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NitoDoodles

159
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A member registered Jul 15, 2017 · View creator page →

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It was pretty easy to max your workers and then just click on every object once to remove it... And then the ending felt kind of depressing, just an empty island :/

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Faint my beloved (seems a bit op since it negates the other effects when they appear together)

I think at first you could have more hearts or start with a tutorial because I picked something like hold and double click at the start and was a bit confused on how different interactions work together

First line of the game:

You have Autism!

How did you know? 10/10 narrative

Gotta agree with the others, great idea and atmosphere but really tough. The thing on the shelf (gun?) wasn't really visible on my screen so I didn't know what I picked up. Then I just couldn't find the last drink... I thought I was cooking when I realised I could use the room transitions to get behind the desk to collect the mug because maybe he wants some coffee, but unfortunately that wasn't it

Agree with the others that level 2 was the best, you really had to work your way back from the goal and there were multiple paths that seemed plausible

Thanks!

Do you mean the timer that changes their moves was too hard to fight against with the cards?

I originally planned to have some better cards to pick from after each round which should've counteracted the difficulty going up

Thanks I hate it

reaching 99, let's hope you do as well as that in your first run of real life

Lol thanks, you too!

Putting everything in play definitely doesn't give you many years, hope you the rockstar milestone for that though.

I was just joking about how you can't possibly live that long without eating or sleeping irl, but integrating that into the gameplay might be too punishing?

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Wow we need to sleep a lot. Does exercising and care actually make you live longer?

Great idea and execution, very thought provoking. I think it's even more impactful than the youtube video because you can actually decide what to do with your time

In my first run I had a balanced life and died happily age 99 so naturally I decided to see what would happen when you don't watch our for the values at the bottom. This way it's less thought provoking and more comedic... so turns out if all you do is play games you can live your dream until 28

Nice idea and very well executed!

Even with being able to turn the camera and seeing the bottom move it was hard to wrap your head around the state of your cube and figure out the solution. I ended up using trial and error pretty often instead of thinking it through, especially since the carved in hints were so direct. I'm not sure if this would solve it, but maybe the dots on the floor could show the values of your cube if you moved there? That way you could at least know if moving in a straight line will be possible or if you'll get stuck. And being able to move the camera to see ahead in the bigger levels would probably also help.

So proud of tromblo for getting first place! (hope you place well too)

The difficulty progressed very well, but day 3 flappy bird was so much easier than day 3 odd one out...  couldn't figure out the difference once

Thanks! I've got a history of making too difficult games and tried to add a nice tutorial this time, but I realize it should've been even longer

damn well played

I love the long range thrower! It ended a bit abruptly, but thank god there is infinite mode :)

I wish I had this many socks... without holes too

*plays paper*

Feels like a full game already

lol the sounds are great

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Super cute and so polished!

I just think the countdown is a bit too forgiving as I got all 8(?) paintings in my first run

Hint for level 3: It's not over after you die... If you do it right you can fling yourself.

Hint for level 3: It's not over after you die... If you do it right you can fling yourself.

I'm not sure if it fits COUNTdown, but still very creative! I also loved  the little details like the stickman being stuck when you teleport into a wall.

Only criticism is that it was too short

Cute lil game! Last level was pretty hard. Are you supposed to hit your head on the top spring?

I'm torn on the vignete at the end because on one hand it makes it feel epic, but on the other hand having it fully opaque means you really can't see yourself anymore which can completely screw you

Yea I think the tutorial should've been longer. Maybe playing one more round without timer but all cards would've helped?

I liked it, felt very experimental!

The first level with the field was kind of relaxing, but I wasn't sure what I did to win/continue

The astronaut level was my favorite but also pretty tough, making one small mistake could ruin the whole attempt. It also wasnt clear what to touch to "win" in the last room. First I tried the "door", then the circle in the middle of the room, but turns out it was the green box on the side

The others were pretty straight forward and had some nice atmosphere

The western gun fight was also memorable. But it took me quite a while to figure out what to do. I thought I had to get the timing just right before they shoot but apparently I always waited too long

Also did not expect that ending!

Ending is gonna be meta if this makes it into GMTKs video

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You just unlocked a core memory in me. Hear me out. This reminds me of an obscure game I played as a kid at my local super market on some kind of childrens touch terminal... You had to shoot out eggs out of a chicken's butt across plates into a pan.

