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Pip (Agapios Kokkos)

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A member registered Jun 13, 2020 · View creator page →

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Oh, hey! We both share #92 in art! :D

As you should be!! 

I really enjoyed this. Very good practical demonstration of sustainability concepts in an applied games setting. 

Congratulations on making top 100 in audio!! :D

And your scores in general are really good!

Congratulations!! 

Yeah, regular drawings. No pixel art or dithering. 

Love the doggy :3

Thank you so much! We love Mummy Joe! I was the voice of Roadkill and my partner Poky did the voices for the catboys. The credits was one of my favourite things to put together as its just very earnest, I dont have a good singing voice but neather does RK but he would think he could so I had to. Anyway, we'll meet again some sunny day :)

Our team was composed of a designer (myself) and an artschool dropout (my friend aspen). Im not great at character design as whilst I've studied quite a bit of theory I dont have the things that click yet. So Im quite happy whenever I see a banger design and go "there we go!"

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aye. The collar throwing game is our problem child. Thanks for playing!!

I am so sorry for the motion sickness! I'll put in a motion sickness accessibility mode in the post jam release.

Aside from the lack of music. What youve made here is quite impressive for four days! Congradulations! I am a big fan of the character designs you've made, esspecially given they each have distinct shilouettes making them pretty visually varied. 

Really nice game feel. Satisfying progression. Makes me think of vaccuming up a bunch of pebbles with a hoover.

A really unique idea for a game. The underwater theme is really felt within the audio that's been choosen with its eerie floaty ambiance. The small movement and bump sound perfectly fit the pixel art style. Were I to make a recommendation however, it isn't always entirely clear where the exit is which did lead me to bump into a few random walls at the start of the game confident that they were not solid only to lose a life. Either way loads of fun.
P.s. our games are submission order neighbours. Hello!

The UI for how much money you have is not immediately obvious, but overall the game was pretty chill. I enjoyed the idea behind it a lot and I don't think I've seen any game that's like this one in the game. Also! Our games are submission order neighbours! 

Generally interesting concept. The thumbnails were pretty creepy. The audio mixing was a little loud but the music itself and the voice did make it feel anxiety inducing. Being hidden was clearly communicated, but the amount of hiding space you had whilst inside a hiding spot was a bit unclear. Has potential with more polish and a few levels.

It might have been my bad for trying to engage with the game quite late in the day, but it might have been a bit too much reading for me and I didn't get the game. After reading through some of the comments here however I get what the game is about a bit more. It's an interesting idea. I think given that blue is subtraction actually putting -X rather than just X value would have helped communicate that a bit clearer. At the start I was confused on what the target score was so it might be an idea to break up the text tutorial with some visuals, even screenshots might do you some good. 

The game was strongly related to the theme and I enjoyed the graphics, simple and clean. So much can be expressed with just two colours. 

Here you go. 

https://pipmakesgames.itch.io/custom-pixelization-shader

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Amazing game. Sad game. Duck game? Quack game. 

Normally I do quite large reviews, but this was quite a small game so my usual category breakdown doesn't really work. However, despite that I had a really good time with your game, it was a very cute experience overall. Ranking my favourites in the most confusing way possible:
1: 3 (I'm a sucker for a good pun)
2: 1 (Of all the things I wasn't expecting that)
3: 2 (2)
4: 5 (Don't you run away from me!)
5: 4 (Don't you do what he did just faster!)

We did consider it but the code for it would have made a mess of things.

Review time~

Creativity

A solid take on the theme, easy to grasp with a nice time extension and collection mechanic with a decent bit of risk versus reward. 

Enjoyment

Overall enjoyed my time with it. There is a tendency in gamejam games to make platformers too difficult as the programmer gets used to trailing them over and over again. This is a very easy mistake to make and I am quite glad that it was avoided here. The overall controls felt a tiny bit on the floaty side when it came to maximum jump height and then fall speed.  I enjoyed the sliding mechanic.

Narrative

There was little narrative present in game.

Artwork

The main character was readable, I never felt like I didn't move in a way I shouldn't have. A bit of particle effects would be nice to give them that extra polish on movement. 

