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PhilXD

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A member registered Mar 08, 2019 · View creator page →

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For your first ever jam submission it was quite good. I was expecting sound effects when the title was falling down, and some background music would have been nice. I don't reallly get the point of moving, since you can't see where the coins are anyway. The progression tree was larger than expected, and I love the voice-over parts, but I think it'd be great if they kept playing while you start digging again, so you can start the next day a bit sooner even if you want to hear what is said.

Itch.io flagged it as suspicious, so I started it in a sandbox just to be safe, but it seems to be fine, just a unity game. 

Neat game, the idea itself isn't the most creative, it's just a shooter with ammo count. The art is cute. No volume slider, which is a bit sad. The weapons have different attributes, which is interesting, but I whish there was some visual cue if a weapon will shoot projectiles that are slower than your walking speed, or has some other extreme differences from the default.

There is an issue with the audio, when you loose and start again, the music plays twice on top of each other. Die once more and you have a third on top. Another death another music track playing on top of the others.

Is there a lower limit to the amount of damage a weapon can do, because I used a full magazine on one enemy once and they survived.

I think the sound effects are good, but they are a bit difficult to hear with that loud music.

It's great that there are particles, but I think they might be better if they had trails

wait what? I've never seen that before. what browser do you use?

The menu is very bare bones, and there is no sound effects or music, which most probably are both due to the lack of time. It's impressive that you have multiplayer, though I wasn't able to test it. Some of the feathers really blend in with the background, I'm not sure if it tells you if you counted correct, I always count 12 feathers in the first difficulty, and it doesn't say if I got it right or wrong. Also, when the feathers are gone, and you submitted the time, you are just stuck in that screen, manually having to open the menu again, it'd be better if there was a screen that told you if you got it right or wrong, that also had a way to get back to the menu. 
Competitive counter was even more confusing. It just shows 100, and if I press 5 a bunch it reaches 0. My best guess is that it's meant as being turn based for 2 people, and whoever actually reaches 0 either wins or loses, though wins makes more sense I guess.
For that minigame the menu button is completely broken, so you have to reload the page.
Don't have a quit button on web games, they just break the game when you press them. 
The leaves look nice, and the way they sway left and right is good.

Cool concept, the art is a bit all over the place, and the parts that are pixely don't use nearest neighbor, so they are blurry. It was not at all clear that you have to hold tab for bullet time to switch your countdown with the countdown of something else. Some sound effects for switching to bullet time and a visual cue that you are in bullet time would also be good. If the time is up, don't just pause the game, but show something, and do something. Is there a narrative reason for the game to end if the timer is over, like an explosive strapped to the main character. If so, then you could lean in to that, and make an according game over screen when that happens.
Visual feedback is always great, e.g. when you switch countdowns with something else, you could have the numbers actually switch places. Of course that's a lot more work, and for a 4-day jam you probably didn't have the time for that level of polish, but for things like that, you could look at something like the unity tweens module.
I don't get how you are supposed to use the bomb at one point, because you need it at the top of a moving platform, but I can't pick up the bomb, and the moving platform doesn't go far enough down for me to roll the bomb onto it.
Cool idea, a lot of room for improvement.

nice game, I got to level 9, but level 9 was too difficult for me. The art is great, and it has a very distinct, fitting style. If there just were some sound effects and music, it would add a lot. 

Neat game, Very interesting idea. I would love to have a bookmark, or if it just remembered the page I had last open. Also, there is an issue when multiple things overlap. For me, I had the book on top of the counting device, and then it moved both, and also still registered the button press on submit. So for one, it'd be good if things had an order, and it only moved the thing on top, and second, it'd be good if the counter's button presses only register if you press, and don't hold.
The characters designs are great, and the voice adds such a comedic element, I like it. Nice game.

Fun game, I'm not good at it. There are so many minigames, and they are all easily understandable. The music and sounds fit very well, and the art is also well done. Only improvement I could think of, if you fail a module, that it doesn't just say module failure, but what you did wrong, aka what you should do on that module. So if someone doesn't understand a module, they can see it in game instead of on the itchio page.

Nice game, quite the addictive game loop. Some upgrades just feel a bit weak. Graphics and audio are both great.

