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QCortex07

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A member registered Apr 13, 2021 · View creator page →

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I SOLVED IT! Wow, that's such a unique puzzle; you really thought this through! It took me a bit to figure out the mechanics, but after a good amount of scheming, I actually found a reliable way to solve them, every time! I'm not sure if the strategy is foolproof, but it's worked three times in a row so far, and that's good enough for me. I'm curious, though; how did you calculate the number of moves a player would need to make in order to complete the puzzle? Even more curiously, how did you handle the level generation?

Great work! I love the way the keyboard clacks when you type! It's really hard, though; I haven't been able to get past 35 seconds...

For some reason, this was the most unsettling game I've played all jam. You absolutely nailed the apathetic recorded voice. And letting the player "look around" with the mouse, even if it didn't have any mechanical purpose, really sold the unnerving aesthetic. Great work!

Not usually a fan of roguelikes, but I really like this one for its simplicity. While a lot of games try to be flashy, this one really respects your time and attention. Lets me slow down and think through my actions. If I mess up and have to redo a run, it's my fault for not thinking it through. Your visual style is super crisp, cohesive, and economical. And props to all your music and sound people; the chill atmosphere is really the cherry on top!

It's super fun! My only complaint is that after a while, it felt like that silly little tune playing in the background was making fun of me every time I blew myself up. 

I died at the cooldown timer :( Great work!

This is a super well-paced and well-polished product. I wasn't expecting all that to work as well as it did, but I never found myself with a particularly bad hand that I couldn't use if I stopped and thought about it. Amazing work!

Wow, I'm kind of in love with this one! It was really fun to try to strategize! Also, there's absolutely no shame in using an old, crusty game engine if you know how to work it. Great job!

This is easily the most narrative-focused game jam entry I've seen in a while. Super cute!

:D

Very trippy visuals! Love the simple bassline in the background. My only real complaint is some awkward stuff going on with the level layouts; sometimes, healing particles or enemies would get stuck in a wall or between props and I'd have a hard time reaching them.

Great work! I wasn't expecting this to be a puzzle game, but you taught the premise really well without much overt instruction! I'm still stumped on "They Drink Less", though; not sure why that worked out.

Wow! You're really good at designing puzzles! My only complaint is that the music was a little repetitive, but other than that, great work!

The visual design of this game is super well done! The only two complaints I have are with the level generation and the player movement. It took a long time for the player to stop walking once I released the keys, and in some cases, getting around obstacles was more challenging than avoiding being seen. Other than that, good job!

Thanks! It was my first time making a bot like this, so I'd love some more feedback on them. How did you defeat them? What strategies did you use, if any?

Guys this is phenomenal! I did find some of the mechanics to be a bit punishing, like my rank going straight to E whenever I get hit, and not getting any i-frames after hit stun, but it was still super fun and I loved every second of it! I never made it above C-rank, but I thought I could hear some adaptive layering going on in the background, so props to your sound guy! The animations were great, too; I thought it was really funny the way I could just throw it back to dodge.

Worth it

The visuals and audio are amazing, but I couldn't get past the first level. The controls are really frustrating, and it was really hard to understand what I was supposed to do most of the time.

WARIOWARE!! Love the sound design and the visual/audio gags!

Being forgiving of player risk-taking is actually a really good game design philosophy, now that I think about it. Probably should have done that for my game... 

It would have been nice to have some coyote time when jumping off the ledge; there were a lot of times when I hit jump too late and ended up dashing instead.

On my last run, the Barrow was on 1 HP for a solid two minutes (I had just managed to upgrade the turrets beyond level 1) and it was super hectic. Lots of fun!

Great work on the music! For a moment I thought that the music was getting faster as the round went on, but I guess that was just me panicking. The voice acting and sound effects were great, too! (SFXR, my beloved...)

Thanks! I normally don't allow myself enough time to add sound design, so it's good to hear that you enjoyed it!