The environment was interesting to look at with the geometric variety in the background making it feel abstract in a good way.  Platforms were readable, and hazards were not confusing and were introduced well. 

[See UI Observations for thoughts on UI]

Audio

Music was fitting and sound effects were appropriately used. The music did not get grating overtime and I didn't notice anything that was missing overtly. 

Technical / UX / UI Observations

UI could use a bit of polish I recommend having a pre defined size for Title, Header 1 etc and work to a consistent scale. MS paint style graphics can work for UI but don't quite fit the semi-slick almost futuristic aesthetic of the platformer and character design you've gone for. 

Concluding thoughts

Solid platformer with a little bit of polish needed to push it just over the edge. I liked the clock mechanic but never felt like I absolutely needed to collect each of them; however, that did add replay ability after realizing it was counting how many clocks I did collect. Overall pretty happy with the game. 

Waaait a minute, I remember you from 2024! Great to see you again! Thanks for playing my game. 

Unfortunately it seems depending on your set up the click and drag can be a bit off the best experience is had on mouse rather than track pad, and on I think certain monitors. The issue comes from the fact that when you have the paw, you aren't actually clicking and dragging with the paw, but rather the cursor which has been set to invisible, the paw visual simply follows; this was chosen originally to make it so that in minigames such as the spelling one the tiles had an easier time being arranged up and down rather than just sticking to the paw and having to navigate that. Given not everyone has been having that issue, I am considering adding an option in the menu that's just a tickbox says "never hide my cursor" and it should in theory make things easier for players with this issue. 

 Illegal! You got a better score in my own game than me!! (In all seriousness, thank you so much for playing! I'm glad you enjoyed, timing/progression in theses sorts of things is really tricky to manage so I'm glad it worked out)

 ehehehe.

All opossums want are those funny little numbers on the back of your card. 

Thank you!! Means a lot to hear such love

You pass the opossum vibe check. Opossums like you too :3

It should be illegal to make a game this chill and cute. 5 stars~

Review time~

Creativity

+ Katz

++ Existential Horror

 The design in this game is excellent. The balance between time and health, the rock paper scissors design dynamic of it all. Great job.

Enjoyment

Normally I reserve about 15 minutes per game this jam (usually 5 to see if I'm interested then an additional 10 after); I was unable to not break this rule and grant the game more time. I am a massive fan of roguelikes and I can see buying this one on steam.

Narrative

Excellent narrative. Absolutely no notes.

Artwork

Artstyle is consistent, with readable UI elements, unique character designs and art which ties into the narrative very strongly. 

Audio

 The main music is excellent but unfortunately loops in a way that's visible if you play for long enough. Sound effects are punchy and the countdown feels properly impending. 

Technical / UX / UI Observations

Verrry minor note, but I recommend lerping a fade-in fade-out for these windows as they can kind of flash if you mouse on and off them.

Concluding thoughts

The fact I've used the word excellent in this review than my others tells you all you need to know. Excellent; simply, excellent. 

Ah. I see. it was another click and drag one similar to the basketball one. That one was a problem child in production from the get go, make it too easy and it becomes poinless compared to the basketball try and make it harder, basketball minigame was already one of the tougher ones. It didnt help that it went through several identity crisis, first it was just a ring toss at a circus, then it was tossing a ring on pinoccio's nose then it was tossing a ring on long dipper and then finally, tossing a collar onto dipper at a dog contest. The collar asset was also a programmer texture as we ran out of steam when putting resources into that, the choice was either have a sauceless transition screen or have one sauceless minigame and transition screen was a more frequent occurance. The sacrifice was made.

Ill see about putting up a version for public use. Ill reply to this msg to let you know when its up if you want to share it around :3

Can't wait to try yours and review it!

Warioware was the primary inspiration. We wanted to capture the spirit of warioware.

I havent gotten 92. The best Ive gotten is 42

I coded up a shader and added is as a post processing effect in the renderpipeline. 

 


Hello Wario.

       Lmao, I was not aiming for a high score