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Ray 蕭

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A member registered Jun 10, 2020 · View creator page →

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really fun! high score so far… i’m bad w/ directions so i was never able to do the compass one too image.png

I’m glad you had fun, and thank you for the kind words!

I figured it was a Caesar Cipher, though I’m not sure what the final solution is (tried shifting “HELLO WORLD” to no avail, tried using the red letters in the note to no avail.) I agree with the previous comment that it would be nice to be able to review the letter.

Thank you! And yeah, repression was one of the core themes of our game (but we also love happy endings!)

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Congrats on submitting what you finished with the time you had! What were you imagining for the game that you weren’t able to put in?

Finished the boss fight! Cool design for the boss and a very ominous beam of death. I think the interaction with jumping/landing on the edges of platforms has an issue since I get stuck there. The star’s 8-directional movement makes it hard to aim directly at the boss (sometimes I’m shooting at an angle when I’m trying to face it). I liked that the boss attack patterns were predictable, but it was kind of difficult for me to visually tell whether it was aiming up or down.

I was looking forward to playing this, though only just managed to get it to run. (If anyone’s struggling to run the game, it would crash in Firefox for me but worked on Google Chrome!) I played after your post about the boss’s difficulty update in case that makes any difference, but I wasn’t able to progress from this point: image.png

Networking for a 48h game jam? Very impressive! I liked the lighting on the flower, though I didn’t understand I was meant to plant the seed (planted by accident), and I’m not sure how to engage with the game after watching the flower grow. image.png image.png

When I tabbed out to write this comment and returned to the game, I saw this screen: image.png

Glad you enjoyed and appreciated our artists’ hard work!

YAY glad you liked it! Thanks for playing :)

I like the retro feel of the art! I wish there were more challenge with the shooting star – since it moves slowly in a straight line, it was very easy to avoid. I think there might be a bug with saving high scores? Every other score was displayed as 0, and I would keep getting prompted to enter my name again, which added more entries. image.pngimage.png

I really like the tension from the imprecise control of the plant – felt really satisfying when I maneuvered well! I wish that the nutrients and rocks wouldn’t overlap though. I peaked at 190.

Cleared all the levels! I like the clean and minimal look of the game. The SFX add a nice touch. I wasn’t super clear how the enemies interacted with the light – do they die once they enter a lit-up square? I died once while I was in the green area and an enemy was outside.

I like the freezing mechanic, and I love all the little critters. The song at the end is a really nice touch – a whole SINGER for the jam wow. It wasn’t too clear to me when the Notelings were following me, and I didn’t realize that they would reset to their starting position if they hit anything. I think with more tuning, the extra challenge of having to keep your Notelings safe would be fun!

I like the 2D/3D pixelated art style! The main enemy’s design is very striking – what were you inspired by when making it? I had trouble recognizing where the movement bounds were since everything is black, and I didn’t notice the enemy’s HP bar at the top of the screen for most of my first attempt.

I thought the animals looked like shadow puppets! Was pleasantly rewarded by the ending.

I’ve never seen Twine used like a detective game, so it was really cool to see the evidence inventory and map! Unfortunately, I wasn’t able to get past the first line of each location.

I really like the lighting and the stealth mechanics! The walkways are narrower than I expect though, with the colliders being further in than the walls, which has cost me several escapes from danger.

I like the riff on social commentary on AGI, though I struggled to understand how the inputs corresponded with the pot. I did see the fire emoji appear, and the pot would turn pink and frown.

Love the cute low poly style. That cactus-colored alarm clock is diabolical.

Utilizing the mouse scroll wheel for height is interesting – I don’t see many games that use it – though it feels at odds with the urgency of the game (or I’m just scrolling too slowly haha).

I like the clean, minimalist art direction. I wish that the hitboxes were smaller for the pointy ends though.

I really like the halftones and dithering! Would like to see the story extended!

I like the mix-and-match creature parts and being a procrastinator/contrarian but ultimately having to move forward anyway.

