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nhih

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A member registered May 01, 2019 · View creator page →

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Lovely game!

I love the chatty AI and the player.

I do hope there are some more polishing in the game, because I got really confused on what to do at the start. But alas, as a game jam game, you can't ask for much more.

Great work though :DD!

Very lovely meta level game.

This game right is here what had always hoped and dreamed to make!

God damnit, you beat me to it!

Again, really great!

If you had enough time, I would love to see some more directions with it.

For me personally,  I would put in some tension in the narrative. For example, I would add a progress bar on  top and then make sure there is a tension between the deadline and how much is done.

Like with how you usual overshoot your target on your first game jam. I would personally make it so, that you can choose to sacrifice your health (like not sleeping / not eating, etc) to put more features in the game. 

I had hoped you would go with that direction in the game. Alas, not having enough time is the bedrock of all game jam ever.

This is a very fantastic game to play and I particularly love the twist of counting down on the turn base genre itself :DD!

Even though I feel that the cards are a bit unbalanced (like a few cards that is too hard to play without much pay-off)

I feel like if we are able to build our own deck, the battles would be really fun.

Again, a lot of amazing potential and a really fun game overall. Great works!

Also do tell me if you decided to continue exploring this idea. Would love to play this as a full-fletched game on Steam :DD! 

This game is great. Fantasy.

I want to say more, but man, there's nothing more to say.

A game jam this well made and well polished? Crazy how you do it.

And I love the way you nudge the player in the first few chapter. Well, I wouldn't say the tutorial was all seemless (I was stuck quite a bit in a few chapter). But there are some aha moment genuinely later in the game, which is great :DD

Very, very cool game.

I love rouglike element and how if you want to become stronger, you will die faster XD

I feel like it is both too powerful, and both very well balance. Or maybe it's just me spamming runes every floor and escaped almost dying XD

Took me a while to learn how to play though, so I think a tutorial would help.

And although I love the artwork, i think a few clearer deathh animation would be nice as well

Great game nonetheless :DD

A very fun and animated game. There's not much here for me to comment except that a sprint button is in order XD

Very nice take on the theme nonetheless.

XD. Woe is me as I am not used to using terminal. Took me 10 minutes to piece things togethere on how a terminal should work.

Amazing game nontheless. Congrats :DD!

I must say. The game is amazing.

Absolutely stunning. The vibes are immaculate!

I love how you combine the theme Countdown with the genre of tower defense. Now that is innovation and creativity. And it is such a stark different from the usual tower defense as well. It really feel involved and personal.

And don't let me start with the music and the visual. Man, both of them slap.

Despite having 4 days, this is one of the more impressive game I have ever seen. Pros to you man.

Haha lol XDDD

I was a bit pressed for time when adding more powers (originally there was only 13) so quality control was out of the window XD

It is one of the thing with game jams, the lack of times create relics such as these XDD

Haha lol! 

This is such a cool game. WILD idea and concept. Very much love it!

It's not the most impressive, well-polished game jam out there, but it sure does have a place in my heart with how you tell a story without a single word (that I can understand anyway).

Very much impressive, not much else to say but nice job :DD!

As a person who is very interested in story telling through games, this is one of my favs this jam.

It is a pretty interesting idea with the theme of Countdown. 

Though I find the arrange of UI first and foremost a bit bothersome. The most important field of the timer and the field to enter are quite small and it took me a while to realize what is happening.

Maybe a tutorial is in order? And perhaps maybe lowering the difficulty of the first few words (maybe lowering the number of words) for accessibility?

Agreed XD. There are surprisingly a lot of ways you can go about your build as well.

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I think it is a pretty cool game idea.

I don't think I have much to say that dear Harmony here had not said. 

Well, if you had more time, i'm sure you would have made a much more impressive game. But it is the same with all game jams as we do not have the luxury of time XD.

This is a pretty interesting game for me. I love the concept, though arguably the theme is a bit of a tangent from the game.

The music is lovely, so are the arts.

The sound effects when hovering an object is a bit jarring for me, but that is just my personal opinion.

Storytelling wise, the game both said a lot and nothing much at the same time. I would love for there to be more meaning into each object in the world. You can tell a lot of story with just the world building alone.

But, hey, it is your first game jam and it is a great start :DD!

I still remember how horrible my first game went, so I think this one is a decent start :DD!

Okay. Bro, where do I even start with this game.

First off, amazing work. Absolutely amazing work.

The artwork, the jumpy, juicy movement to everything. It is absolutely mesmerising and delicious.

The arrangement of attacks and how they create a work of art of lasers and jester.

 And I leave the best thing for last. The music is blasting, top of the chart. I have never seen anything (in this jam) with more impressive music than this one. 10/10 for the music.

