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pointlessprogramming

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A member registered Dec 31, 2021 · View creator page →

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I'm glad I have Count von Puppet's approval!

Thanks! I ended up spending the vast majority of my time just making all of the illustrations (possibly to the detriment of the programming aspects). Hearing that you think it was beautiful makes it worth it.

I'm really glad you liked it!

Sorry it's absurdly depressing btw (╥ᆺ╥) -- In my head, the ending was supposed to feel happier lol.

Glad you liked it! I'm very happy people enjoyed the visuals.

And, thanks for letting me know that the transition animations feel a little sluggish. I'm working on the post jam version right now, and thanks to your advice, I'm lowering the values of a lot of floats named things like "fadeTime" and "secondsToBlack". It may take me a minute to find them all given my haphazard sleep-deprived variable naming schemes lol.

Thanks again for your generously free play-testing services!

Aww, thanks so much! I'm really glad you liked the art style. I may or may not have spent the majority of my time illustrating everything while neglecting the sound and programming parts *nervous laugh*.

After playing a lot of the other jam games (including Yume), I realized that music/sound plays a huge part in the experience. In the post jam version, I'll be sure to include a soundtrack. 

Thanks for playing!

Thanks for playing, and I will definitely be adding some kind of soundtrack ASAP!

I'm glad you didn't find the lack of a functional backspace to be too frustrating. It had me rather distressed lol. I also appreciate the feedback about the song search-bar not being super self-explanatory. I'm working on the post-jam version rn, and am making sure that it will be a little more apparent the square above the song names is a search box.

Super happy you think it was a good game!

Thanks for playing! 

The watch puzzle in the golden world is kind of tricky. You inspired me to post some hints on the game page to help with that one in particular. The solution for that one starts by looking up the date from the college move-in photo in the diary.

I appreciate you letting me know that one might be a tad too tricky!

Thanks! (Sorry I infused the game with essence of clinical depression btw. I didn't originally intend it to be quite so sad)

Definitely will be adding sounds ASAP! After playing your game, I realized they improve the vibes ten million percent.

(╥﹏╥)


My bad lol, When I woke up the day after finishing it, I realized it was much sadder than I originally intended. Thanks for playing!

This game was super fun! Humanity thanks you for blessing us all with this gem. There was something undeniably satisfying about wrecking jammers' projects. The guy crying over the empty fridge was so relatable. 

It also explains why everything always goes wrong for me during jams. I should probably get rid of all the suspiciously placed human-sized cabinets next to my laptop...

BTW, I demand a full release of Bark Mrown's super mega game about the man with bread loaves for eyebrows! I promise I won't hate on it.

Oh this was such a cool idea, and I love the aesthetic you chose! You were able to create some pretty tricky puzzles, and I had a fun time guessing what the relationships were. (I may or may not have spent waayyyyy too long pressing the buttons in the pitch-room before I realized I had forgotten to turn the sound on lol.)

I also learned that I should have paid a lot more attention in 7th-grade geography class. I really need to brush up on countrys' flags and square mileage. For the life of me, I couldn't figure that one out. Let me know if I'm just way over thinking it.

I look forward to seeing whatever you make next!

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This was a really well put together game! It's visuals/sound were impressively polished for such a short jam. At the beginning, I was trying to very carefully calculate every attack, but eventually I was pulling levers willy nilly most of the time. It made for an enjoyable experience.

Btw, loved that he turned into an emoji at the end lol.

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Really impressive game for a four day jam! This was definitely one of the most solid connections to the theme that I saw. For such a simple initial concept, you created some puzzles that had me pleasantly scratching my head. (Or I may have just had more trouble than you're supposed to with the spikes lol). It was satisfying to finally make it the end; I was very happy when the dream ended and Pete 3 woke up.

By the way, for anyone else who has a bad habit of naming the characters when you're playing jam games: Unless you're very skilled at this kind of game, DO NOT name the kids you're trying to wake up. (RIP Pete and Pete 2)

I look forward to seeing whatever you make next!

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I enjoyed my play through greatly, although as an unfortunate side effect, I now have a fear of biblically accurate angels lol. I also saw you got it submitted with a healthy amount of breathing room before the end of the jam; congrats with that! (I always end up pushing it to the last minute, which doesn't usually go well *nervous chuckle*)

I think the addition of the squire was a really great idea; it relieves some of the stress from the player. Though, it might be cool to see how the gameplay is altered if the squire's/count's shooting abilities were switched, forcing more control/responsibility onto the player.

Congrats on an awesome submission, and I look forward to seeing what you release next!

I had a really good time playing! Going in, I was kinda expecting it to be mostly a shooter game, but it's really more of a strategy game. I spent most of my time practicing where to bounce my first few shots (the grid paper really helped with this -- thank you!) and then an overly-cautious amount of time at the end of each level ricocheting bullets off the walls to back the last ones into their corner without exposing myself. I may or may not have spent a solid ten minutes backing in the count and the last two pumpkins lol.

Also, the jump scare at the end making me think there was one more level was devious. (But also pretty funny). In your honor, I will start accepting all the cookies when asked.

Dang! This was amazing. I really liked the art, and the way you did the grainy photographs was really cool. It's also really well balanced. None of the puzzles are more difficult than they should be. The vast majority of puzzle games like this are nearly impossible to figure out. The minesweeper puzzle took me an embarrassingly long time to figure out, but that one's on me lol.

One last thing, I need you to hunt down whoever put this image together and force them to become a photographer, because it's awesome:


I think the character and all the art are really fleshed out; you can tell it took a lot of time/effort. I've always found it really hard to get a consistent and nice looking art style with a large team in a jam game, but y'all pulled it off!

