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rcortes

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A member registered Jul 13, 2020 · View creator page →

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This is a cool concept, I like the idea of preparing the rocket first and then getting to pilot it afterwards. I couldn't figure out how to stabilise the gyroscope but I think the wobbliness added a fun challenge. And nice job on the art too, very clean!

I've never played around with TAS tools but it's so cool to see one in a game jam entry. Really fits well with the theme, effectively turning a mechanically demanding action game into a tick based puzzle game. The only issue I faced was that the game didn't let me scroll the timeline to view the later frames, so after about tick 300 I couldn't actually view what my inputs were which unfortunately made it impossible to finish the waves. But apart from that, great execution on a unique concept!

This entry definitely has the most creative world-building of any of the other entries I've seen. The mechanics took me a while to grasp, especially how I was supposed to recover water as I didn't realise that you automatically recover a set amount for each new region instead of having to manually loot it like scrap. The main gameplay loop is good but I think it's held back by those frustrating moments when you've got a few seconds left and you know there's one more enemy on the stage but you just can't see them. It just feels like there's nothing you can do or plan for in those moments. I think some directional audio, UI indicators, or a mini map  would go a long way in making the countdown mechanic more engaging. But other than that, really cool concept, gorgeous art, and I think the gameplay certainly has a lot of potential. Well done!

This was such a wild game, loved it. Also Wibbly definitely has allegations

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This is such a cute and well polished game. The platforming is incredibly tight and the level design well-thought out. I especially like the high-risk optional time gains as well as how some of the recovery paths give you additional time to be a bit more forgiving. It shows you put a lot of thought into balancing the difficulty. Well done!

I absolutely loved Nitrome as a kid, I can see the influence now that you mention it haha. Thanks for the kind words, Tony!

Thanks for the feedback! That's a good point about the camera,  it could be worth letting the player control the zoom level to limit how disruptive the camera motion is. Glad you enjoyed!

That's high praise for sure, thank you!

Thanks for playing! Yeah in hindsight, the bomb-throwing is a quite strict. The launch velocity is based on the delta position from the previous frame only, so if you reach max arm length and release one frame later then it immediately goes to zero.

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This is really well polished for a game jam entry. I'm loving the Hollow Knight inspiration for the combat and platforming, but still with its own unique premise and aesthetic. I thought the choice to unlock items via chests was a refreshing departure from the "choose 3" mechanic. It also rewards planning your routes ahead of time via the mini-map, which is a mechanic that adds a lot more depth and intention to each run. I'll say I got to world 5 and did find myself wishing the enemies would get a bit more varied and challenging. With how clean the movement feels, I think dodging projectiles and juggling different enemy types would be really satisfying. Overall really well done, I think this one has a lot of potential for a post-jam update or even a full game!

Maybe I suck at my job but I wasn't able to get under 50 days 😭

This is really slick, great job on the UI! I feel for some cards it was unclear how either option would affect a given metric since the only indication you're given is a dot, but not the direction of change. But overall really well done, clean visuals, good music, and unique gameplay!

I like the narrative and visuals of this one, but I couldn't figure out how to progress beyond the sunny room without dying. I feel like I explored everything there was beforehand so I tried sprinting through at full health but it wasn't enough, so not sure if I missed something. Another issue I had was that attacking the enemies wouldn't register half the time even when they were visibly within range. But overall a pretty good entry, the platforming especially felt satisfying!

I like the visuals for this, but was a bit confused about the mechanics. I wasn't sure how I would use the time mechanics to position the enemies so that they'd shoot each other, instead I found it easier to just walk around and kite them into position. But nice work overall!

+1 for using capybaras instead of invisible walls.

Very neat mechanic, and the abilities were well thought out. Well done!

This is a cool take on the bomb disposal idea and pretty well balanced. I like that you're able to run away from each of the bombs if you mess up, makes it just forgiving enough to not be unnecessarily frustrating while still being time pressure. It took me a few runs so by the end I basically had the rules memorised which was pretty fun. Diffusing the big bomb in the basement made me chuckle, felt like you were making me put him down.

Also gotta give props to whoever did the music. Not only is it a catchy melody but it's impressive that there's several tracks that the game fades between for different areas/contexts. Great work!

This is such a meta interpretation of the theme, I love it. I'm also a big fan of the MSN aesthetic and the character art. Congrats on a really polished and original entry!

This is a fun and creative take on the clicker genre combined with the jam's theme. The sporadic ransomware minigames were a nice touch. Well done!

I really like how this game leans into its weirdness - the chaotic music, the arcadey pseudo-3D graphics, the strange controls, it's all put together very well. Nicely done!

