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A member registered Nov 09, 2019 · View creator page →

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(2 edits)

You can cycle through the items you have by holding the X or O keys (which brings up an item menu over your character's head) and pressing A/D or left/right; the controls are a little unusual, but we didn't have a lot of time to refine them within the deadline. Here's hoping everything goes smoothly 🙌

I assume (based on your other reply) that you're playing the web version. I haven't been able to replicate this... it sounds like the game was somehow interpreting you trying to use the fish (with X or O) as trying to interact with the world normally (with Z or I). I haven't heard of this happening to anybody else so far, so I would think that it's an incidental glitch that could potentially be fixed by refreshing and restarting the game. I have it logged and will keep an eye out for anybody else reporting the same problem. Sorry about that...

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Thanks for the heads up on the audio issue. I'm thinking there must be more to it since I also use Firefox (latest version, 64-bit), and I want to believe that it has something to do with Gamemaker web exports being rubbish in general. I'll keep it in mind for the time being and will let the programmer know if I can reproduce it.

Thank you so much for playing, too! I'm glad you enjoyed it :]

Actual incredible concept for a game... realizing how everything was working and fitting together was a type of whiplash that made this an absolute treat to play. I wasn't expecting anything like this; really good!

I think there's something satisfying about how you're able to start gliding through the different levels after clearing a couple, like scissors gliding through wrapping paper; since you're able to see where all of the different collectibles are once you've switched between all 3 time periods in a level, you can start to look out for the different warps that might take you there and start to work out the path as you dash around. It makes the game feel really nice to play; to that end, I guess speed could be a nice element to emphasize if you ever had the urge to take the concept further in the future. Nice work!

I'll say that this was one of the first games I clicked on when the jam ended because I was drawn in by the Atari-styled thumbnail. I liked it! It was nice and relaxing (especially considering the subject matter) to puzzle through each level once I had read through and gotten a good hold of all the mechanics; I appreciate the nuance that was expressed through the different types of explosives and I can see how they all influenced the level design.

Does your demolitionist have a cheesy retro protagonist name? Can't help but get attached to the guy while blowing through walls.

Oh, this kicks ass! I have a soft spot for old LCD games... this was such a treat to see in the jam. The genre ports so eerily well to the LCD design space that it kind of feels like an actual game that Tiger Electronics would have licensed and sold -- extremely good use of theme, to that end. All that's missing is the cheesy background art they'd add that makes it almost impossible to see the sprites on the screen...

Really cute graphics! Clean look to them, too. Further, I can always appreciate the extra effort of including the arcade cabinet in the game itself... I feel like the cabinet is what makes playing arcade games feel so much more special (especially with games with unique controls like trackballs or games like Spy Hunter that display information on light panels outside of the actual game screen), so making it part of the experience here is a pleasant detail that I think improves the presentation quite a bit.

Cool physics puzzler! Feels like a proper game; contemporary gameplay blended with an older look. I think the cops-and-robbers theme helps with that, too, since you don't see too much in the goofy style of, say, Keystone Kapers anymore (though this game is not necessarily that, and I was completely dumbfounded when I got shot and reduced to a bloody pile of meat for the first time). Has a lot in common with older flash games that were always easy to pick up and play, too. It was mostly straightforward; I had to restart the last level more than a few times because I was mucking around with the physics too much, which felt slightly punishing, but that wasn't too bad; I enjoyed myself.

What's your policy on bugfixes? Our game is entirely feature-complete and has been submitted already but has a rare crash and a few visual bugs that would be nice to be able to fix; the game functions fine otherwise, though.

Thanks for checking out our game! A tutorial was at the top of the list of things we wanted to add to the game, but we were running out of time towards the end of the jam; it'll have to be something we work on for future jams, I think. If it helps, there's a how-to-play section at the top of the Itch page. It's a bit long (since there are a lot of mechanics in the game that need explanation), but it goes over everything.

Thanks for playing! We did run out of time to put a tutorial into the game itself; there's a how-to-play section at the top of the game's Itch page, but it's a bit wordy because there're more than a few mechanics that need explaining. It's definitely on the list of things to improve on in future jams, though.

Even with the bugs, this game is just an incredible package deal -- the entire concept of having to manage your own balance of strong attacks and harmful penalties is really satisfying to play with, and the visuals are absolutely captivating. That the game can still be improved by fixing bugs and other small issues is like icing on the cake. This is hands-down one of the best and most memorable games I've played from this jam, I think. Nice work!

You definitely made good use of the size of your team while making this game! As far as game jam submissions go, Pip Flip Paradise feels very polished and "complete" with its full three-world progression and its plethora of obstacles. It makes for a compelling puzzle game, I think -- that your tiles are randomized every time you restart a level makes it more difficult to brute force levels through sheer force of muscle memory, so you have to actually think about what you're doing as you play. It can be annoying when you keep rolling tile types that are clearly unhelpful for what you're trying to do, but managing to convert your bad luck into a successful completion with skillful platforming can nonetheless feel pretty gratifying. I imagine it adds some replay value, too, since I don't think any level becomes outright impossible when given bad tiles. This all does mean that the game can command a lot of your time; it can be a bit jarring if you're in gamejam mode expecting to play a lot of shorter games from solo developers or smaller teams during a lunch break, but a fully realized game in really any practical context has never been a bad thing. Making a game like this in 48 hours is really an accomplishment in a league of its own. Nice work!

I do appreciate how fast-paced this game is; that sort of speed can make a simple concept more fun to play. The speed might be a little overwhelming to the extent that you can win every time by rolling your dice and attacking your opponent faster than they can attack you, but doing just that makes for some good, frantic fun.

This is an incredibly solid game for the jam! I decided to play a while to see what all of the yacht-inspired attacks did... each game was pretty short owing to the relative difficulty of the game (you're really at the mercy of the rolls you get crossed with the frequency enemies spawn with and the lanes they attack), but dissecting the game made for a pleasant experience. You can tell where some additional iteration beyond the 48-hour time limit could have pulled the difficulty into better alignment, and I think seeing that potential is a big plus for any jam game. Nice work!