Truly amazing. I never saw a game quite with that kind of mechanics. The puzzles get progressively more challenging, and the final one was a good final puzzle. The ticking sound when it rewinds does get a bit annoying after a while, and rewinding can take quite a while for longer lasting flames. So it would have been nice if rewinding either sped up with time, or pressing R a second time made it rewind faster.

It was a lot of fun.

Is there any reason that the sprint toggle exists? I only used sprint all the time.

Your primary keys are WASD, Shift and Space. Why use enter for switching levels if Space would have done the job just fine.

Wall jumps only work on right walls for some reason.

There is a bug when I press esc for pause, and resume, then the countdown stops counting down your jumps, and the things that should be black in darkness are all clearly visible.

The switch between counting down jumps and counting down teleports could have been made more clear by changing the design of the countdown.

Also, Pressing R for quick restart would have been nice.

That said, you do have fitting sound effects, and the art works for the game. The movement is generally fine, though wall jumping needs some work, and I don't like that sprint defaults to off.

For future projects, you can also get those 8bit kind of sounds from tools like BFXR/JFXR/jsfxr. The menus look nice

the sound are nice. The gameplay feels like a random chance of winning. If there was some more strategy behind it than just throwing die until you get close, and then throw less and less die until you either hit the value or overshoot. Because of that, the gameplay is a bit boring right now.

when you show the tutorial box, don't use a different button then the one you use for menu navigation, it was mostly annoying to switch between mouse button and spacebar there. In the training sets themselves, even with all upgrades, the last one would take ages to complete. It also never felt like I was working towards anything, The number was going up, but it wasn't like there was any point to that.
Sound and music are good.

Nice game, could really use some more synergies. It looks so clean, and the sounds are good. It took be a bit under 20 minutes, unfortunately, I only got leftmost 0 right at the start, and toward the end stuff like all digits the same, where if that was the case I had already won. So it's mostly missing some balancing and synergies. Fun Game!!

fun small typing game. The 3d models are cute, I would have liked if I got a little bit of time back per word, but that's personal preference. It's a well done typing game

I think you should ease the player in a bit more, it was day 2 or 3 until I knew what I was actually doing, despite that I got the good ending on my first try. A small introduction that slowly introduces you to the different mechanics would be appreciated. Otherwise, it was a neat idea, but the decisions didn't really feel like they had a lot of impact, I was pressing button, and some teammates lost health, but it never felt like that my actions directly influenced it, it might just be a lack of feedback of anything happening.

yeah, on windows. Was the game made with unity, because unity games have been behaving weird on my computer lately.

Simple concept, good execution. The time you have on the last two is extremely short. I didn't even try to do the math for the final one, I just got it by luck. The web build did lag for each action at first, but after a bit, it all ran smooth.

Great puzzle game. The introduction levels were good, it was easy to understand what each puzzle element does. chapter 3 level 8 was getting pretty tricky, but then level 9 was mostly confusing, because I only needed that one antibomb to solve it. The final chapter was pretty obvious again, and for some reason, when I pressed exit, the game crashed.
There were so many mechanics, and it was so polished, unbelievable that it was made in just 4 days. I had a lot of fun,

Nice game, I quickly remembered all the modules as they appeared, so I speeded through the things, especially since the conditions for something being turned on still works if it's not there, so I always just set it to that setting, and don't think about it. There is a bug I think, with the improved booster it seemed to only accept it with the first switch on, even though there was no antenna. 
Also it's called screen vfx, not sfx. Sfx is sound effects, vfx is visual effects.
In the end I played through 25 days and ended with 1580 seconds left. Fun game.

Looks good, I'm constantly getting lost when trying to follow the signs, it's sometimes a bit difficult to see what direction they exactly point to, and sometimes it just feels like they lead nowhere. I wasn't able to solve it, but it had a great atmosphere, very mysterious. And I like the magnifying glass mechanic

A lot of room for improvement, the obvious being sound effects, 3d models, and music. The invisible walls could also be replaced by something else. The concept is interesting, and the itch page looks really good, so it feels like you just ran out of time. 