Anyways, I enjoyed it more than expected. Some of the levels were actually pretty hard and I even tried to optimize some of them for speedrunning.

I'm not sure the countdown implementation is great though. What makes restarting after the time run out different than restarting when dying? I actually think it should reset every death and have some more longer levels, because currently it is very frustrating if you try a level multiple times and then finally get pretty far only to realize you started with way too little time.

Also I think the arrow pointing at the pan when it is offscreen should be better aligned to its actual position.

Lol some of those were really clever!

I think I found a bug: in level 9 with the song lyrics there are 7 and not 6 down's because one is in the album cover.

Also I wish you could go back after completing a level.

Wow, now I'm hungry. And addicted.

I think this is my favorite so far, great idea and well executed. I got really hooked and would love a leaderboard to compare my scores. For a full game I could see this as a roguelike with different cuisine styles to build. 

Not much bad to say except that imo the UI feels a bit bland compared to the awesome art.

Cool idea and great level design!

I can imagine so many more mechanics and can definitely see this as a good full mobile game

About your records though... It's a bit hard to tell if I beat your record, because it shows how many clicks you needed, but while playing I can only see my remaining clicks and not the total. Maybe just add my score and your best to the level complete screen?

Omg I love the character!

I think the game is pretty easy... Maybe the objects could influence each other more? Like the light turning off making the others harder to see, or allowing for more multitasking / having more interesting levels?

Ah yes, I love me some elevators that stop at floor 9 3/4

I liked it, felt chill and cozy, but looks like there is not much content? I couldn't figure out how to get to shift 2, even when I realised you could walk with WASD (even into the elevator wall) nothing happened

Cool idea, great visuals and atmosphere!

The movement feels a bit stiff though. And if the idea is that you get weaker, shouldn't the enemies also get weaker so the difficulty stays the same?  Or maybe they get slightly less weak so it gets a bit harder? In general it felt too easy because if you keep lifesteal and armor you can just stand still and spam attack (although I did not finish the game because I wasn't sure how many levels there were, maybe this could count down?). So maybe the upgrades should be less good than the downgrades?

I like how you can choose your own challenge by setting the timer.

The movement could be a bit more interesting tho as its very forgiving and braking doesnt seem to do much. As it is right now the whole challenge seems to come from navigation the map with a rotating camera.

Great game bu the connection to the theme is pretty weak and some things are a bit hard to understand at first. For example some what is meant by "closing a shape" or "loop shaped areas"? Also the range and yellow looks way too similar imo

Nice idea, great level design and overall super polished!

The only minor nitpick I can think of is that you play with the same initial pattern for quite a lot of the early levels which feels a bit boring? I can definitely see this expanded, maybe with more move types like in chess?

Thanks, then I take it you didn't notice that the animations for the teacher and principal weren't finished? ^^'

I did want to add more agency with roguelike deck building, but time ran out

hey just wanted to say again that it feels illegal how poorly this was scored, we had lots of fun and want to see this developed further!

I played the new version a bit and youre right its way harder, dont think I have the patience to beat my score for now... spawning queens early is pretty hard but I guess they give more points so its kinda fair? it does feel a bit punishing when often times you have barely any possible moves, but I think its a good direction to have less pieces but more threatening ones

I also noticed that the black pieces are kind of hard to see on the black tiles when you peek, maybe they can have a white outline?

another thing I notices is that you sometimes get some extra moves and I wasnt sure why and how many, for example after using a potion?

also I think there is a bug where pawns can capture backwards?

highscore on improved version: 177

very interesting idea, reminds me a bit of shotgun king!

I wouldnt say Im terrible at chess but it was still pretty hard at first because I kept forgetting that pawns can go in both directions, so maybe you could make their indicator a bit bigger? then I struggled a lot with the spawn rates, for example when like 6 bishops spawn all protecting eachother so you have nowhere to go... but then at some points it almost felt too easy, because pieces only spawn on white and when there are only pawns that cant move there is no immediate danger... I even managed to create an exploit where you can force the AI to repeat the same move endlessly and not spawn any new pieces, so instead of resulting in a draw you can just cheese infinite points (see screenshot)


but overall it was very fun and I loved getting into small manageable puzzle situations! I also think I played this longer than any other game!

legit highscore: 330