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Roboticy3

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A member registered Dec 17, 2022 · View creator page →

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Glad I got to this in the final moments of the ratings. Lots of fun. I won with less than 1 minute on the bomb.. am I playing wrong? 

Very cool. I think this strikes a good balance between puzzling and precise platforming to be engaging. I'm trying to rate a lot of entries this year and haven't gotten to finishing a lot, but this had me hooked right until the end

Good use of basic html. It was cool that I could copy logs into the report and do stuff like resize the report to fit more text. The search feels very arbitrary but that kind of matches the feeling of using an unfamiliar computer system. 

Note to self.. start paused with a pause button.. ok got it.

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Wasn't sure about the music until the beat dropped. 

The keyboard accessibility was very good. So good that I may or may not have spam clicked through all the dialogue bc I like the feeling of clicking buttons really fast. Very fun to play as the god emperor of the kingdom.. of uh... antarctica :)

Thank you for coming to my ted talk. 5 stars.

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Refreshing to have a game that is not time-based. I also think you're not giving yourself enough credit by saying the visuals are just the shader you downloaded. There's a lot of tweaking and color work there that make it come together to a very cohesive image. 

However, at a mechanical level, a lot of plays feel forced. I assume the game opens up when you get more perks, but it could also be a little more complex in the early game. It feels like its missing some core system to pull it together. 

Wasn't sure about this until the double leaves round hit. Nice and simple game with good visuals, sound and feel.

Game crashed for me while spam clicking to skip through the text that flashes up on screen between attacks. It was right when an enemy died, so maybe the game was trying to read data from a freed instance?

Anyway, awesome concept. Would work well as a larger game if it had more juice. 

Thanks for reminding me, I'll edit the game page to say a mouse is required.

Lots of detail for a 48hr jam. How the hell did you do this? Anyway, my main feedback is that I liked how some buttons had keybinds, but it was annoying that not all buttons had keybinds. 

a performance pass may be in order after the voting lol

What a unique take on the theme! I'm imagining how funny it would be for a segment like this to go in the middle of a cutscene in a AAA narrative driven game, like there's a serious moment followed by the combo bar and the handshake menu showing up.

It was a little hard to tell how exactly the handshakes were affecting my score, but I don't think that was the main focus point lol. It felt like the animations after each interaction got more dramatic as I got closer to clearing the room, and like there was some denser combos towards the end of the game. Very cool if that was the intent. 

That's smart yeah. It didn't really come to mind because I got too focused working on the mechanics. Either way, there's plenty of squash and stretch in this jam to go around. Thanks for playing!

Higher apm than league

This game is very technically impressive for a jam submission. I always avoid 3d because there's just more factors to deal with, but the fact you pulled off a 3d environment with physics bodies that don't tweak out, dynamic snow, and an.. almost functional near miss mechanic is really cool.

It's fun, too. I think the only thing missing is that near misses should give some more invincibility against the obstacle you're dodging. 

My time was 5 minutes.

thank you

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Would be cool if you have more grip in the tunnel to match the rain effect pausing, and if there were more dashboard elements that tilt when you turn like the stopwatch. There's a lot of good ideas here, though. I like how the camera fov changes just a little when you speed up, enough to give the sense of speed without being obvious.
Also, I instinctively reached for my phone to read a text after reaching 2km. Incredible realism.

That ice sure was slippery. I was making fun of the AI until I tried to move myself. 

Considering I can't even drive manual in real life this handles surprisingly well. Then I combo'd off of a fish, change gears three times, spun out and got a cool sound effect.

Yeah the power bar is scuffed. It's conveyed terribly, but there's an animation delay between you starting your swing and the ball actually getting hit, and the power bar isn't paused during that period. Basically there's input delay. It doesn't help that the power bar's value is raised to an exponent, which increases the difference in effective power that was annoying you. A lower exponent and higher base multiplier would have lead to a more consistent feel without removing the impact.

Getting to see someone play this in a video was really helpful, thank you for playing! The dramatic reading of the intro was also fun

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I suspect this is a common experience. All the playtesters who I sat down and explained it to got it pretty quick, but I struggled to convey it over text.

Yes, im going for "wtf factor", and originality! If you consider yourself intrepid, go ahead and try again after checking out the instructions i left on the game page. It's very quick to read when you get the hang of it.

The jump to 3d really adds to the impact of that moment. I love games that leverage an engine's ability to mix 2d and 3d like that. There's a surprising amount of detail in the setup of the tilemap in the main game- like how bushes don't have collisions. 