If I have to leave with at least a criticism, I would say that once you know that you can stand still and just parry, the game became a bit more methodical for me, rather than just trying to go around and dodge. Again, this can be something you intended.

Once again, great work :DD!

A very cool game. 

Honest, it took me a good while to figure out what exactly to do. But once I figured it out, it became an insanely interesting puzzle game between knowing when to dig and when to wait.

The dichotomy between the only 2 main decisions that you have is an amazing!

I thought at first that this would make the waiting part kinda boring when you know where to dig, but man was I wrong. The music, the red line coming nearer to you. Everything makes your heart pumping.

Not to mention the polishing. And oh boy is the polishing positively absolutely fantastic!

Oh, that's just a gimmick from Round 3 forward. Those shrubs are supposed to obscure your view. But I have no time to implement them nicely haha.

You can push the block, jump on it then click F to drop the other block down, creating a bridge for you to move forward

Oh, you need to push the box to the right and interact with the yellow pillar, that let a bridge fall down to form a road for you to walk on.

A very cool and honestly quite remarkable game. I'm definitely sure it will be one of Mark's Favorite, no doubt about it. I love every single second playing through this game.

I also love how the AI system work on detecting whatever is happening in the photo. I have a few guesses on how you did it, but congrats nonetheless.

There aren't much to complain, however, I do have to tell you a few things.

1/ Ctrl-Z (I think you know this already)

2/ The ideas are great, but this game idea is going be really hard to be publish as a full game on Steam. This boils down to a problem of not having much going for a game.

The gameplay is cool and people are going to sink their time editing. But without a compelling hook, it's going to hard to publish this game.

I really do look forward to see how you solve this design problem.

But if your goal is to make a fun game, the congrats! This game is super fun.

Overall, a really fun game. 9.5/10

Ideas: 9/10

-Fun: 10/10

-Potential: 8/10

(Unique: 10/10)

Excution: 10/10

-Game Feel / Polish: 10/10

-Game Flow / Difficulty: 10/10

A very unique and cool puzzle. The use of overlapping cameras and display are fascinating. I love a few puzzles, like the trees one. It really blows my mind of one how it works.

However, I also want to point out a few challenges on making a puzzle game like this.

1/ Understanding.

A puzzle game is built on the understanding on how two things work, and then let the player combine them togethere to find the solution, the so-called 'aha' moment. 

Therefore it is important to understand the concept or underlying working of something. The harder a concept is to grasp, the better a tutorial should be for the player to understand it. And for a game like this, the tutorial should be extremely polished and thoughout.

(Imagine Baba is You, or Viewfinder without the first few levels.)

The concept of viewpoint and overlapping display are inherited simple but hard to grasp, because there are too much moving part in a single puzzle. For example, in a multiple display setting, how a part behaves after moving a display is hard to graps because when you move something, a lot of other things shift.

I would love to see how you guys tackles this design problem.

P/S: Including a math problem in a puzzle is generally fine, but your tutorial really need to improve so that player

Overall, a solid puzzle game. 8.5/10

Idea: 9/10

-Fun: 8/10

-Potential: 10/10

(Unique: 10/10)

Excution: 7.5

-Game Feel / Polish: 9/10

-Game Flow / Difficulty: 6/10

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This is an extremely polished and fleshed out game. I love the mechanic and the way levels are build around. The character feel responsive and floaty (in a good way). The environement is meticulously crafted, and very detailed. A lot of attention is paid to small details like different landing sound and tiny effects here and there really make the character feels alive. I think you guys have done a really good part in that.

The mechanic is really unique and offer a lot of potential for a puzzle platformer.

I want to point of a few potential problems (They are just nitpick, really).

1/ The control of the light: 

The way you move the light around (in normal walking mode) feels a bit trippy (or not very fluid, unlike when you are rolling).

This is something I would love to hear about your design decisions, why you choose it to be that way.

2/ The inclusion of the mobius strip as save point.

The mechanic related to loop, I understand, but the inclusion of the mobius strip as a save point is a bit out of place.

3/ The visual cues

At the beginning, when you first fall into the hole, there aren't much visual cues on what to do, especially the save point, since it's covered in darkness and look the same as your surrounding. I fumble around awhile until realizing what's happening. I think a straight forward tutorial maybe of help.

Again, this is a part where I would love to see which design decision your team decided to take.

Overall, a very cool and mechanically interesting game. 9.5/10

Ideas: 9,5/10

-Fun: 8.5/10

-Potential: 10/10

(Unique: 10/10)

Excution: 9.5/10

-Game Feel / Polish: 10/10

-Game Flow / Difficulty: 8.5/10

P/S: When I restart at the first looparound, or the first breaking boxes fall. It forces me to replay the game, which is not nice.

A very fun iteration of Vampire Survival. I like the polish the game, it feels quite nice controlling and killing enemies The Arts are fairly good, too.

