to the end once you get past the interesting stuff.

Good art and audio, good variety of monsters. Overall very solid entry that I'm giving higher ratings than most.

I initially was confused at the end of the loop, not realizing that you have to kill all the monsters to progress, and I wondered if it was some kind of bug that I couldn't interact with the castle and there was just a giant cliff. I reset multiple times before realizing I had to kill all the monsters.

(Also, a very minor nitpick: the two shades of red used in the healthbar are somewhat hard to distinguish at a glance, so I was forced to look at the numbers to tell how much health I had left.)

It's a funny joke but I'm reporting this for breaking the rules.

I liked the gameplay system and the versatility of how it manages the time-clones mechanic, from opening doors for yourself to giving platforms for yourself to yeeting crates across the level to yourself. The ability to reset just the current lemming instead of the entire puzzle is a good design that feels sorely needed in some of the other time-clones games in this jam. The presentation is quite good as well.

I did notice a bunch of jank, which ranged from charming to game-breaking.

  • In level 2, I found some cheese where the third lemming can just barely make the jump over the first gap without the crate. I kept trying to make the second jump and failing, and I was going to complain at you for not playtesting until I realized that jumping directly was not the intended solution.
  • In level 3, sometimes the first lemming's actions would not play back correctly on the second loop - it would not grab a crate that it had grabbed before. After a couple tries I got a run where it worked properly though.
  • In level 4, in addition to not figuring out what I was supposed to do, I encountered a bug where when I switched to the second lemming, I would lose control of my body as a recording from a prior timeline played out. I stopped playing there.

Condolences on not finishing; what's there seems like a decent starting point. 

When I run it I can't seem to do anything and a development console pops up and starts spitting out errors. Reporting as broken.

Fun take on the "time clones" mechanic. I did the first ~5 levels. Has the standard issues for the mechanic of long and fiddly execution times for each puzzle even when you've figured out the solution, but still enjoyable. Art is nice.

On the second level I made the mistake of thinking the bonus coin was a key to open the exit door, and spent a long time trying to get it in vain, constantly screwing up the setup of the 3-high clone stack, until I randomly stumbled into the exit door and discovered it was unlocked.

The web version had issues on my computer, maybe because one of my monitors is 4k. The windows version worked fine though.

I liked the narrative design, but the style of the writing itself turned me off. Not sure whether all the run-on sentences and lack of punctuation were a stylistic choice or not. Still, high marks in the Narrative category.

I'm at least briefly #3 on the leaderboard! Props for including a leaderboard.

I'm giving you max points for creativity; I've never seen a gameplay loop quite like this before.

I managed to rotate myself up to the top floor, and also to get out of the cube and see the reset instructions on the ground below, but I didn't figure out what I was supposed to be doing to get into the center. Still, it leaves me intrigued.

Most polished art I've seen so far in the jam, and a pretty addictive gameplay loop.

I found it pretty easy, since the more one-sidedly you win, the more upgrades you can buy to win even more one-sidedly in later rounds. But that's just how this genre goes.

The round with over 1000 toddlers was hilarious and lagged the heck out of my computer, then the game crashed on round 56.

Same. I tried the windows version as well and it crashed on that screen.

I found this one frustrating. I just died over and over, every single time I was confused about where to go for half a second or got stuck on some geometry for half a second or ran away from one eye straight into another eye.

The art looked good though.

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This is the one I've played the most of out of the 6 or so I've rated so far. I made it to level 12 on my longest run. The strategy is interesting, both in the turn-by-turn play and in the shaping of your deck. Early on, having as many units as possible seems to be key, otherwise you run out; and therefore cheap packs of basic units are great. Late game, unit quality is king since you can only play one per turn.

The early game is pretty rough because of the shop RNG. On the rounds you most desperately need more units, the shop might not offer you anything you can afford. I lost early several times before I got a good run.

Archers seem to be bugged, in that when they reach the end of the lane they don't throw themselves into the enemy gems like other units do. Though this sort of adds to the strategy; you can treat lanes with enemy archers as safe and avoid putting your own archers into empty lanes.

Really high production values, wow. I couldn't figure out how the stealth mechanics with the boxes were supposed to work and one or the other of the cats would kill me every time.

The monster sprites work really well with the darkness effect. Music worked well for the vibe you were going for. There seems to be a bug/exploit where you can stay on the floor forever and rack up score.

I am confused. Some instructions in the description would have helped.