The farming is a little slow, and I had to go out of my way to water the plants sideways because it does not look like a watering can from some angles. 

I didn't get past the night, so I don't know if there's a segment after that to match the "unexpectedly wholesome" category. I haven't played any submissions that really go for that yet.. mine doesn't either. Anyway, this was pretty fun.

The movement is very floaty and the enemies and players both have too much health. I can't tell when I'm dealing/taking damage and the large health pools don't help.

But, that out of the way, this is impressive. The debug mode evidences a lot of experimentation with game engine basics, so I'm glad it was included. The asset use is also pretty good. Since this is more of a tech demo, then the prototype tileset is very appropriate.

The music drowns everything else out. It's also weird that the enemies appear to have some variation in how high they can jump while you are static. I felt like I didn't have anything to do against enemies jumping unexpectedly high, though maybe I'm doing it wrong.

Congrats on coordinating a team and matching the theme! This was a hard theme and I'm hard to impress with 2d platformers, but this was pretty fun. I like that the upgrades aren't introduced right away, giving me some time to get familiar with the controls before adding freedom with health and speed. I was just starting to wonder what's stopping me from just skipping the enemy encounters, so having a place to use points is also good.

"Oh, it's minesweeper"This is very interesting and creative! I wasn't able to beat it. I assume I'm supposed to rotate crops, but that froze my game on the web build.

Two things that felt like they were missing was A. an indication of how many points (pence?) I would get if I clicked harvest at a given time, and B. A zoom in/out on the camera. The latter is something I've done before. It can be kinda tough to get right, lol. 

Aside from the quality, this matches most of the categories pretty well. I know this was probably just a hasty insert, but I find it really funny that failing to pay the landlord and finding a plague victim have the same sound effect. 

The movement is very stilted and the base attack sticks you in place with a poorly conveyed hitbox. I do like how the attack gets looser over time, and how the limited movement does make the zombies genuinely threatening at first. 

thank you! Yeah the movement was really hard to tune. Fun fact: tunnels and ropes are almost the same thing under the hood. The only difference is that tunnels are "entered" automatically while ropes make you press the up arrow.

I think I'll try to make my next foray into tilemaps less headache inducing. Thats a good goal.

yay!!  cereal gang!

I originally planned on "lizards" (men on all fours with spoons), but I ran out of time. Monk playthrough :))

I don't think they would have worked that well because the existing code was already pretty jank and that would have been amplified by navigation and player character/enemy interactions. It's really frustrating because the world does come off as dry with nothing else in it, and I just don't get dry cereal.

Thank you for playing!

Everything about this game works. I played this game for 15 minutes. I played the cereal pouring game for 15 minutes. I got invested in the tech related to manipulating the box using the corner of the table. And for my efforts, I was given that final cutscene with- genuinely -and adaptive music track fading in over the existing background track. Incredible.

Actually unhinged that you commented on my rating page telling me to come here. Based. 10/10.

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I'm playing all the cereal based games as a joke, but some of them are actually pretty interesting. 

I wasn't able to beat it in the end, the placing ui and the controls were a little too much for me, but the visual theming and adherence to the prompt were good. The race was just challenging enough that I wanted to come back to it when I ran out of time during the exploration sections.

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front loops are food. You are grain. The cereal graveyard is the dregs of the grain farm in the background- i think. How do you think respawning works?

I will play all the cereal games!

This one was actually really good. I think I progressed too fast and broke it because I had 4 stars at the end, but that's just the kind of thing you want from this sort of game.

The premise doesn't overstay its welcome, this is one of the better paced submissions I've played so far. Thank you for making this!

I really thought of doing an idle game/incremental game for the jam at first. But I couldn't think of a way to make it interesting. My assumption is that other people would just make a game in the same vein more interesting than mine. I think that holds true here. There's definitely some decision making involved in progressing. I didn't get completely hooked but it had me clicking for a while.

The animations are nice. Is there supposed to be sound?

Horrendous. 10/10

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I WILL play ALL the cereal games for obvious reasons.

I lost a piece of myself when, in the year of our lord 2025, the text "heckin chonker" appeared on screen. But, if you think about it, I needed that hole to become cereal, which is everyone's ultimate goal.

Ok so all jokes aside, the rainbow loops giving more points, but falling off if you have too much on your plate, encouraged me to really play the game how I imagine must be the correct way to play, which is by throwing as much food at the cat as possible. Kinda based design. Surprisingly engaged.

I've been completely outclassed in cereal gaming. 100 out of 10