However, I want to point out a few things.

1/ Polish: A bit more polish may be needed.

2/ Game Mechanics:

The reason why Vampire Survival is fun, is because you can figure out different synergy with different combination of weapons. And also seeing lots of enemy dying.

However, with a roulette, there are no way to test out different synergy and there aren't enough enemy to feel great defeating them.

So, I want to present a question, why a roulette to choose weapon? For what reasons is the mechanic there? Are there any implication for its existence?

Answering these question may take your game to another level

Overall, a pretty cool game. 5/10

Ideas: 4.5/10

-Fun: 6/10

-Potential: 3/10

(Unique: 5/10)

Excution: 5.5/10

-Game Feel / Polish: 7/10

-Game Flow / Difficulty: 4/10

Thanks you a lot!

An interesting and fourth wall breaking game. I love how you use Mark Brown and the itch page itself. It is pretty funny.

However, I also want to point out a few things:

1/ Polish: I don't feel good attacking enemy, there are not enough juice (Screen shake, stop frame, etc.)

Overall, a fun experience. 4.5/10

Ideas: 4.5/10

-Fun: 6.5/10

-Potential: 2/10

(Unique: 9/10)

Excution: 4/10

-Game Feel / Polish: 4/10

-Game Flow / Difficulty: 4/10

Haha, true, I could have gone with another ideas. 

I would say my original ideas are align with theme, but the scope is too large and when I rescope, the theme is gone.

So thanks for your feedback!

Glad you enjoy it.

Haha, pulling all nighter is all it takes.

Thanks for your kind words!

Thanks!

A very solid game! I love the ideas of loop and shooting aliens outer space. The artworks and sound effects are incredible.I love the title screen art piece.

However, I also want to point something out:

1/ Key Binds: Fairly simple to change

2/ Gameplay: 

a/ Lack of Control: Since you are traveling in a orbit, or a loop, you have no way to shoot the enemy before they attack your base.

This leads to a frustration in the player when they get punished by something out of their control. There should be some mechanics or things to prevent this.

Overall, a very solid game. 7.5/10

Ideas: 7.5/10

-Fun: 7/10

-Potential: 8/10

(Unique: 7.5/10)

Excution: 7.5/10

-Game Feel / Polish: 9/10

-Game Flow / Difficulty: 6/10

A cute and interesting puzzle platformer. A love the mechanics and the cats are cute. I like how you interesect transforming and looping into a game. Also, a very polished game, the music, sound effect, background. The cat movement feels extremely alive.

However, I want to point out a few things.

1/ Movement:

The game movement feels a bit trippy and off sometimes, especially when you are standing on top of another cats.

Also, the game is floaty and unprecise when you are moving on air, which is something you may need to improve as a platformer.

Sometimes, I doesn't feel like my intention is being read by the game. And more like the game is buggy.

2/ Levels Design:

There are some levels which doesn't need to use any of the core mechnics at all, even outside tutorial levels. 

Try to introduce new mechanic while also try to make the puzzle about the shape shifting and looping.

Overall, a very cute, fun and solid game. 8.5/10

Ideas: 9.5/10

-Fun: 9/10

-Potential: 10/10

(Unique: 8/10)

Excution: 7.5/10

-Game Feel / Polish: 8/10

-Game Flow / Difficulty: 5/10

P/S: I know my replies are a bit overwhelming. I do have a soft spot for narrative driven game and am very critical about them.

Please take my words as a grain of salt and uses this to fuel your future game.

Congrats on finishing the game!

I love the way your dialogue between two character and I certainly did have fun playing through it.

Though I have a few feedback on it.

1/ Polish: The game isn't too polish, which is fine for a game jam. But it would be nice to add more polish to your normal actions and dials back on some special effects.

Effects should be used for a purpose and not because they are cool.

2/ The Narrative: 

A/ The Hook and Promise

I am definitely hooked by the narrative promised at the start and the first puzzle. However, as I enter the second puzzle and experience the rest of the game. It feels disconnecting to the promise.

At first, I though the PC (me) would try to figure out how to escape, not murdering the wizard. Which is considered in literature or story telling as something to avoid, as betraying your initial premise usualy doesn't lead to a good sastisfactory playthrough.

B/ The Connection to the Gameplay (or Ludonarrative Dissonance)

The gameplay makes me feel powerful, and not being trapped by this scary wizard told from the start. It doesn't make me feel smart of outsmarting the wizard (Credits where credti is due. In the first puzzle, that part is very well done and makes me feels smart).

My advice is to dial down the violence and try to make a game more toward outsmarting the wizard.

//

Overall, a pretty fun story-driven game. 4.5/10

Ideas: 6/10

-Fun: 6/10

-Potential: 6/10

Excution: 3/10

-Game Feel / Polish: 2/10

-Game Flow / Difficulty : 4/10

True, thanks for your feedback!

