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NemoPearwall

265
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A member registered Jul 18, 2017 · View creator page →

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I beat the government! It's funny cause I found the item right after getting the final coin. Very cute platformer and quite cozy. I thought you'd hide a coin underwater but I don't think I got the dive mechanic to work underwater. But it was fine. It was still really fun.

Congrats on winning Xilurus' poll! We love Pomelo.

That was fun! I think the movement was just right, though I ended up hitting the exit fullscreen button a few times. I also tried to collect the clock on the tutorial text in the first room lol. I'm not sure I understood the colors because I thought they indicated the time left before the room explodes but sometime a room with a low countdown timer would be green, while another with a higher countdown timer is red. Discovering new objects to interact with was fun, too. Good job!

Hey! I think I was on your stream the other day but I couldn't make it today. Sorry I didn't have time to make actual puzzles because I spent most of my time making sure the system works. I'm working on more puzzles though, but I'm not sure I can update as soon as the voting period ends. Anyway, thank you for playing!

It's unfortunate that it was shipped in debug mode but from the looks of it, I think you have a working base game. I'm guessing bullets are limited so perhaps the number of bullets left should be visible to the player. The art was cool though.

I believe in Norman. Historical accuracy was funny. Wish you applied it to the HP too. The tutorial didn't load but I think I got the hang of it immediately.

I love the concept and the clock theme. I like how the parts of the clock indicate hp. Controls can take some getting used to. I wish the hand can move faster when I press it longer but perhaps that can make things too easy. Also, I wish there was something I could do once enemies get close to the center or if you want to punish players for letting enemies too close, you can make the enemies zoom in faster once they're out of the hands' range so we know we can't do anything about it. It was fun! 

The pixel art is phenomenal! I think I'm still getting used to the gameplay but I think it would be nice if defending a particular direction allows you to press a directional key instead of selecting it from a list of choices. But I had fun. Now, I await Abraxas' return.

Very polished and creative puzzles. There were times when I was confused, for example when "Wrap Around" was displayed on screen, because I thought it was a tutorial instruction but didn't know which specific controls allows it. But other than that, great job!

I like the concept and the art is impressive. I'm not sure if I just missed it but perhaps there should be a way to destroy placed buildings in case players make mistakes or just want to change the layout. I also got softlocked when one of the ghost monsters (the bomber, i think) never started its countdown so it was just flying around untouched by my towers. But I really enjoyed it. Well done!

I got it on my first try lol. The map could be bigger or the search range could be smaller. Perhaps the map can be randomized as well. Since the hiker moves perhaps you can clarify that the hiker only moves one tile to make the clues more useful. I think this can be developed further into an interesting game.

I added a mechanic to wait out 1 second by clicking and holding on the thief's tile but I forgot to add visual feedback (other than the timer going down) and use the mechanic for a puzzle. I'll make adjustments to the pacing of the tutorial, so object interaction is more intuitive. Thanks for the feedback and for playing!

That's a lot of content for a jam! Everything seems professional. I love the art style of the intro. Only issue was the lag at the start but otherwise, great job!

The countdown timer can be made bigger to make it more imposing. When swapping items, I think it's good to show the value and weight of the new item. Also it might be good to show the weight of each item in the bag. I think during the chase, the cop shouldn't be able to boost themselves since they're already faster than the player.

It's a good start but I think it can be expanded more. Movement is quite sluggish so maybe increasing it a bit can improve the experience. I think the minimalist graphics could work better if you stick to one style throughout so the hp icons can be vector art instead of pixel. 

Moving around is a bit jarring because the background is flat but it's alright. I think the minimalist theme works but it can use a bit more spice.

Hello from tim's stream. I love the puzzles. I felt like you were able to explore how the different gates and objects can interact. Very thematic as well. Good job!

Congratulations on your first game! It's actually a good start tbh.  I like the use of the gun's recoil for additional mobility. Reminds me of one of my first games on itch, which used bombs instead. This can easily be expanded if you can add more enemies or more ways for the gun to interact with stuff. If you want to lean into the puzzle side, you can limit the number of bullets to exactly the amount you need to complete each level. If you want to lean into the action side, then you can add more challenging platforms and enemies. The possibilities are endless!