I've seen a few grid-based puzzle games with some sort of countdown mechanic tied to the number of remaining moves, but this is by far the best executed. Stellar polish on the visuals and surprisingly compelling narrative. Having to do the last puzzle with just Milo was such a nice touch. I hope this one does well, great work!

Short and sweet. Platforming felt good and well-tuned, although there was one platform in the 3rd level just before the pool of green acid that would sometimes not register the jump input, which caused me walk off straight into the acid twice despite pressing space. But other than that, well done!

Well done on a really polished entry. The gameplay loop is really well thought out and balanced. There's always a variety of weapons on the field to choose from but enemy positions and falling platforms still force you to think carefully about your routing. The use of the count down also allows for a satisfying interplay between throwing (thereby discarding)  a weapon vs. using it fully. Also was a fan of the God of War and Silksong references for the weapons (I'm sure there were others that I missed). This is a GMTK favourites contender for sure!

This was a fun concept and would make for a neat puzzle game, but I think it's a bit too frustrating how little control you have over the bomb. The lava level was especially unforgiving, and by the time I got to the final plank, the slight thickness of its collision box was stopping the bomb from rolling onto it and it rolled off to the side instead. I didn't get farther than that. But apart from that, the game's well presented, has a cute art style and vibe, and a fun take on the theme.

I really like how you took the same set of bombs and had the player use them in different level types. The level variety made it feel like one of those old arcadey plug-and-play games where you had 50 different games in one.  The music also perfectly captures that vibe as well. Nicely done!

Really interesting mix of genres, and I'd say you executed it really well! It's challenging but really well balanced. In the later stages, the game demands you have very little down time on the stoves in order to keep the pressure up on the enemies, and fumbling the meals a few times is enough to turn the tide against you, but it's not so impossible as to be frustrating. If you decide to expand the game, I think it'd be fun to get upgrades to the number of stoves, their cooking speed, and the number dishes you can stockpile.

Overall really well done!

The concept of playing as a decaying atom is quite creative, but I feel like there could have been more to the gameplay loop then simply  going to the green zone and dodging neutrinos.  That said, I do really like how clean the UI is, and it's impressive you implemented a leaderboard for a game jam entry!

Glory to Arstotzka HR

Racing against your own fatigue is a cool concept. Once I figured out you didn't actually have to read anything and you could just look at the colours I was in a pure flow state. Nicely done!

This has got to be most creative take on the theme I've seen yet. A really cool idea to have each platforming puzzle outlined by the numbers in a count down, and it's really well executed and got a lot of mileage out of a simple but creative mechanic. The exact logic of phasing through the platforms wasn't super clear to me at first (like how you can actually fall through several layers if they're close enough) but it was satisfying to figure out.

Well done!

Had fun with this one, I like the design of the little candle guys a lot.  I'd say the hurt boxes are a little unforgiving though, but overall well done!

Couldn't get any good pictures cause I was too busy honking the clown's nose.

10/10

Big fan of the minimalist design. The difficulty scaling feels just right and there's a satisfying moment where the correct solution clicks on each of the later levels. Good stuff!

I'm dying at that cover art lmao. Now I feel bad for chucking the spoiled food.

Nice game, cute artstyle and a very neat concept + execution

Cool concept! Very chaotic and pretty fun. I did end up guessing a lot of the timing though just because it would take me like 10 seconds to set the time on some of the orders lol

Nice entry. I like the idea of the reaction time boost and the uneven countdown to throw you off, though I did find spamming the button to be the most effective strategy, so maybe a penalty for pressing earlier could prevent that. Well done!

Cool to see a vampire survivors like with perma progression. Turned out speed + shuriken was the best build to beat the bosses since they travel at Mach 10 lol. Nicely done

Thanks for playing! It's funny I thought about that exact cheese strat and somehow couldn't pull the lever far enough to trigger it so I left it in lol

Haha so glad you liked it! Controlled panic is definitely the feeling I was going for

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You nailed the aesthetic of the game. The death/victory scene transitions and the Count walking towards you are 👌. I'll admit I'm not the best at parry based games so I struggled a lot with the timings, especially on some of the chain attacks where it felt like the parry windows were a bit inconsistent with the timing of the sword swings. But when I did get them it was really satisfying to quickly pop the latches and headshot in quick succession. With some tuning and clearer audiovisual cues I think this could be a really fun game.
It would have also been nice to respawn at the start of the level instead of from level 1 since I eventually had to give up by level 3.

Thanks! I was thinking how difficult this game was gonna be on a trackpad. You're very brave for attempting it anyway haha

Glad you enjoyed it! Yeah that's a good idea, I'd love to also make some longer levels for speed runs

Thanks for playing, glad you enjoyed it! Trust me, if I had the time I would have made some absolutely diabolical levels