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raaaahman

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A member registered Apr 15, 2016 · View creator page →

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Are you sure that's not 'Sweetie 16'?

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.

Thank you for the kind words. This game is indeed very much inspired by board games, I can't hide it. ;)

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!

Thank you for the kind words. The tutorial has been requested sooo many times! :D

Thank you for playing and for your encouraging words. Civilization might be a little out of scop though. :)

It works fine on Chrome indeed (chromium to be exact).

Nice vibes with the lofi music and quirky visuals. There was quite a loud noise from time to time which was disturbing.

Helpful glowing indicator when you're approaching a wall, but maybe the wall visual could be seen from a bit further. Like with stronger lines or maybe some particles

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!

Iteresting mechanics, with satisfying lights effects and a very clear aesthetic. I would have liked to play more levels.

Maybe you can a speed mechanic, where players can speed up hitting the up key to increase their score at the risk of missing their jumps.

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!

Thank you for playing! Indeed the game needs a little more explanations.

Thank you for playing!

Thank you for your feedback. Tutorial seems the most requested feature so far. ^^

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:

Thank you for your feedback. Randomness is indeed a bit too ...random at times. I haven't experimented with bigger boards I must admit, i'm not sure how much the concept can hold the player on longer games.

Thank you for playing! The absence of a tutorial seems to be a recurring suggestion.

Nice risk vs reward mechanics. The art is cute and the music soothing.

Most of the time, you want to play less cards rather then more of them. Maybe to incentivize player to take higher risk, maybe the score could be based on the total weight rather than the difference, as you can have a high difference with only one room on one side.

Thank you for playing!

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Cozy business sim game. The UI looks very good, the music is chill just as needed and all the little animations add a ton of life to what would otherwise be a spreadshit. :) Maybe a bit of interface sounds would help complement that. (it's already there, sorry)

I felt like I spent a bit too much of time going back and forth into menus, I would really like to be able to go to an employee management screen from its noodle bar they're working at, or to merge the assign and upgrade menus for noodle bars (so I don't have to remember what are the skills of my employees there).

The training thing is a bit tedious when you have many employees, it seems you want to do it with all of them anyway, so maybe it'd be nice making it automatic after each period (maybe a bit more random). You could keep a special "training" option that have greater effect and make the employee unavalaible for the period, forcing the player to handle turn over between employees.

The work / life balance is a nice way to stick to the theme, but here we can make both every period anyway.

Good job making it all in the short timespan of the jam!

(P.S.: Employee level cap is always displayed as x/5 in Noodle bar assignment screen, whatever their real level cap is)

Quite a complete game for a game jam with a lots of attention to details!

The plug cables mechanic is very original, and the 5th level start to exploit it pretty well. I like how they glow when plugged. The fish controls are a bit uneasy but since it's not a precision game that nice. I like how the eyes of the lil' point in the direction where you'll go.
The neon with scanlines easthetics works very well, and the music is good on its own, but also fitting the theme quite well.
I don't really get how it matches the theme gameplaywise though, even if in the narrative it is clearly stated.

Congrats making it all in pure JavaScript!

P.S.: That may be a nice idea to put a disclaimer to warn kids to never put electric cables underwater

Interesting interpretation of the theme. The graphics are really cute and the visual effects (shaders?) you implemented looks super cool. 

The music sounds a bit too epic for the gardening theme thouch. What would have been awesome (I don't think it is the case) would have been implementing dynamic music that adapt to the balance or imbalance of the world (too hot changes the theme etc), but that seems out of the scope of a jam.

The daily objectives don't seem to be reset between days (I hit 'plant 20 seeds' immediately on day 2), and I would have liked a fast forward button to advance quickly when I completed all the objective in a day.

Thank you for sharing your source code, your knowledge of Phaser seems pretty solid!

I think it is a decent score, my score from tests ranged from 60 to 110, so you're exactly in the middle! ;)
I dunno much about mobile games, ain't those mostly disguised "skinner boxes"? I felt that onboarding would be hard while writing the game description, tutorial levels could be helpful indeed!
Thank you for your comments!

