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RhyminGarFunkle

16
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A member registered Mar 29, 2020 · View creator page →

Creator of

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Awesome, thanks for playing! The key to the tight turns at full speed is drifting. It uses AP, but lets you keep your speed up so it regenerates super quickly.

This was pretty cool! I'm a huge fan of turn-based tactics, I got real Hoplite vibes from this. I liked the mechanic of placing your own enemies, although I was able to cheese the game by blocking myself off in a corner for 6 or 7 turns, getting 20+ energy and no extra enemies, but I had a lot of fun figuring out the cheese and capitalizing on it.

I do wish there was a way to see what your enemies could do - knowing that it'll get as close to me as possible and shoot if there's LOS doesn't do too much good if I don't know how far it can move. Overall though, great job!

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Thanks so much! It was actually all made in about 3 days, 5-8 hours per day, I didn't hear about this jam until I got an email the Thursday before the deadline. I've been using Gamemaker for nearly twenty years, since I was a little kid. Sprites were done in Aseprite with minor tweaks in the GM image editor, and music was mostly Bitwig.

I'm glad you liked it! It's clear it was way too difficult, at least in the early stages. I had this weird idea that the conveyor speed needed to be locked to tempo but I don't think it made a difference. The idea with rats is that it would cause you to sometimes drop stuff in the middle of the floor, so there would be areas that were impassible but still easily avoided until cleaned up, adding an extra little wrinkle, but it was clearly all just too much too fast. If I moved forward with this project I'd tweak that first - slow down the conveyor, give more empty spaces between parts, make rats less frequent (at least until the player shipped a certain number of signs and the difficulty bumped up - difficulty bumps now at shipping 3, 8, 14, and 20 signs but it seems right now the start difficulty is too high to notice!)

Inaccessible corners are an unfortunate byproduct of having corners at all, there's no non-awkward way of getting to them. I considered a couple solutions, making the corner bigger than the other conveyor spaces or analyzing inputs to try to guess which of the three spaces the player wanted, and in the end just went with making them inaccessible for the jam.

Blueprints though, I'd keep moving. I like that they basically have a time limit, but the player can get more time if they take a second or two away from doing something else, and that that task is the same thing they've been doing the whole time - moving items around on the conveyor belt.

Thanks again for playing! If you can play with someone else I'd recommend it, it's (in my VERY biased opinion) lots of fun and significantly easier. It becomes a game of communication between the two players, asking what parts they need or which blueprint this tube goes to. If I'm fortunate enough to win one of the prizes (doubtful, there are some fantastic entries, yours among them!) I plan to take a few months to really polish this up and release it as a Switch game, since the co-op works so well (again, IMO)

EDIT: Also, this it NOTHING like the actual process for making neon signs. For that I'd recommend another really good entry, Lam's Untitled Neon.

This was fantastic! I hope you do more with this, it really feels like an early version of something that I would definitely pay money for. I loved the mechanic of having your health, life, AND vision all be the same resource, it adds a level of tactical thought to what would ordinarily be pretty mundane decisions - I'll probably take some damage on traps getting to that big resource, after shooting to extract it will I have enough health left to get back out and get to the end? Ordinarily fire rate is the first thing I upgrade, but do I really want my itchy trigger finger spraying my health all over the walls? It was great!

I don't think I have any criticisms that you probably aren't already aware of and would have done something about had this not been done on a time crunch for a jam (enemies not being shot if they're too close, tough to shoot down from a ledge, UI design, that sort of thing), and quite honestly what you HAVE done as a single developer in a short time frame is pretty remarkable. I loved the weight of the character, the movement of the tail when jumping was on point. Congratulations, I hope you win!

Very nice! The movement felt solid, like a floatier Super Meat Boy, which fit since you're controlling a point of light instead of a hunk of meat. I dug the music!

Ha, yeah, I'm definitely regretting just randomly picking a color each time, instead of pulling from a shuffled deck of colors that never has too many of one. Two of the same color in a row is a little hectic, five in a row is just impossible :(

Thanks so much for the feedback! Difficulty is always hard to get right in jams, what with nobody testing except me and my partner, and it's compounded by my own tendency to err on the side of too difficult. My goal was for everything to be a little hectic - the machine takes just enough time that you can squeeze in another task while it's running, but by then you might have forgotten which blueprint the tube goes to - but only shipping one sign is definitely too hard!

That was lots of fun! One minor thing, I liked the gameplay-as-menu, but when I crashed into the start button I'd often die immediately after as gravity suddenly changed and I didn't time the first just right. It might be better to reset the rabbit's position on game start, or at least reset it's velocity. I also would have loved a quick restart instead of returning to the menu.

I really liked the aesthetic! Combat was a little confusing at first, the slow pace of your character's movement belie how important remaining mobile was to not dying, but it was fun once I got a handle on it through trial-and-error.

Very well done! I didn't have any issues with my farmers falling off, but can see how it would be frustrating - unless a longer game would introduce elements that move the farmers around on their own, the only way it would happen is player error. If anything I wish there were an option to speed up the farmer's movement a bit. Very fun!

That was great! I made it to the vampire but died after the third bat swarm. I do appreciate when enemies and combat are such that you can learn from your mistakes - the worms killed my the first time I got to them, but after getting wise to them I beat the second batch first try. The music sounded very NES authentic, what did you use to make it?

I really liked how atmospheric it was, even with the cartoonish graphics - although that might just be my own fear of the deep ocean. I don't know if it was intended to be at all spooky, but I definitely got a bit creeped out as I went deeper, especially at one point when I tried to rise, and realized that there was a ceiling and escape from the depths wouldn't be as simple as "go up".

That was wonderful. I always love games that show the process of creation as more than just putting the right ingredients in the same place, and the melancholy start to the story really set the mood for painstakingly bending, pulling, and re-bending into the proper shape.

Thanks so much for the detailed feedback! Yeah, the blueprint thing was an intentional choice, but it probably got a bit too frantic in the end. It can be hard to tell in jams like this, when you end up playing so much more than anyone else will with little or no outside testing and end up with a skewed perspective of the experience. Thanks again!

Very cute game!