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Rowlof

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A member registered Jun 11, 2021 · View creator page →

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I liked it. It's basically a game of taking the smallest risks as there are a lot of uncertainties. I can't proof it, but I'm pretty sure you added some wave function in the amount of matter that is dropped so sometimes I'm too big and sometimes I don't have any fuel left, which definetely varies the gameplay loop. The most scary/unfair/memorable moment in the game is definetely when you have no choice but to stand near the clear ceiling and anything drop on your head at any moment. One must wonder if there isn't anything a developer can do to prevent such a situation by adding indicators, but I actuallly kinda like it + I have no idea what kind of indicator could elegantly display where danger might be hiding in the darkness of the infinite above. Sometimes there's an actual impossible scenario, which need to get ironed out

The art was simple which fits the game, but in the end is still simple. Giving your game a bit more of an identifyable look can elevate the gameplay even more while staying decently simple. The saw blades look great.

BTW, I added some shameless self promo at (edit: near) the top of your leaderboard, remove it if you dare! TUV is me too

Yes

Shutterstock go brrrrr

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IT WORKS!

Nice game, the intro is cool
It's really annoying to get hit by a fireball when you're clearly not touching it. I know you might think of something like the heat radiating through the air a little, but it's currently quite impractical to gauge whether you're gonna get hit or not. Another issue is the player sticking to the walls on the side of the screen. To fix that, add a physics material with friction turned off to either the player or the walls of the screen

Jumping often worked fine, however landing quickly becomes an issue, often times having no choice but to take a hit. The player character is really floaty, which is fine with how it makes you have to go left and right a lot in the air as you're tracing the movements of your surrounding fireballs, but when landing you don't have many choices left and when jumping then place where you'll have to land isn't even in view yet. If you could somehow fall faster at will that'd fix it, or if only the balls of your character could take damage and the cone can delete the ice cream, that'd fix it too as now landing is effortless. There's many more ways to do it.

The coins definetely help elevate the game a bit. It let's the player decide which coins are worth going for, and which aren't. Overall the game definetely feels like a game so well done, Ben!

(PS. I don't actually know your name, but it's probably Ben) 

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Garbage game! It's very fun and probably quite addicting if you're quickly addicted to these types of games. But there's so much clicking as quickly as you can that it becomes really stressful quite quickly and without any moments of rest. Then if you mess up the fixing of the machine, usually by missing one of the tasks and having to start all over, you're immediately screwed. The pace is a bit quick, and you can always play faster, but the mechanics feel solid and are well rounded. The discard feature is nice. It's a bit weird how you can't serve the second customer before the first, if you want.

The main thing it's missing is any interesting choices, in other words, you never have to think. For a game that doesn't have that I think you're game does it pretty well. However I personally like having to do a bit of thinking while playing a game. Currently you just follow the script for each customer in order and fix the machine when it's broken. To add an interesting choice to this game you could for example make the dispenser slower the more broken it is. You can fix it at any time to be top speed again, but if you fix it immediately you're fixing more than you're making ice cream. Now the player has to decide when it is worth it to fix the machine, which takes practice and is fun.

To summarize the good points, it's very polished and feels solid, it's very stressful fixing the machine while the customers are awaiting their ice cream, there's no speed limit meaning that good skill is rewarded, the sounds that do exist feel coherent and are in a similar style,  I love it when you're trying to make a three of a kind cone and it breaks just before then and it goes: "pdl..pdl..pdl" very satisfying, I like the mood change when switching to fix mode, I love the way you show how mad people are getting very effectively, I like how you didn't go overboard with the complexity of how to make an ice cream cone: keeps the quick pace in the game and I like the color selection of the ice cream types: very distinct. The rest of the game is kinda mid, tbh

Overall a really strong entry, good job!

This game is unbelievably annoying  right now. It's very polished, looks great, and is fun even with all the gripes I have with it. The main issue is that it switches instantly, to a completely unknown color, at a random time + the punishing nature of the lives. If it didn't switch at all, I bet I could go on forever, so my final score is merely based on how lucky I got with those switches.

If you would show a timer until it switches, that would mean that you'd be able to correctly or incorrectly assess how many more layers of the same color you can grab. I think you already have a grace period after each switch, which kinda acts in the same way right, like if you know it's been a while since the last switch you'll want to play less risky, but sometimes that's just impossible as there is not always an empty space.

You could also devide the side bar into sections and make it dependent on when you grab the bottom color of the section when it shifts down. So if it starts with Green at the bottom then Pink, White above, you'd grab green first, it gets deleted, so now it is Pink, White, White, and then you need to grab pink.

Lastly another option is you could add a brief transition period for each switch, where both colors are allowed to be collected for 0.2 seconds

I don't know why, but spacebar didn't seem to do anything for me

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I think the game's design is decent, but it's kinda like taking overcooked and taking out all communication and multitasking, leaving the player with no interesting choices to make. You kinda just follow the script for each customer, in turn and fix the things when they're broken.

The spacebar quick menu is implemented really well, and I also liked the general composition of what's where on screen, you know with the line extending backward miles and being hidden while you're making a cone.

Cool game. Currently you do kinda need to get lucky sometimes. It's pretty common to lose without doing anything wrong atm.
You could make it easier by giving more time, 
or reduce the randomness by doing what most modern tetris does, altering the balls you decide to drop,
or you change losing by making you fail if you mess up a cone and then delete the timer and maybe make it a bit harder to dodge unwanted balls.

Still a very fun game, with risk-reward everywhere and all that

You'll need to upload the entire folder housing your .exe in a zipped folder. Currently we can't play your game

Cool enough concept, however the game currently turns into a waiting simulator. The easiest way to combat that is to give me something to do while I'm waiting for the ice cream to finish dispensing.

To answer the question in your short description: No

My laptop is quite bad and the camera rotation speed seems to be based on framerate, or you're intentionally twitching my camera. In the last case: Stop that. 

Okay interesting. It looks very polished and especially coherent making it look intentional.

I liked it, very cool. However I think it's a bit weird how the order changed without me doing anything. It's a bit hard to give feedback as I do not quite understand your design goals.  You see, if you're trying to make me mad then the order changing kinda makes sense, so I guess that's it. The ghost pulling the levers is unreactable which both depletes the icecream but also ruins your current cone, when you're in the freeze room there's no way you're making it back in time and there is nowhere else to store the cone you're making but under the dispensers. All thing that make you mad. But then the absence of score or purpose kinda ruins this line of thinking. You can't get mad if there are no stakes. You can also run out of icecream buckets (not the cones though).

Yep, I made up my mind. This game is meant to be weird, and it excels at that. Good job, I had fun with it.

This guy is such a big fan of icecream that he has an icecream poster! Nice little story

I think the game is good and fun, but it's kinda like taking overcooked and taking out all communication and multitasking, leaving the player with no interesting choices to make. You kinda just follow the script for each customer, in turn and fix the things when they're broken.

The game feels solid though, with no noticable bugs, for me. That's quite impressive considering the amount of different inventory system at play here.

I think that punishment is the pain of losing an opportunity. There should however be a punishment for incorrectly saying he is correct :)

Thanks a lot for the note, I added it to the description! :D

First I want to say that I absolutely enjoyed the game, and that's the goal. Now a list of stuff I'd change:

I don't get why everything gets a swiping action when they all have a predetermined goal. It seems like a waste of dev time + The player now need to figure out where to place each item after dragging. Clicking the finished cone for example should just give it to the customer if they want it. Ignore this point if you're going for realism over fun.

The game is a bit unforgiving for a jam game. I kept losing because I didn't exactly know how a mechanic worked and wasted 5 seconds on it. One option could be to have an infinite time mode at the end of the tutorial so you can have a safety net while learning the basics

The main core issue is currently that you've only got the mundane part of a game. You're missing risk reward, or interesting choices: Everything you do in the game has an objectively best way to do it
The gameplay is clearly similar to among us tasks but without the subjective choice on how much you're focussing on finishing tasks quickly versus trying to figure out who the killer is.
It's also similar to playing overcooked but alone, with only one pc (player character) and with each timed task like cooking in a pot being done instantly, you never multitask.
These games would be fun for 10 minutes like this.

Of course this is absolutely fine for a game jam game as it is fun to figure this mini-game out, but it's good to know why the game might start feeling like a chore after having figured out all the mechanics

Oh and despite my earlier point on the tutorial, I appreciate that it was there, and it was pretty good at explaining the  gameplay!

Hello, I liked playing your game. It's very simple and instantly understandable, and I mainly liked thinking of things I would add, which is I think a good quality.

I would first distinguish the colors of the pepper and the tomato as it's quite hard right now to spot immediate danger when a pepper appears. If the pepper had yellow fire or something I'd immediately know where danger is coming from if I notice yellow appearing.

I would increase the contrast between good and bad icecream balls as currently it is: look at opponent and mash space.
I like that you don't have to think about what direction the ball goes in when you shoot so when you're in a pickle you can just mash in the right direction without having to look at what your current weapon is, but in calmer times it would be cool if you could try to roll for a good ball to use when new enemies appear.

A bit of a late comment, lol, came from Godot Wild, but I think I have something to add that might make this game better and can't keep my mouth. or keyboard I guess

I think you should've scrapped the little indication bar at the bottom and made the attacks more telegraphed, so you look at the game and not that bar.

Thanks for reading, I know that you're on with bigger and better projects now. Good luck

That's pretty impressive for the size!

Good, not much content though

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Lady luck seemed to be more important than good play. That's fine, in fact that's how a lot of games play out, but in this case, I couldn't get far enough to where the red dots start meaning something and besides those the game is just reaction time tester combined with luck. The looping mechanic makes sense when you are going for red orbs but otherwise the player has enough time to return to the centre after each wave, meaning they don't have to engage with the system.

Genuinely a really great job though, the player moves smoothly, the teleport mechanic doesn't feel jarring, it fits the theme perfectly in numerous ways and the art, story and music fit the game to the bone. The polish is amazing and the animations are impressive for a scratch game.

The music, art and story were nice, especially the feel of the intro was perfect.

There were some neat bits of game design in there but it's currently a bit of a textbook platformer. Besides, the length, slowness, punishingness and precision while staying mostly fair made it feel like a rage game, to which you didn't fully commit I think. This game could really use some extra movement options, but that would change the game completely The repetition of sections was also over the top. What you do well in the level design is that the world is wonderfully consistent. In a lot of jam games you see that one part was clearly made with a different mindset but everything felt like the same game but with variety.

One part you could improve in three seconds is the bit where you go real high and platform, where when you fall you fall down to a lower section, however you could access that safety net without going over which means that some players will walk there all the way to the right and back.

The art was mostly fine. The background looks nice but it's weird how it has a different tint than the foreground. The player also stands out too much, like he was green screened into existence.

The sounds are a bit weird and loud but do make it easier to move a consistent distance

Overall I think you were consistent enough where even though I kinda raged numerous times it warrants respect!

I like it.

I did however not realise at first you were meant to read the book each time a new error occured. In my first couple runs I was trying to memorize the difficult to memorize rules. But when I realised I was playing it wrong it got much more fun. The way I would force players to not memorize the book and to add replayability is by making the rules in the book slightly randomized.

I really liked how you didn't know how much time you had for an error and how you quickly close your book to check the lights, the gameplay loop is pretty fun.

The artstyle is also clean and consistent. Well done. I especially like those notes in the background

Fun game. For me the fun is in the strategizing on how to be as quick as possible, for which you did a great job making it so you can't run while holding a chicken. If you're going to add more animals I'd focus on that aspect by making the fastest strategy different for each, goats jump over fences for example.

Nice game. Interesting how adding a complex physics system can skyrocket the amount of complexity in a game. The puzzles were interesting and fun and outlined the different characteristics of the elements you could build well.

I like it. The progression was steady throughout. Putting the player in puzzle room to figure out a mechanic to then releasing them into a more open world flows quite smoothly in my opinion. However I do think that the open world portion felt better to play as it wasn't just a bland room. In the puzzle you also didn't turn the camera as much. I also think that putting bottomless pits in your world after you have just completed the quite tedious task of getting out of the box is pretty devious even if I didn't try to see what happens when you actually fall in. I think the assets you picked mostly fit well together apart from the really bland floor and the randomly t-poseing mage in the skies, which I believe was put there to show your true size but then still it's weird how he is just floating there.

