Very nice game! I really enjoyed the cute artwork, the animations, the story and the very innovative gameplay. I really wonder how did the ideation process went :-), because I find the idea quite refreshjing!.
I had quite some fun playing the puzzle. I was a bit lazy to read the rules in the beginning, and it didn't feel intuitive without any tutorial (at least that you had to clash asteroid togheter, it happend by accident after som time) Some small gray asteroids looked top similar to tell the difference between them. At level 5 or 6 I think I didn't understand well why I didn't have a green checkmark on my innermost asteroid and it was hard to notice the difference between the smaller version. As well when the green checkmark was on the blue/turqoise planet, it was hard to see. I am a bit colorblind, so I would recommend sometimes to use some shadows or think about use colors that contrast in intensity, not only saturation. If I would play the game in black and white ti would be hard to tell certain objects apart. These were my only point of complain, otherwise, a really really great game, I am impressed with the result in such a short amount of time
P3u
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Thank you W1K! I really appreciate your comment, with all the details! I really do like this kind of feedback, and I totally agree with it! I hope I will still work on this game after the jam and bring it to a more complete state :-) Regarding the fast enemies, there are ways to handle them... in my case they only chase you fast when they are quite close to you, so the idea is to try and keep distance. Then the two chasing enemies, like in pac-man, have different targets (one is just following you, and the other tries to predict where you are heading). During my playtesting I did find some technique to tackle both of them, even when their speeds are quite high. I do agree though, throwing this in the first few seconds of the game is not a good idea They should have these speeds much later in the game when the player is indeed comfortable with the main mechanics.
Hehe! Thank you Linzak! I had so many ideas for the sound and level design, but I didn't prioritize things right, so there is no sound design at all, and this poor unbalanced single level is what I managed to pull off in the last 20 minutes. It is what it is. I am glad I managed to submit it at all. Glad you enjoyed it though!!! your comment means a lot!
Thank you! I actually didn't prioritize things right and was terribly slow at coding. In retrospective I really wished I made the game easier. I coded the enemy spawner in the last 20 minutes. I really appreciate that you appreciate the art. It was all done in Micrsoft Paint using mostly the curve tool and a bit of layers, but put some effort into it.
Man this game is very very very hard... maybe even harder than mine! Very funky! One planet didn't really play any song, it was weird. I had to eye-ball it, but managed to get through! The graphics are very uniform and nice. I like the Rick and Morty reference :-) Pickle Rick!!!! The tunes are really catchy and the challenges were quite interesting a bit like flappy bird or Getting Over It. They are hard, but your don't want to give up. I was hoping to see more looping mechanics, apart the music loops and going around the planets that is more an aesthetic choice than a gameplay mechanic.
Very nice! The graphics are very well done and the music is so adequate! The increasing difficulty was nicely developed. I found a bug, where going through the same ring multiple time was being counted as separate rings. It happened to me quite a few times, but tried to find the solution that goes though all the rings! The last level was very tough! Really nice game, in such a short time. I coudln't stop until I beat all the levels! An yeah, cool name!
I am confusion! If I was a teacher I would grade you A for Acid! Is there anything else at the end or is it a metaphor for never ending loop? The universe is creepy but creative. I loved the manga faces of the green guy. I guess you had alot of fun making this. In terms of level or mechanic design I am confused :-)))
The animation is so damn good! so expressive 10/10. The ambience is quite nice, but I feel like that having loop animations as the main theme, feels like a stretch since usually in games contain looping animations. Apart from this, I really liked the idea and the mood of the game. I see it a bit like the experience games such as Journey, where you just experience the good vibes of the game. This would make for a very chillout game, spreading positivity. I wished the controls were a bit more polished, it felt klunky sometimes, as I am playing with a trackpad, but that would be my fault.
This is the fairy tale: an account created 9 days ago with little to no activity, and absolutely no association to a game submission. Then all fo the sudden 7 hours before the voting deadline, leaves unconstructive, distasteful negative comments. You are free to do what you want, I didn't stop you from posting comments. But I find the above conjunctures highly suspicious. I don't know what to think of your purpose. And why does it bother you then that I am highlighting these very specific, but public details about your activity on this GameJam? A bit strange that it's okay for you to leave negative comments about someone elses work, but when it comes to you, you get defensive.