The mechanics are simple and easy to grasp so I could easily start zooming. I appreciate that you made your own art and music, though the music can get repetitive. The tutorial could use a background so that the text could read clearer. The full screen display seems to break sometimes too but I think it's alright while playing. Perhaps there should also be some feedback whenever you reach a checkpoint. I think it can be a fun momentum platformer once you add more checkpoints and challenges. Good job!

I played it in Edge. Regarding the bugs not spawning, I think the same thing happened during thatmanrobin's stream (but I don't think he paid much attention to it so I'm not sure if that's intentional). 

I've been wanting to make a game like this where the save file is your memory. I love your execution and the puzzles. I had to peek at the hints once though. That teleportation trick is clever. Now I sleep forever. Great game!

I AM SPEED. Very trippy. Perhaps too trippy but I guess that's the point of the game. The text was also a bit hard to read so maybe increase the contrast and have it in front of the player instead of to the side. I would appreciate an indicator of where the door should be because it's easy to get disoriented.

I like how the mechanic implements the theme in a clever way. I found it hard to get across one of the enemies though because I thought I didn't have enough vertical clearance but maybe it's just a skill issue. Still a good game though!

Love the effort on the artwork and the narrative, especially the effects based on the current hp. I think you can add more elements to each level to go with the story. But overall it was great!

Cute graphics. I could feel the pressure as the tiles fell into the void. I think I got locked though because I ran out of wood despite being surrounded by trees lol. Perhaps there are ways to harvest from the environment even at a much less efficient way. Other than that I think this is a great start.

It's essentially Warioware but the story and theme elevates it to a different level. I love the cute artwork! Also, some of the tasks look a little sus... 

It could use a bit more polish (maybe scale everything up). Even a minimalist style can work for this kind of game. But I like out of the box puzzles so plus points for creativity. 

Love the puzzles. Great work on the art! I like how easy it is to switch between preparation and execution phase so I can experiment freely. Good job!

Helldivers prepared me for this. 

Cool puzzles and great implementation of the mechanic, especially once there are more than one timers. The overall aesthetic also looks well-polished.

I followed instructions. But at what cost. I pet the dog though.

I honestly didn't know what I was doing but it's an incremental game so I figured if I just kept shooting the atoms around and buying upgrades then I'm doing fine. The atoms were cute though.

This was fun! I wish I could see my current upgrades on the side. I think there's enough space for that. Was also expecting a different 2nd boss but the variety in enemies is more than enough for the jam. I like the tradeoff between hp and upgrades. Very thematic. 

Amazing art and funny story. I like how the countdown is absurdly long.  Great job!

The reflection on the glass was a surprise lol. I like the puzzles. I wish there's a way to reset the level or return to menu because there are times when the microwave would stop counting down but the game does not show the fail state.

Wow what an interesting concept. I like the gates opening or closing depending on the current number. I'm not sure I understood correctly how the walls and platforms formed by the numbers work because sometimes they allow passing through but sometimes they don't. Also, maybe you can clearly show which part of the right border is a wall and which is an exit just so it's clear what the goal is. Great job!

I'm not sure if it's just the web version but movement and camera was a bit glitchy.  I got to play up to Wave 4 though. I fell off while shooting up lol so maybe make the map bigger or add walls. I'm not sure if getting hit by enemy attacks reduce the time so perhaps the visual feedback can be stronger. Cool game!

Quite satisfying to get the exact amount. At first I thought it was impossible to reach the target number until I figured out you could use the result of other calculations. I wish there were more upgrade types because I feel like I got a lot of heal upgrades. Also, maybe when the target is not reached after 4 turns you simply move on without rewards because I feel like having a few hp remaining should allow me to continue (but that's me). 

It actually happened on the first level of my second playthrough. I was thinking maybe I squished the bug too fast? Also there were times when some bugs would not spawn at all (or do they not spawn on the cracks?). The game thought I squished the bugs though so it was fine.

I think the collision zone of the coins should be bigger. There were many times when I thought I touched the coin, but the game did not think so. I like the concept though. Good job!