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Multiphonix

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A member registered Mar 02, 2024 · View creator page →

Creator of

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Great game, definitely one of my favorite jam entries so far. It's pretty easy to steamroll the enemies in this version, and once you get "the build," money and items become kinda useless, but that's just balancing on a 4-day timeline. Sign me up for the full game of this!

Pretty fun, if a little on the easy side. I felt the music style didn't quite fit with the graphics, though.

Delightful game, great character, simple idea but pulled off really well.

Cool idea and good implementation. It's a bit frustrating that if you fall off the screen you reset the entire level, instead of just losing that one life, and the death plane is above the bottom of the screen, which makes the one level where you have to drop down and freeze kind of fiddly.

The cut-scene plays, but the game then takes a long time to load, and even after it does there doesn't seem to be any way to interact with it (just a white dot and a yellow semi-circle). The audio clips are not the same volume, some are very quiet and others are super loud.

As others have mentioned, the RNG makes this pretty much luck whether you win or not. If instead each level randomized which numbers gave 0, 1, or 2 seeds, but it was consistent (i.e. every 5 gives you 2 seeds), there would be a bit more of a puzzle figuring out what order you needed to plant in

This game is more fun than it has any right to be. The sound design is on point, especially the slightly "crunchy" audio quality on the voice acting. Count my Coins, Coin Counter!

Fun idea, I like the checkpoint mechanic a lot, and it's a nice touch to have optional fruits to allow players to take on a bigger challenge if they want. The wall jump past the crossbows in the last level is very precise, I think I spent longer trying to pass that section than I did on the rest of the game combined.

Fun and well polished game! The visuals are really nice. My only complaint is that the middle "bin" only takes 5s, so it's always the last one to fill up.

Excellent entry! How can a game be this relaxing and this stressful at the same time? VERY glad you didn't include a time limit, it's stressful enough without having to worry about a missed flight.

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Thanks! Fun fact, there are 30 entries in this jam named "Down for the Count," just counting web-games. (And here I was thinking we had a pretty unique take on the theme, lol)

As the composer, I appreciate this very much, thanks!!!

I like the multiple interpretations of "count down" here. A little music would be nice, though.

The game might not be finished, but I do dig the style!

Considering this was done in 6 hours (including art and music), it's very impressive, congratulations!

Very cool idea, and I like the aesthetic. As someone else mentioned, I'm not sure I like that the speed of the arms is slightly random. You can carefully set 4 arms going all spaced out, but then they clump up. Seems like there would be more skill involved if every arm of a given type always moved the same speed, so it was up to you to space them out

Hey, great job for a first game jam entry! The theme is great. The map seems to go off the sides of the screen window, so you can get a delivery where the pin is invisible off the side of the screen, basically a forced loss.

This is an interesting mechanic, it takes a little while to figure out how to play well, but is rewarding once you figure it out. The "gain 1 hp" powerups are definitely the best, how well you do in a run can depend a lot on how many of those you get.

Very fun game (I liked it enough to go back and play a second time for a high score), but there are some design choices that are a little odd. You lose more time by missing a shot than by being hit by an enemy, so the best strategy is to stand still and tank hits. The first level is pretty hard, but if you prioritize scaling the time bonuses you get from killing enemies, it becomes trivial after level 2 or so (I ended the last level with almost 1,000,000 seconds on the clock). Also kind of jarring to instantly warp to the menu when you die.



The skeleton is here, but as others have mentioned, you're missing a lot of game features. I'll note one other bug that no-one else seems to have commented on: nothing happens when the timer runs out, you can just keep playing while it sits at 0:00.

Very addicting little game, I could see myself as a kid spending an afternoon playing this on Congregate back in the flash game days. My biggest critique is on the sound-design front: when multiple sound effects trigger at once, they stack to become quite loud and completely overpower the music. I would suggest limiting the number of simultaneous SFX (at the end of the level, when the ritual is completed, the sound of every enemy dying at once for example is extremely loud).

Cool idea, and a fun little game. The falling sand changing the landscape and colors is quite nice (although the uneven terrain did eat my jump once). It would be nice to have an accessibility option for an indicator other than color for which critter you need to throw up next.

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Yeah, that's unfortunately a known issue. Try clicking start and giving it a good 30-60 seconds, it usually loads eventually. (I thought we posted a note on the page about that, but I guess not, whoops)

This is a proper game, congrats! The difficulty spikes quite a bit at the very end, and it's hard to know which sacrifices will reduce the timer and which won't, but it was fun enough to have me go back for a second try, which is saying something considering how many other games are out there to rate.

Fun idea, and good visual style. The music is good, but the "shuffling" sound effect kind of clashes with it.

Fun idea and the art style really works for you. Good explanations throughout and gradual increase in complexity. The "pick a pipe" style multiple doors is often more frustrating than fun, and the final level can be pretty much entirely skipped by just grappling right to the door. Your weakest link here was audio: most moves have no sound, including breaking glass, but the "landing from a jump" sound effect is pretty loud. The music also kind of starts and stops somewhat randomly, it doesn't feel like there's a reason why one song is playing instead of the other.

Really lovely, it feels like it would fit a point-and-click or puzzle style game. I like the sparse textures, and you really get the most out of the few instruments you're using. I would have liked a bit more variety between the tracks, maybe at least one with more of a rhythmic identity

Very clean and not cluttered sound-wise. The simple textures and slightly quirky rhythms gave me a bit of an Undertale vibe. I agree with some of the other comments that you could do more to differentiate the tracks, though.

Really nice orchestration, very cinematic. Spindly Spire is an absolute bop!

Your soundcloud link is broken

Your soundcloud link seems to be broken. I'm seeing "This track was not found."

All these tracks feel quite cohesive except for the organ part at the end of track three, since that instrument kind of comes out of nowhere. I like the vibe a lot, definitely quirky and fun, and the bubble sounds help tie everything in with your theme

From my understanding, yes. You need to 1) upload audio files to itch, 2) link to the music on a streaming service (not required to be soundcloud or youtube, I did bandcamp), and 3) upload photo/video/pdf proof of your process.

From the rules: "You must submit the original recording in either .mp3, .wav or .flac on itch.io AND on another streaming service of your choice (preferably Soundcloud), with a screen recording or screenshot(s) or pdf of your DAW, score, or tracker."

Very fun little game! I use a mac, so godot webgames basically *never* work for me, but your game did, did you include mac support deliberately, and if so how? Few comments/suggestions: The first boat you shoot down each run generates a lot of lag. The boss tentacle hitboxes don't quite line up with the sprite (I had bullets go through without hitting), and somehow I ended up buying more items at the shop than I could afford, and got to negative money, but I couldn't recreate that bug so I'm not sure what caused it.

Fun idea, but since grandpa walks so slowly, it feels very punishing to be sent all the way back to stage 1 for picking the wrong mushroom.

This is a fun little game! I would suggest adding a fast-forward feature, or different speed settings. It would also be nice to be able to buy more mushrooms faster (waiting for the counter to tick up to 100 takes a while)

Great game! Two minor suggestions, first, the controls felt a little slippery, I mostly got used to it by the end, but a little more traction would go a long way. Also, a shadow under the character would also hep a lot on the trickier platforming to know exactly where you are above the ground.