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Quillwerth

14
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5
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4
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A member registered Apr 18, 2020 · View creator page →

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I feel that, there were spots in our game where we got designed into a corner without enough time to fix it up. The levels are very carefully arranged to avoid potholes :P Nice work, all the same!

A nice chill puzzle! I liked the little interstitials from the kid sister, they're very cute. Nice work, glad to see another puzzle game here!

The art is nice! I have no idea what's going on. You could add some info into the description section to help people out!

Very nice! The mechanics are fun, I would play a longer version of this. A couple of rough spots, though:

* I didn't like how dying before a teleporter turned on sent me back to the beginning. It'd be good to have some control over respawns.

* I got stuck on the second teleporter... it didn't turn on, so I wasn't able to get past that portion.

I liked the puzzle aspects but then the spikes showed up and I don't really understand what I'm doing at that point. I tried landing between them... is that the intended strategy?

Hello! Our submission is a space platformer about Mabel, the first and only Mousetronaut. Swing around the stars, head for the Moon, and see if you can find the secret cheese on the way! 

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4718545

Enjoy! ~Josie & Sabs

This RULES. Very fun, the driving feels great and the design is nice. I'm retrying the levels to get 3 stars, which I hope you'll take as high praise.

The base gameplay is pretty fun and if it continues to get refined, I could see the "dash/rewind/dash" gameplay going really hard. It feels a bit finnicky right now but the concept is there.

Bravo! This has some splendid execution and was a joy to look at and play. The graphics are quite lovely in their colour scheme and mixture of styles.  The music is nice and fits well with the theme, which I find delightful.

Very nice illustration, but the misaligned hit targets really does not work for me.

I love the concept and the level design was fun and interesting. Two major pieces of feedback:

  • I really didn't like needing to scroll out the whole hose over and over. Most of the time I just wanted or needed it at the longest setting... So I'm just stringing it all out and giving myself carpal tunnel to do it.
  • Running out of water making me restart from the beginning is annoying, especially with the previous issue in play. I'd probably feel a lot better about this if the scrolling wasn't so much.

Some fun variations on the core idea. A few pieces of feedback and polish:

  • Biggest complaint: I am pretty sure I lost at least one of those rounds due to a hit detection issue. Maybe both. It seems like when the characters are overlapping, you might get the wrong one "hit" when you click.
  • I got the same game 4 times, with some of those being back-to-back. I think it'd be good to fudge the random wheel so this doesn't happen.
  • I'd love some more worldbuilding here! A simple concept like this can really shine if there's some progression outside of the points. What kinda world has a sniper game show? What led to this being normalized enough that it's presumably televised? This could be a way to make the game feel a lot deeper without adding additional gameplay.

This was quite entertaining. I liked that redialing a number actually worked and gave you some more lines. The game loop is obviously very simple, but dialing numbers was juuuuust enough of a pain (in a good way!) to make the reward of more dialog and the next wacky faxed number all the more fun. Very nice work!

I enjoyed the writing, and the character art was nice. There were some random skips in dialog and also some sketchy hitboxes that could be refined. I would have liked a pause button to kinda get my bearings before time starts ticking. My biggest piece of feedback is that, if there's any strategic choices you can make, it wasn't clear to me what they were or what the tradeoffs might be.