I do feel the Emotions mechanic is doing the heavy lifting right now.

I put on the credit!

Wow, yea, that sound about right.

Thanks you for kind words :DD

A very fun and interesting game. I love the idea for the game. I can definitely find myself playing this game over and over again to get a higher score. The music when you score is also sastsifying.

However, I am oblige to point out a few things:

1/ The Visual: There aren't much visual cues to how the game operate and the text also doesn't help much.

2/ Polish: The game still lacks polish.

Overall, a very fun game with a lot of potential. 7/10

Ideas: 9.5/10

-Fun: 10/10

-Potential: 9/10

Excution: 4/10

-Game Feel / Polish: 3/10

-Game Flow / Difficulty: 5/10

An interesting metroidvania game with a twist of being a stuck inside a loop.I like the concept of bringing back items to help your future self out. And the spinning sprite are pretty cute.

However, there are a lot of things I want to point out.

1/ Character Movement: The walking movement feels robotic since it starts and ends abruptly. While the jump feels very floaty, both of which are in direct contrast to one another. Which is not good, you want the game to have as much coherent as possible.

I recommend checking out GMTK Platformer Toolkit

2/ Level Design: As cool as the concept it is, the level design and the timer is very punishing, and a lot of the level are fillers. They don't provide any guidance and are only there to lengthen the time it takes to travel. All good levels designs have hidden meaning behind every single items in it.

3/ Polish: The game aren't polish as of right now.

Overall, a very cool idea. 5/10

Ideas: 7.5/10

-Fun: 6/10

-Potential: 9/10

Excution: 2.5/10

-Game Feel / Polish : 2/10

-Game Flow / Difficulty : 3/10

Amazing game! A very fun and cool puzzle to play! I love the way the seemless intergration of the theme into puzzles. The music and art styles fits well with each other.

However, I want to point out a few things:

1/ Please make it possible hold down a button

2/ Please make a wait button and you can hold it down to accelerate

3/ I feel very lost in certains puzzles, because my pasts self keep interrupting (activating a trap that I have no idea how to untrap them)

Overall, an amazing game. 8/10

Idea:9/10

-Fun: 9/10

-Potential: 9/10

(Unique: 6/10)

Excution:7/10

-Game Feel / Polish: 8/10

-Game Flow / Diffculty: 6/10

A very cool auto-battler game with an interesting twist to it. The upgrades feels like good ol' rougelike. The arts are fitting to the game, The sound are very responsive, thought I do recommend adjusting the pitch a bit to not feel too repetitive.

However, I am compelled to point out some things.

1/ The Game Loop: The reason why most people play auto-battler and rpg or rougelike is a sense of progress, or feeling of expressing your creativity (Balatro and Slay the Spire).

2/ The Punishment: The game punishes the player for not preparing well enough to battle boss by deleting one character, which is another progression

It also punishes the player by reseting their progress when they choose to go to the blacksmith.

3/ Polish: The game, while polish, still lack in a few department. For example, I can't feel anything when I kill the enemy goblins or my goblins died. There should be some impact upon their death to make the game feel more alive and interesting. It lacks juice, tldr.

//

There are no direct, elegant solution i can give you, however,  I can certainly give you my suggestions.

1/ Don't restart the player whenever they go to the blacksmith, it only makes the games feels grindly. I understand the nuances you want to player to make when choosing to go to the blacksmith. However, you also need to note that this create a sense of boredome when they need to go through another 50 fights or so to get to enough gold to upgrade. 

2/ Add more stuffs or make the player feels the impact of their decision rather than just a text of, 'You died, your goblin is dead.' That never feels great.

//

Overall, an interesting game. 7.5/10

Ideas: 7/10

-Fun: 6/10

-Potential: 7.5/10

(Unique: 8.5/10)

Excution: 8/10

-Game Feel / Polish: 7/10

-Game Flow / Difficulty: 8.5/10

A very interesting and charming concept for a game. The pixel arts are really cool, i love them. I would love to take a peek behind the physics of this game, I feel like I'm going to get a Bachelor in Physic if I do.

However, I want to point out a mayor problem with the game.

1/ The Solution : For a few stage, The solution for a puzzle game must make a player feel they are smart for figuring it out. However, some puzzle here require pixel perfect placement to solve, or it feels like so. Which is a mayor problem for the game.

I think with a better difficulty spanning and a better tutorial overall. And with a lot of polish, the game can be really fun and unique to play around with.

Overall, a pretty interesting concept with a lot of potential. 7.5/10

Ideas: 9/10

-Fun; 8/10

-Potential: 10/10

(Unique: 10/10)

Excution: 6.5/10

-Game Feel / Polish: 6/10

-Game Flow / Diffuculty: 7/10