As game-play goes, I saw that you mentioned a UI bug, but I didn't notice it when I played (both full screen on and off), so I don't think you guys need to sweat it :) I do agree with an earlier comment that the camera feels like it could be zoomed out a tad though.

Tell whoever made the cover image that it's absolutely lovely by the way.

Good job finishing the game! The artwork was very cute, and the programmer in me was very happy that the numbering of the dungeons started at zero.

But never, under absolutely any circumstances, start naming the babies. I learned very quickly that was a bad idea for my emotional health. Someone should definitely call child services on this knight lol.

This game was so addictive that it made me late to my doctor's appointment. (Not even joking lol. I totally lost track of time.) Who needs modern medicine when you've got Count Von Puppet? I want a Calculus version with integrals and trig functions asap!

BTW, I recommend to players that they take the time to learn the interface. Once you figure out what you're supposed to do, it's a ton of fun. (Also please tell me if you get past level 61. I've tried multiple times and have given up hope.)

Very true! I hadn't even thought of this. That would also explain why some play testers didn't notice the instructions in the first level as they were going by (oops). You're right, the timer might not be necessary; the goal was to make it feel hectic, but we can probably do that in some way other than the timer.


Thank you so much for playing! We appreciate everyone who takes the time to figure it out, and we especially appreciate your thoughtful feedback :)

Next time I go to the mechanic, I'm half expecting them to ask me how many possums long the thumb slammer is.


Thank you so much for playing!

I really liked the design for the cart! And I also enjoyed the chaotic feel to it. The physics took me a minute to figure out, but once I did, it became really satisfying to see how quickly I could get through it. Really good job!

We tried to make which part it asks for a bit silly, by giving the parts crazy names that "Bernie" thought up, although admittedly, that did make it rather hard. Thanks so much for playing!

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Very smooth and well made game! It had me really tense -- that last level was a maze! (The clowns were drawn especially creepily)


Really great job

Thank you! We thought it would be a fun way to make the player have to feel the consequences of miss-sizing things. Thanks for playing!

This was so cool; the art was absolutely amazing, and the music was super relaxing! To whoever did the background for the opening cut scene: that was amazing.


Once I figured out navigation, I got super into the exploration vibe. The story line also added a lot to the game (I liked the tape recorder in space especially). Awesome entry!

I really really liked the look! The art was quite fun.


It's a neat concept for a puzzle game; I'm sad it ended so soon. Good job putting it together! :)

Really well made game; it was really smoothly put together! It felt oddly satisfying to have and array of laser modules blasting through asteroids. I enjoyed it immensely :)

The art was really cool, and once I got the hang of it, the game became kind of addictive. I wish I had more time to spend playing it!

I loved the art! The little construction dude was my favorite.

This felt almost like a physics puzzle to get all of the objects pushed into the right places from the right angle. It was a neat experience! Giving the objects circle colliders made it possible to push them away from being against walls, but you might be able to give them square colliders if you gave the player some kind of drag ability. (I also really liked all the carefully done backgrounds by the way)

I loved the concept; I've always thought that more open-ended puzzle games would be cool. I like that it gives the player more freedom to just try things, and doesn't guide them so closely.

By the way, I've seen your GMTK game jam games for the past 2 years (they've been awesome), and it's also super cool that you branched out into 3d (I've always been a little nervous to do so myself).

Thanks!

The first time I had someone play it was after it was submitted because I ran out of time; it was rather nerve racking when it took them a full 10 minutes to figure it out --  lol

I'm thinking of improving the tutorial in a post-jam release.

Thanks! Our artists appreciate it :)

Thanks for playing! Yeah, this year, I took on a bit more of an ambitious project, but had less time than usual to code it together lol. I ran out of time to improve it much more.

Thank you!

Very well done! It was fun, and I'm glad I got to play it! Never have I been happier for all of the adventurers to die -- lol.

It was a little confusing when the button assigned to each attack changed between levels, although that didn't take away from the experience.  It was a good game. Good job getting it done in just 48 hours!

Thanks for playing! I did consider allowing the player to drag the trolleys across multiple tracks, but as you said, it would have taken quite a bit of re-balancing and 3 am me didn't think it was worth it -- lol. I will definitely play around with letting the player drag the trolleys across multiple tracks in the post-jam version.

I'm glad you liked the increasing difficulty levels. Thanks again for playing :)

Good Game! Nice presentation, and I like the art. The mechanic where the player runs to the ghouls while looking at the display is really cool. -- some way to redirect/distract the ghouls could be interesting.

Good job getting it done in 48 hours!

Thank you for playing! And I'm glad you like the tutorial -- It was a struggle for 3 am me to complete. lol

Good job getting all the coins! And thanks for playing!

And good point about not being an endless-runner game. Originally in the description I said it was "Endless Runner-like", (since the game-play was similar) adding "Runner-like" because there was an end. But, you are right, that does still imply that there isn't an end. Thanks for pointing that out -- Much appreciated! :)

I have since updated the description, saying it is in "the style of the auto-runner game genre" Thanks again for playing!

Thanks for playing! Yeah, sleep deprived me was struggling to get the background to move correctly -- I needed to spend more time improving the game-play.

I was able to tell myself that when the game starts the trolleys are moving with the player but slower, and that when the trolleys sped up and started moving faster than the tracks that all the conductors decided to spontaneously shift into reverse. Lol, not the best explanation on my part, but it made sense at the time.

I'm glad you liked the coin system -- we decided to add them because the game-play was rather dull at first. I appreciate your feedback! :)