Thank you for your feedback. Indeed an in-game tutorial would be helpful, but there are so many features that I had to cut!

Thanky you! Visuals and SFX are from Kenney, so props to him.

Nice tunes. Enjoying the town is probably my favorite.

If you grow your collection you'd probably want to split the tracks by theme. Right now, I believe they all fit the Fantasy RPG genre, so maybe putting it as a label somewhere can help the listeners have an hint of what they'll hear...

Nice job and enjoy your journey!

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Are you sure it's worth letting fire spread? Because you seem to need more faith to buy back cards to fix the tiles, plus the resources to build the cards acquired...
These fires are more obvious indeed.

A nice game. I liked to place buildings and balance the resource production, but putting out fires didn't feel very exciting, even a bit frustrating like when fires are hidden behind a cloud, or in the dark (they don't glow) or when the end day window opens...
Charming pixel art and soothing music, that's well done.

Indeed the game is only dialogues at that point. Thank you for taking the time to read them.

Thanks for your review.

Indeed, the "game" is mostly a story at the moment. What would you have liked to do for example? (Hey free game design advices can't hurt ;) )

We had instant messages during development and it felt a little overwhelming, finding the right balance could be more of a personal preference I believe, so I think of implementing a settings to choose text speed.

Indeed, text box is wonky at the moment, it needs a little more work. I dunno about skipping it though, we still need some time for the player to read the full message of the main character before any NPC replies to it...

Thank you for taking the time to review our game.

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Well, you're using another game's name in your own game's title. The XCOM name is subject to Intellectual Property rights. I don't think you'll have any issues as long as your game is still not much known, but you'd rather change it in the future (if you wish to continue working on it). If you're looking for a game genre, I think the label 'Tactictal RPG' would be the closest, even though it is expected to have some form of movement/positioning involved in the combat.

I didn't manage to look at the game guide below that handheld device. I tried to poke around a little but that 'Y' button only make me a a tiny  tiny hop that didn't help reached very far. In the end I got clubbed to death by an enemy (bugbear? bearbarian?) that do play way too many times compared to my heroes.

I like the character designs but I don't think they blend too well in the world, which has way stronger shadows and non flat textures. The music sounds nice but is there some kind of muffling effect on top of it? I think I'd like it more if there weren't.

I didn't get the link to XCOM, this game doesn't seem to neither match the theme nor gameplay of it, and on top of that, it is a copyrighted brand.

The character customization screen is nice to have in a full game, but I think it's not a top priority when you're making a prototype or a game jam.

The zoomed in camera didn't really help to find where I'm heading, and maybe a cobblestone/dirt path leading to Raelin's shop could have given a hint about where to go (even if it's not that far).

The keyboard stroke sounds felt weird for a medieval fantasy universe and the text was a little slow to appear.

"Move 1", "Move 2" and "Move 3" aren't very descriptive of what these choices do, and I had a hard time figuring it out even after choosing them. The combat took quite a long time to compleat due to enemy health amount.

I seem to be stuck on the loading screen after the GrandPa's dialogue and I quitted there.

I'm sorry if these critiques sound harsh, I get that making a game during one month is a tough task, and I think you overscoped the game you made for it.

I wish you the best in your game dev jouney!

I went through the first mission, and receive the "Congrats" email. I'm not sure if there is any more things to do.

I liked that the game made you look for intel on yourself, and the social engineering techniques in used are believable. The UI is pretty barebones, but the sounds still had a little touch to make the game fell more alive.

Well done overall!

Cool implementation of the Carcassone board game. I liked to place the tiles on a round planet, maybe it could add another dimension if the planet was small enough so we can make the tiles go the full round trip and joins back where we started (I'm sure it poses some geometrical challenges though).

I really liked the art and the music sounded noce but got a bit repetitive n the end.

Very well done!