Can't beat otters! I look forward to trying this! Nice presentation, too.
Ranarh
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Really like that you put all that info on tehg ame page. This twin stick business is HARD, but my finger problems aside this is fun. Speeds are good. I think the inertia takes a bit long to overcome, one time it delt like I got stuck at the bottom of the window; but I understand this also makes more interesting movement. The looks are pretty oldschool right now. I am not 100% if you are going for it, but this has not too much in terms of originality yet, maybe once you are further along it will be more unique?
This is hilarious! Obviously it still has a few glitches like the text not disappearing fully. Even though you recommend fullscreen I wished the controls to be a tad less touchy - I get the fun of the game it die a thousand times but I did get frustrated with that bloody trampoline thing under the spikes early on. Otherwise, I have no complaints, this is a fun little game that has a potential for hours of levels with physics shenanigans. Are you considering adding more moves or for players to inflcuence the countdown somehow?
This was really hard! I must admit that I am not the greatest with games that do not have an over-the-shoulder camera, but I still found it incredibly difficult to land even simple jump, especially when the camera went behind objects, of course. I like the good ol' Prince of Persia vibes a lot, and the little intro drew me in. Sadly I didn't get far, but I would like to see more of this game; the basic idea is not too big and has a nice incentive to try to stay in as long as I can. The constant sand rush is a neat original idea .
Coming here from the PostJam Jam. I really like the concept of this game: that I can actually throw the dice with physics is a lot of fun. I may not be well-versed enough in the game genre to immediately understand everything; the tutorial was a little too light for me.
I cannot praise the art style enough. I actually chuckled whe my first click gave an onomatopeia. That said, maybe the worldbuilding will become clearer later but I found the terms Gold and Relics ill matched. I presume a Cthuloid setting though, in which case it may fit after all.
You have a lot of "juice" already, which is great; some of the text can use better layouting - the dice abilities starting with a dark caption for example could be better, and not every text needs to bob quit to much, but that is fine detail.
I am looking forward to seeing more of ZAR. Good luck with your Steam journey. Points for presentation!
It was a happy coincidene for sure that my film nights and this title fell on one weekend. I thought hard about the title for a while. And I agree that more diversification on time periods is a good thing! Then again, I do see a lot of interesting games like, whatsitsname, Mud&Lasers? So I guess I am only late to the show!
Flamboyance is half TTRPG and half LARP - fights are resolved by hand slapping games. It's a swashbuckling system ideally suited for over-the-top action in the vein of pirates, highwaymen, and merry bands of bandits. The perfect adventure is a heist! The system is a simple 2d6 roll: success and cost, modifying a handful of stats that influence overall status.
I encourage inventing more dueling styles! Please credit the game author and make your adventure either free or PWYW.
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Similar in theme is my recent entry for the Appx N Jam (somebody stop me if those aren't what this jam is looking for) Rogues in the Manse, a system-neutral dungeon crawl set in a far future where player are retired Musketeers guarding the centuries-old relic of Dumas' characters. Swashbuckling focused on mouthing off, and misusing everyday items! Possibility for ultratech musketeering!
I had things to do today, you know. But you just HAD to go and make this game. I am not evena huge idler friend but this hit all my buttons. I love the particles, I love the progression, I loved how gravity wells actually capture bodies, I was delighted when I got the options for colour and nebulae, and just as happy to blow up my universe later. Great job. Will recommend this. if I have to add critisicms, the art could be more consistent - mainly the asteroids, Everyhting else looks amazing except for them ;)
Thanks so much for the detailed analysis! All good points, I will keep them in mind for a post-jam update. With such a limited space I didn't think I could fit many more tables. And gosh, there are so many great systems - I only recognised half of those you mention - that I didn't feel like giving a proper suggestion. Personally, I feel that more people should play GURPS :D
That's a good thought about dice - I did sway a moment if it's good enough and then followed the main stream, where it feeels like everbody and their sister plays d20 systems (which would still be an unreasonable traps number, admittedly). On the other hand I would say that the atmosphere of the setting is actually underlined well by a room with 90+ relics, and stairs where every single step is right out of Grimtooth's book! And rather add a cap for how many need to be described at start? I will consider these thoughts when I update the layout errors after the jam. And dogs.









































































































