Hmmm… yeah, on a second listen, you’re probably right. It’s just that the ostinato is the most distinct part of the song(s) for me. I guess that’s what pattern recognition does to a person.

*blushes in not-a-Monkeytype-player* Why thank you :)

Assist options are probably something I could have done pretty easily, actually. I had considered adding a option to stop time when you press Tab, but I never got around to it... like sound... and a proper tutorial... a lot of things.

Dude, I literally NEVER would have thought to use Navmesh for wire routing! I probably would have wasted two days trying to implement a physics wire sim, only to scrap it and have electricity be "transmitted wirelessly". Well done!

FEZ REFERENCE SPOTTED

I have no idea where you found that track, but that music is definitely a remix of Adventure by Disasterpeace.

Wow, I'm really sorry about the power outage. That's awful. I hope it came back on soon after.

I think I saw what you were going for, though. I noticed that I was able to open the plan in the middle of execution. Not sure if this is a bug, but if it's a feature, I think that maybe part of the game was going to involve stopping the code while it was executing and changing around the parameters. Just a guess, but cool if correct!

Good work! I did the looping code thing too, just a lot less elegantly.

I love the little audio detail you put into the grass! I really need to start adding sound to my games...

I considered doing something like this, but I passed it up for something more complicated because I didn't think it would make for very interesting gameplay. Sure enough, you have 100% proven me wrong; thinking in looped space is actually really tricky!

Great puzzle! It took me a bit to figure out the game mechanic happening at the bottom, but when I pieced it together it blew me away! I literally said "oh my god, it's Tetris" out loud (it wasn't Tetris).

I will now proceed to lose 3 hours of sleep tonight thinking about what where the secret circumcircular octahedron was hidden...

I LOVE THE UNHINGED MIDDLE SCHOOLER VOICE CHAT

Honestly, you guys deserve more ratings. This was so much fun!

Nice! I really like these kinds of games! The one thing I felt was missing was an indicator of where each instrument would start, since I like to be able to plan out my route early on, instead of making a guess and hoping for the best. Still very satisfying, though! The reverbed "NO" whenever I tried to go back too far made me laugh.

Oh no! Curse you, HTML5, and your endless inconsistencies!

Yeah, there are a lot of little things that text editors let us do that we take for granted. In retrospect, there’s a lot I would have added, like the DEL key and the CTRL functions (undo, cut, paste).

Hello, there. :) Should've figured I wasn't the only one.

I had some trouble putting the blocks together, but well done getting the drag and drop to work! I speak from experience that that is not easy.

That tiny blue door on the floor is such a tease, dude. I can feel my brain overheating. Great game, great music, impossibly good level design. Like, how do you even start to make a level like that?

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Really neat concept! However, as neat a puzzle it is, the fact that you have to backtrack really bogs it down. In fact, most games run in circles trying to figure out how to minimize backtracking. I spent most of the play time just struggling to jump on a box while lagging, waiting for the door open/close cutscene to finish, and forgetting which door takes me back to the previous room. The game looks wonderful, and I could definitely see myself playing a full version of this, but there are a lot quality of life improvements that would have to be made.

<sigh> I wish I knew how to scope my games well... Really clever! I love the way the Rulemaker just concedes. It's not mad, just really, really confused.

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Ah, yeah. Sorry about that. That's something I was concerned about when making this game. I didn't know if my own ability to type would skew my sense of difficulty. But yes, your impression is entirely correct. At it's most basic, it is a timing  and typing speed challenge.

If you're stuck because of this, here's a few tips: 

  • Type "#" to comment out a segment of code; this allows you to pre-write a command, and then delete the comment marker and save.
  • Hold CTRL when using Backspace or the Arrow keys; if you use Google Docs or Microsoft Word enough, you know how this works.
  • If worst comes to worst, you can type "north east", "south west", etc. to move diagonally.
  • If you softlock yourself somehow, CTRL+R resets the level.

The convoluted dev exit joke at the end got to me. I used to do that a lot :)