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Pizza0786

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A member registered Aug 04, 2024 · View creator page →

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Papers please with a few extra causes of time pressure. Not bad at all.

Also, based on the kinds of texts on the forms... Are you per chance german?

That is odd - it certainly did not appear to come up in my testing.


What browser are you using, so I can add it to my testing list for the future? 

As stated in the first level, the control for that is "E" or "Return".


Thank you for checking out the game anyways.

Thank you for your feedback!

Interesting concept - I wonder if something similar could work with physical cards, though this could have used a tutorial or instructions on the game page.

Quite an interesting concept - I like it!

Thank you for the feedback!

I'm not sure how this fit the theme as the timer does not feel integral to the gameplay, but it is not uninteresting as a first game at all. Though here is a bit of advice:

- Arrow keys and x is an unusual control scheme, space bar is a more usual pairing with arrows.

- the ability to restart a game like this easily without reloading the page should be implemented for a game this short with several endings, as reloading is a bit of a hassle

I hope to see more from you in future jams!

Simple, but interesting. It was a bit odd at first to not see the countdown on screen, but with the later mechanics it made sense why you wanted the player to count the ticks by audio rather than show them.

Also, thank you for taking the time for this discussion.

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thank you again for noticing that - it was certainly unintentional to upload the files instead of an export - that's certainly on me, though when I tested downloading the windows version, it was an exe. I am not sure what went wrong with the other version, but feel free to run it through godot if you can ignore any spaghetti code ;>

(or are you refering to the attribution markdown and console backup I packed alongside the .exe? On linux, you might need to give executables the permission to execute for them to work.)

That is odd. This did not happen for me in testing, but maybe it is a browser specific issue? If it is, using one of the downloadable versions might fix it.

Quite a tough roguelike. Impressive how much variation you got in in this short of a time limit - it's a reason that would scare me away from the genre for jams in general.

Interesting concept.

Though if I were to give some advice, it feels like this game was built looks first rather than feature first - the map is huge, but the two button weapon switch implies there were more than two weapons planned.

For the future, I'd advice getting the mechanics down before working on the looks, and setting your priorities based on the 20 - 80 principle (20 % of the substance tends to take 80% of the time, so do the 80% of substance that take 20% of time down first - and things like map, looks ect. have a tendency to be the time eaters.)

Interesting interpretation of the theme, and the hand-drawn artwork certainly is a plus.

Unfortunately, the narrative is a bit hard to enjoy and at times the individual dialogue boxes made it feel more sticky than the seemingly intended build in tension. Plus, the behaviour of Jeremiah in the redemption ending feels quite unnatural, him being pretty much fine with everything.

Then again, for a story written in such short time (and assuming you had to take the time to draw the artwork), it's a fine way to make the theme fit the genre.

Thank you for the feedback! I'm gonna keep it in mind for future plattformers.

Thank you for the feedback. Do you think I could have telegraphed the mechanic any better without going into boring tutorial territory?


either way, I'm glad you had fun!

Thank you for the feedback! I'm glad you had fun and liked the mechanic.

Quite Punny take on the theme, but quite fun! The hand-drawn artwork is nice.

Thank you for your feedback! I am glad you enjoyed it!

Thank you for your feedback! I'm glad you enjoyed our project.

Thank you for your feedback! I hope you still enjoyed it despite the lack of audio.

Thank you for the feedback! I hope you enjoyed it despite that difficulty curve... (btw, it can be a  strategically positive desicion to click the ads in order to fish for the green bonus ones...)

Yeah, the gesture recognizer library we used is a bit funky on some screen sizes... But hey, glad you liked it!

canvas scale is so far off I couldn't start the game. A shame, I liked the concept!

Could have used some audio, but the levels were made quite well. You gotta tell me how you did those infinite looping rooms without killing the framerate spawning all of that in! (If you're willing)

Quite generous coyote time, but I like the idea of an endless runner on the inside of a circle.

Concept seems interesting, though it didn't seem to work for me...

A lot of games with mouse loops. You have a very different take on them than I do - also awesome!

Controls are a bit clunky, but the game is interesting.

Simple racing game, but quite fun.

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my brother did win it on a laptop touchpad, so yes you can.


A little strategy hint might be to keep one red antivirus and one purple adblocker alive to help clean up late game!


I hope you enjoyed it even with that difficulty.

Thank you! Glad you liked it

Nice  artwork

Nice little stealth game

I'd love to have played this, unfortunately there is neither a download nor a web element...

A "There is no game" for a game jam?  Interesting choice, as one would need to hook the player faster than you did. But the concept is quite nice.

We had similar ideas with loading loops. Yours hurts my hand less.

We had similar ideas with loading bars, let's see who executed it better!

Interesting way to handle a mobius strip!