Pas les PCs/Serveurs/etc.?
raaaahman
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Recent community posts
Congratulations for making the game in such a short time! I like the idea of building a dungeon for adventurers to enjoy.
I can't rotate straight rooms somehow (other rooms work fine).
A few more sounds could make the game feel more alive: adventurer moving, fighting, monsters roaring, chest opening, money clinging (!!!).
Also, it would be nice if you find the correct setting to keep your pixel art crisp when scaled. Usually it's called "nearest neighbor interpolation" in image processing softwares, but it could simply be labeled "pixel art" in a game engine.
Fun concept. I found the firt piling in front of the spectators to be not very fair since you are forced to take either the garbage or blocking spectator view penalty. Not sure if it's the balancing choice you intended for the player though.
The graphics are nice but the different pixel scales of the sprites make them appear a bit weird.
The music was cool but it stopped after a moment. The sounds of the gun is a little underwhelming I think.
Well done overall!
Cool idea that matches the theme. The news and chirps are quite fun and the red cap is more helpful than another certain household object with big eyes... I just don't get why it made an angry face after each time I chirped.
The UI looks good but the scribbly paper theme doesn't really match what the games talks about: a social network. The music is nice, but the sounds are what makes most of the atmosphere vibing here.
I had the alien event repeated two days on a row on my first playthrough, but not on the second.
Solid job!
Clever base mechanic! However, explaining it with shaders and vertex buffer could be confusing for people that don't know what these are. Even if I do know what these are, it was not so clear how did they affect my characters ability to move through the levels.
I played alone, so that might affect my opinion, but starting at level 1 each time I lost was very frustrating, I think levels could serve as checkpoints.
The minimalist graphics work very well in this game, but the ramps in level 2 were indistinguishable from walls sadly, and the height difference isn't really easy to perceive.
The music is catchy an fits well the graphics. I liked that it smoothly transition between levels.
The base mechanic is a good idea, but it might need a little more depth if you'd like to make more levels. Also, displaying the door as open when the balance is met could be hekpful.
The graphics are nice but rotating the sprite in this perspective felt quite weird. The bumping sound was a bit too high and not so pleasant.
Well done!
Well done maling all these gameplay elements in the time of the jam. The limit of moves made the exploration in the yard a bit too slow, and the need to go back and forth in different screens to sleep and go back was cumbersome.
The graphics and the music are pleasing, but I had a bug on Firefox that made the different locations appear black during the day as well, and the garden was also always black. The day night transitions was a pretty nice detail.
Well done overall!
A pretty well executed game, that feels quite complete. The mechanics and controls weren't really my cup of tead, but it fits the theme perfectly.
I did encouter some lag when getting in the center of the world, where the atmosphere is suppose to change from fire to water and the music stopped completely. It happended twice in different levels (Get All the Cores and Stack It Up I believe).
Good job everyone!
Pretty neat concept that fits the theme very well. The controls took me a little while to be acquainted with, and the reverse trip was a little hard to mentally process. Too bad I didn't made enough gold for a pint (493 gold, these pints are expensive in this world)!
It has a very appealing aesthetics and a nice music, maybe a bit repetitive. It would have been nice to have another music in the loading / rowing phase for variety.
Solid job overall!
Simple and elegant puzzle game. The music is charming, maybe the background and colors needs a little more sparkling.
Congrats on making so many puzzles! I haven't tried the Masters of Balance one yet.
It is a little uneasy that the jauges only go in one direction, so you have to look at the board to understand which side it's tilting. You put the rotation sliders just below these jauges but I dont really think they relate (jauges are a gameplay indication, while sliders are visual settings). The fact that you loose when there's too much imbalance from both axis, instead of the maximum imbalance from one axis isn't easily readable from the jauges neither.
Good brain exercise though, well done making it 100% native JS:












