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RogueBrain

149
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A member registered Jun 09, 2021 · View creator page →

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Thank you! I'm quite proud of the crafting system, each ingredient basically has hidden stats that get added towards brewing a potion. This way I was able to support many more combinations than if I hard coded them.

You have to go to the locations on the map and click and drag ingredients into your inventory. They can then be dragged into the cauldron to make a potion for Henry. Hope you enjoy it!

That's completely understandable, we only realized after the jam ended that we don't explicitly say anywhere in the game that you can mix any ingredients to discover new recipes. It seems so obvious to say it in hindsight but at the time we didn't think of it! So glad you enjoyed it anyway.

Thank you! That contrast is exactly what we were going for. The balance was really hard to get right, and there were originally a lot more things that would use up actions: going to and from combat took 2 turns, brewing took a turn, giving Henry a potion took a turn. We were adjusting things until the last minute.

Thank you! Yeah we didn't have time to make a guided tutorial, only the how to play section in the rules and page description. Thanks for the feedback!

Thank you! Originally I was going to hard code the recipe list but halfway through the jam we decided it would be more fun if it was systemic, and the plus side of this was that there are now way more recipe combinations and almost all of them are valid. I'm happy to hear you enjoyed it!

Thank you!

This is really cool! I like board games like Catan and games where you have to balance economy vs combat are really fun. I did think the snowball from harvesting was a little too OP, and after the beginning I never really had to move the guy around. Maybe it would be cool if you could only harvest and get combat bonuses using buildings on tiles neighboring to your character? It would create more of a motivation to move around.

Good job! This reminds me a lot of a game I made for a previous jam (Stormlight Manor, I think you would like it if you checked it out). I like the idea of the timer for visibility a lot, and I actually think you did a really good job with the implementation of the pulse and the shadows. Only on the fifth level did I notice that the shadows actually prevented other meteors from showing up on the radar. I think the game is missing some sort of time pressure pushing the player to take more risks and play more quickly, because as it currently is, you have a strong motivation to just play slowly and only move when you can see. But aside from that, very cool!

There is something very endearing and wholesome about the art you made. It is a shame that the meteor/countdown aspect didn't come up that much. Unless I am mistaken I just walked around and talked to a bunch of people and eventually got a "Thank you for playing" screen but I'm not really sure what happened. Still, very cute.

Thank you! That was actually intentional, we wanted the game to revolve around the player's greed of wanting to get more ingredients but not knowing exactly when to return back to Henry.

Funny premise but I think the game is a little too challenging, mostly because of how little time the timer gives you.

Probably one of the most ambitious game jam games I have ever played. I don't know how you made this much in such a short amount of time, all the way down to even including achievements and a full fleshed out settings menu. I do wish the gameplay was a little more readable though, sometimes it was hard to tell exactly what I was doing or what projectiles were from my ship vs an enemy.

Very cool concept, I like echo puzzles in other games and having to plan out the order that you place them (since you run out of more time with each echo) makes the puzzles a lot harder. I think a nice feature would be if your echo stays in its final position once you hit the "e" key for the remainder of the timer.

I like the mechanic a lot and it is pretty watching the paint cover the screen in different patterns. Like the other commenters said though I really struggled from a puzzle standpoint and feel like the solutions were too finicky.

Thanks! We wanted to give each area a slightly different feel so they all have their twist on the same mechanic of foraging.

Thank you!

Thank you!

Thanks!

Thank you!

Thanks for the feedback, we did include settings to change the volume of music and effects but sometimes it is difficult to gauge the right volume to start out with.

I like the concept but as you said in the description it is very punishing in a way that is not clear to the player. I feel like I have just enough time to keep firewood going, but there should really be some built in thing in the weather station where I get one card per turn so I cannot so easily soft lock myself. I have never actually gotten to the end of the 30 day counter on 4 separate attempts without just running out of resources halfway through and being unable to do anything on my turn. Still, I think the idea for a frostpunk style survival game with card mechanics is cool, and I always like card games about something other than traditional combat.

I like the art style but I don't really understand why the bomb is exploding, is it because I ran out of time or is it because of the cigarettes? Or how the colors correspond to the bomb, since the slot machine has 3 panels and the bomb has 4.

Very amusing conceptually, but kind of slow to play. Once you realize you can move things around to sort by date it also becomes very easy and the guy doesn't refill the fridge often enough for it to become difficult. Still made me laugh though.

Funny parody game. There is a little too much to keep track of at any given time and having so many stocks in real time makes it hard to track which ones you have invested in and which ones you actually want to buy or sell. I also think each stock value would have benefitted from a Y-axis with numbers since after a certain amount of time when it levels out it is hard to tell if it is high or low.

Really cool puzzle game! I like "time travel" puzzles and I like how you manipulated the elements of it in different ways such as making keys, doors, obstacles, and even the player immune to the effects of the rewind.

This game has some interesting ideas but could benefit greatly from added tutorialization or visibility of mechanics. It is hard to make strategic decisions when you don't know what the basic mechanics are, or even once you do if you don't understand what something like "transmute" means. I spent more time than I otherwise would have because it looks really deep and I believe it is, but so much time was spent trying to figure out the basic actions I could take other than rerolling and placing my dice randomly.

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Very cool game, I played the whole thing! It's always fun to see something inspired by something like UFO 50's Party House. The aesthetic and music are amazing. It's interesting having a health mechanic but I wish it was used a little more, it felt very forgiving going down 1 heart per round aside for something like the occasional knight. One of the best parts about Party House is the push and pull of the economy vs the danger of taking two many Xs, and here I didn't feel as much danger because it was easy to play it safe and just wait until the next night. But this is a minor complaint and I think the game is otherwise awesome.

Very fun! The timing works really well with the "contraption" style puzzles. I liked experimenting with a level and playing with the different ways to achieve the perfect score.

Nice art!

Unique concept! A little light on the "countdown" interpretation but still cool. I like the minimalist art style and overall vibe. I think I might have preferred if the controls were "pull back" instead of dragging in the direction of travel. I also think the magma orb was a little too heavy and hard to maneuver, especially when I wanted to smash it.

Cool "idle" game! I like the controls of steering the drill and it feels satisfying to dig further and use the upgrades.

Thanks! This was my first time making minigames, and it was tough implementing them all in time on top of the potion system. We hope you liked the Goat, that one is my favorite.

Thanks! We wanted to stay true to the source material of Asteroids with regards to the black screen, especially as a backdrop for what later gets filled up with the colorful clones. That being said, I think maybe a few distant stars or something would help 

I love the sense of humor of this game. Gameplay-wise it reminds me of Quibble Race from UFO 50. It is fun drafting the lil dudes and upgrading them, and it is actually pretty strategic how you should manage your money. Fun game!

Thanks for the feedback! I considered having the player buy upgrades, I've done that with a lot of other games and I think I wanted to try a simpler approach. I agree that it would help push you to clear out the asteroids more quickly. Glad you enjoyed it!

Creative idea! A little buggy, but good job given the time restrictions

Very cool use of the drifty Asteroids-style controls. It is fun zooming around the meteors when you get the hang of it, I think it would be really cool if there were some more gravity mechanics or more incentive to be faster (although a high score system is not bad!). Feel free to try our game out too, we have a very similar Asteroids-inspired control scheme!

Very creative concept, I think it would be cool if you could get upgrades to manipulate the loop in new ways.

Best game I've played this jam so far. It's a very rewarding gameplay loop of doing better in the boss to become stronger for next loop. I like the push and pull design of surviving longer to increase player strength, and dealing more damage to decrease the boss's difficulty. Great art reminiscent of 20 minutes till dawn, and the music is a great fit.