It was cool, I wouldn't have added the up direction as it made it more precise to go forward or sideways while being utterly useless. The moving leaves were great which was extremely necessary as the rest of the game is pretty bland. I do like the art style and the creativity and bravery to try something new. 

Pretty cool. It feels like a mix between pac-man and feeding frenzy to me. However I don't think an upgrade system fits the game at all. Before I knew about the upgrades I tried to go as deep as possible and had a blast, but with the upgrades it was just mindlessly grinding for scales which I didn't really enjoy, especially since the way you damage fish feels really inconsistent. 

Pretty cool environments, but the gameplay was pretty random

An impressive amount of level you have. I couldn't play them all as I don't have a mouse and so level 2 - 3 was very impractical. I think the cat looks pretty cool but in an environment where everything is just one color it stands out a bit. When making art for a game the most important thing to focus on in my opinion is coherence. The levels were quite simple, but enjoyable and had some interesting stringing of different elements. Well done!

I liked the part before the random fruits, after that it was just guessing

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Hey, hi. Your music sounds awesome by the way, great job. What do you think about the music my brother made for this game?

Great! I'm assuming the content ended when I collected the fish, but I could go back through the pond. I think you could go a lot of directions with this but parts of the way you designed challanges is  really cool. The way you had one high gaps the snake could fit through and the way the goat bumped his head in the cave so actually the snake could jump farther for once. I think the assets looked really cool though sadly the characters weren't animated. The movement feels crisp and responsive even when the characters aren't animated, and I haven't found any bugs so the jankyness level is through the floor. Well done, especially with this amount of different animals, in numerous other jam entries where the player changes size there are considerably more moments where jank shines. 

The gorilla was a bit usefull in the beginning but quickly became irrelevant. You could put in enemies and make the gorilla stronger than the other animals, but there's a thousand other ways you could make the gorilla more useful. Sadly the fish didn't get too much playroom to really shine as it is the most unique animal as the others are mere stat changes. You could put in different paths where the fish goes below the rest of the level in an underwater passage, or you could make the passage go back in the level where you need the gorilla to knock down a tree so the goat can jump to the ceiling where the snake can just barely slither out of a crumbling mine. You could make way more animals too.

But I think in its current scope the game is absolutely fine for a gamejam. Well done!

It's interesting how much luck is a factor in this. Some parts are really tough while others are very quick.

I like it, it's just too luck based for me. Normally with card games you can count, but that doesn't really work here. Plus because I and my opponent knew exactly what cards the other had nobody ever got to play and it came down to whoever had the more damage dealing cards. I think what would be really cool is if you had more than twenty different scales to choose from and more than 10 cards so you could make the largest strings to deal more damage instead of hoping you don't get another D if you already have two D's. Obviously making music in 20 different scales sounds like quite a task, I'm pretty sure you can just write your music in 1 to 7 instead of in a particular scale and just create the music in engine. Now make a different track for music with a 1 to 8 scale and you've got tons of possibilities. You would play against that one guy who starts using the Italian enigmatic scale. Maybe even include the chromatic scale, as it would be really satisfying I think.

Definitely a cool game though. Approved.

I like the game a lot. I think it would be great if you got your custom notation closer to the scientific notation as that one is dingo in my opinion. I think maybe you should focus a bit more on making players understand what they're doing rather than telling them what to do. But for 48 this is more than I would have expected. Sadly my favourite atom Radon didn't make the cut.

I think for a full game I would expect to see some variation after a while. Clicking around like this is fun for a while is fun for a bit but after even only 24 of these I got a little bored. As a stretch you could probably oven turn it into a factory style game where you develop enzymes to make the molecules for you, but that would take it into a different direction than the game is currently headed.

Well done, even the starting menu. Did you have that one lying around or did you make it during the time frame? Keep up the great work ;)

I liked how the smallest version had a double jump and the largest couldn't jump. Also I think the levels were a bit short, it would be cool to parcour over twenty or more old shells I think