Here’s my guy: image.png

Very cute little game! I cleaned up all the spiders, though it took a few tries. I do wish that there were more contrast between the books and the wallpaper since they blended into each other. I found myself wanting to be able to drop down through platforms as well.

Thanks for playing and the sweet comments! I was hoping you’d check our game out after seeing yours! I’m glad you like our wet and sad protagonist and got to see her grow into herself.

Fun production details:

  • Our internal name for the princess was “awesome woman”
  • Themes inspired by this tweet: image.png

Thank you for playing and the kind words! I’m glad that you noticed the details in the intro.

Thanks for bringing the scene load issue to our attention. What browser are you playing on?

I like the soft color palette and shape-focused art style! I struggled with identifying what the right timing was for the rhythm minigame – is it when it overlaps with the face? The game also froze when I missed the beat after a chain of “good” hits.

Fun and tense! Bert really isn’t doing well.. I like his ragdoll animations, though it did get a little unsettling when some of his body parts separated.

The art is GORGEOUS, and I can see why it took most of your jam time! I love the calming atmosphere and slowly piecing together memories.

Intriguing story hook; would have loved to see the story continue with what happens at the dance-off!

Thanks for sharing all of these details! Love hearing about the origin behind Lily’s and Dahlia’s names.

I stole bloomed yuri from the YouTube comments anyway haha.

Very sweet little game! Rooting for Lily and Dahlia! Do the flowers dahlia and lily have specific meanings you were inspired by when creating your characters?

I love the collage style, especially Dahlia’s little post-it dialogue box! I liked getting to see the meanings of the flowers and plants as well. Would love to know more about Lily’s magic!

The game reminded me a bit of the music video for this song I really like (Water the Roses ft. GUMI by FLAVOR FOLEY) though it has the opposite tone to your game (doomed yuri vs your bloomed yuri).

Fun interpretation of the theme, and I really enjoy the art direction and sound design! I wish runs would last a bit longer though – I feel like I crash the car very quickly after restarting.

Made it out in just under 34 seconds! image.png

Very cute, and I liked the enemy behavior!

I liked the tension from the imprecise control you had over the pods. The pods in the background did throw me off.

Thanks for playing and the feedback! We were initially considering a fail state for the game but realized it makes sense narratively for Liraz to have to continue with her life regardless of how poorly she suppresses her feelings. We wanted to make her sprite look more worn down as she took “damage,” but that ended up not being feasible in the time we had.

I was really excited about the theming since I used to play viola in orchestra! The main menu is so cute; I love how the staff lines get highlighted. One detail I liked is how each character has SFX corresponding to their instrument!

Also, Daniel is a piano, right?

Since Josep mentioned wanting constructive criticism in the Discord server, I’m going to drop a couple of my thoughts from my playthrough here:

  • I was surprised that “haiku” was not defined and that non-haiku format submissions were allowed. I do see the consideration that syllable restrictions might make the game less cozy, but I feel like in that case, it didn’t need to be specifically haiku-themed.
  • The RNG nature of what words were available to write a haiku with was frustrating to me – I would keep refreshing to try to get the specific versions of the words I wanted. I didn’t mind for the first few haiku, but because I spent so much time on them, I only begrudgingly completed a few more with less time/effort in the later parts of the game. (I don’t know if this is the typical experience playing though HAHA)
  • Similarly, the RNG nature of what blocks appeared for the word clearing minigame could be a bit frustrating if I couldn’t get the shapes I wanted.
  • It wasn’t clear to me whether and how the word clearing connected to the haiku word bank.

loved this! i enjoyed seeing what you guys thought students today would want to put into a time capsule and the little accompanying profiles. i got ‘the historian’ for my capsule, and that really accurately captured my thought process when selecting objects.

seeing the 2006 capsule hit me with so much childhood nostalgia… i grew up watching high school musical every week since my family friends loved it – one of them actually recently got married and did her first dance to “can i have this dance” from high school musical 3.

philosophical seed journey.. the white on black is very striking and helps bring the focus to the dialogue. the pan over the whole world for the credits + interactable title screem is a nice touch