And I post what I see based on your comment history, activity and on your account's unaffiliation with any game posted in a jam. As you are free to express your "opinions", strangely, only in the last 7hours of the voting period, on people's games, I guess I am also free to express verifiable observations.
Hello Gatlink, You can check the description for a walkthrough video. Anyway here is the link:
Level 3 is already hard ^^'. The idea behind it is that the dice on the left is easier to place on the right tile, and the dice on the right, after jiggling a bit with it's position, should stamp the tile on the left side of the screen. Levels 4,5 & 6 are even worse.
Hello PepperBoi! Thank you so much for your review! It was a delight to read! I thought initially that not a lot of people will go the way of this kind of puzzle, but it seems I was sooo wrong :-). I completely agree with you about the controls when the camera turns. I wanted to implement that, but I ran out of time.
But please tell me more about the bug on level 5. I am not 100% sure I understand, do you mean the tile with the 3 dots, did not activate (turn red), or it didn't fall like the others (this tile is not supposed to fall, as it doesn't have a crack drawn on it) ?
Really nice and relaxing game! I have to say the concept is very clever and yet so simple, and I don't think there are any other submissions with a remotely similar idea. The presentation and music are gorgeous. And congrats for the amazing luck of getting your game played by Mark himself! That in my books is a major win!
I tremendously appreciate and love the idea to simulate a fight via a boardgame just like this! Amazing! The fighting is quite nice and I think it really simulates a real fight. One thing got on my nerves a little bit is that my plans to move were easily shattered. I am wondering if maybe it would be good to give some form of incentive for the ones who move, or simply for moving to engage battle. I was reasoning like this: Let's assume I am 1 block away from my enemy, and that the enemy will not move. If I move one tile away(so being 2 blocks away -> optimal position), I will lose one attack because I used it to move. If I stay where I am, I lose one attack because I am just 1 block away, so there's no point in moving (well maybe to have a better chance in the next turn, but no advantage in the moment). Maybe it would be great to give on extra point in attack if positioned 2 blocks away. This could make things more interesting I believe, but I don't know it's just a suggestion. Regardless, what I feel is really nice, is when you are in close range it's almost like a dancing game of bluff ("Will I move, will I stay, who knows?"). Really I am so glad I stumbled on your game! Best of luck and I hope you continue this project after the jam!
I am very susceptible to jumpscares, therefore I peed my pants a little the first time the die rolled :-)))) and a little bit the second time... and third :-). The concept is nice, and I can see it being pushed a lot further after the jam ends (maybe implementing dodgerolling, having enemies that shoot at you , something more akin to Enter the Gungeon) . Graphics are simplistic, but the most important thing is the core of the game! All in all, this is a very nice entertaining submission for this jam.
Hello thank you for playing my game! The "unforgiveness" of those falling tiles is intentional and part of the puzzle, because if you get them wrong, it's game over. Because of the short duration of the jam, for the last 2 levels I wanted to unravel the full potential of the puzzles, hence the sudden increase in difficulty. There is a video walkthrough in the description, in case you get curious about the solution. Thanks for the review and take care!
The concept is good and I found the music really great! The graphics are really well polished and I think the crab Nabbit to be incredibly cute! I really enjoyed the game. The only thing I struggled with is knowing when the blue face was upwards, as the claws were covering it and I am a bit colorblind. It would have been great if the contrast was reversed on these faces(white dots on blue face) or if maybe a sound or particle effects would play. Cool submission!
Indeed our game is quite similar! I really loved the art, animations and the story! The puzzles are real solid and a real joy to play! Seeing Gnargle twerk was real eye candy :-). For people who don't really know their dice, it would have been cool to have the option to preview the other sides of the die, but I guess this is part of the challenge! It is a lovely game about constipation... oh I mean "Roll of the dice" :-) Really awesome work!
Hello Shahman, Thank you so much for your review and for the suggestions! I agree the controls need some improvement, especially when rotating the camera. This was on my todo list, but unfortunately I ran out of time to implement it. Regarding the visual queues for when the tiles are matched or they fall, what do you suggest? They turn red and there are particle effects to show that matching was done. The falling tiles have a crack on them, but maybe it's not visible enough? Thanks, in advance!