The art is great. It's a neat idea, but there is a lot of room for improvement. The elevator itself looks fine, the big glowing wall on the left feels a bit weird to me. Some stepping sounds with reverb, and for the dialog text would have helped. And for the text, you could use either rich text or some other formatting, for a better representation of the tone of speech and stuff by using different fonts, sizes, and things like that.
Also, if you plan on making more games with dialog, it might be worth spending some time making a good dialog system, with variable speed for the text being written, dynamic formatting, and sound effects. Optimally packaged in a plugin, so you can easily reuse it in other projects. 
The "Press 'E' to Talk" text not being aligned to the character, but some place on the ground behind them was  a bit weird. 
And for some reason I got a bluescreen when first starting the game, but I don't think it's the game's issue, I bet windows was doing some weird stuff in the background

Neat arcade shooter. I would have liked if at least for when they disappear, they had a short animation instead of just instantly being gone. Also, some more variation in enemy behavior would be a nice addition, if you plan on making a post jam update, like one that walks sideways before attacking or something like that. Music and sound were good. Also, you should reimport your textures with the 2D pixels preset, it doesn't look good with this blurring, otherwise the graphics are nice.

Something might be broken about the ending.  I went to all five locations, I think, and for me the last messages were

She’d be… 
Erm…
Better not to think about this too much.
Been so long, it’s nobody’s fault, right?...
Right?!

And then there just were no more options to pick from, which doesn't feel like an ending.
Nice story though, and a nice touch with the images showing. I think some sound effects in certain text parts could have added a lot to the atmosphere. And clicking to progress text just worked in the black box at the bottom, I think it should work when you press anywhere on the page.

The game is a vibe. Amazing movement as always, and it feels so good getting a good chain always hitting something on each beat. 

I got a total of $927, I did buy every single upgrade. It's pretty overwhelming if you try to make use of all the different lights, sound effects and stuff, but it's also a lot of fun to try. For some reason the lights don't seem to work in firefox web builds, on chrome it works fine. Art stile and audio were amazing. Great game!

Cool game, pretty difficult. Graphics are good, I would have just liked to see a restart button.

I feel like I'm missing something. I can open popups to make them stay a bit longer, but it doesn't always work, then there are the sound effects, but those also only sometimes have an effect. The playlist only helps when they didn't leave before it reaches the next ad, and if all viewers are gone, then you are stuck waiting for it to finish. Generally there is just so much waiting. I would have appreciated a volume slider. The art style was great, and narration was good.
It might just not be my type of game.

The game looks beautiful, Only one cub survived in my attempt. It's a very simple, but nice game

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There wasn't anyone else playing when I tried it, and alone it's not super interesting. It's crazy to me that you made an online multiplayer game in a 4 day jam. The movement of the rat is great, and I survived a few times.
Nice game, would play again if I find other people to play with.

why did you have to say that, now I had to beat at least levels 10 and 11 too. 😄

I don't really like sokoban type games, especially when it's about moving in tight spaces. But it's still a good game. I didn't get through level 6, and after level 9, I lost motivation to keep going. The QOL undo is very nice, and the game itself is pretty polished. I miss some sound effect when you walk or push a pipe.
Nice game, even if it's not for me.

I didn't send you to a win screen, in case you wanted to read some more books, and the mouse thing unfortunately is a quirk of unreal web builds, I can't do anything about that.
Thanks for playing!

Amazing, I got a score of 4637, my biggest combo being 366. It's so fun to make large chains that trigger each other and give you a ton of points at once. I could keep playing this game for a long time, but there are more games to rate.
Great game, I had a lot of fun!

The Pixel art is amazing, the music/sound is great, and the idea is super unique. The game is a lot of fun, I'm just not a huge fan of the controls, because on a German (qwertz) keyboard Z is not next to X.

Amazing game, great idea. Level 6 was the most difficult imo, most paths I found left one greenware tile. Sound design is great, but tile selection and movement are too close to one another, I often moved a tile when I wanted to select one. It would also have been nice if there was a hotkey for restarting like pressing 'R', or an undo function, if you accidentally move a tile in a way you didn't want.
I had a lot of fun

Amazing game, pretty easy though. I love it.
In the last puzzle "Offer me 9 dp in any container", it only needs one skull.
Graphically it looks good, and it works great, I didn't expect to see a coding game in this jam, and one that is this good at that.

Neat Idea. The controls are a bit clunky because of getting stuck in the ground. Some sound effects would have been nice, even if just made with something like BFXR.
The art is cute

Fun Idea, but I wish there was some feedback on the time you have left. I have to admit that I didn't read the description, so I was very confused when I first randomly died. I did eventually figure it was just time based, but there should be some sort of indication, even if it's just a ticking sound starting in the final seconds