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Satinel

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A member registered Dec 26, 2021 · View creator page →

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Thank you for playing, and getting all the way to the end! Pemmings walk first and ask questions later never. I really enjoyed recreating (sort of) some old levels of classic games, I'm glad they turned out well. :)

It works now! 🎊

I found it very difficult to avoid a game over once any robot caught sight of me, which usually happened before the download completed. There were also times where, once I respawned, there would be a robot (or two, or three) waiting there to instantly get me again. On the other hand, it seems that downloading the mainframe is optional, as going to the exit immediately still gave me this win message. :)


Thank you for playing! DigDug is a game I've always remembered fondly, so it came to mind when I was wracking my brain trying to think up things to mash together for the jam's theme. I'm glad you liked it! :)

Thank you so much for playing! The (legally distinct) pacman-like enemy is very much too fast, but there's a trick to dealing with it. A trick that isn't explained anywhere and isn't at all intuitive... It follows the exact path that the player takes, so you can lead it to out of the way places early on before creating a safe path for the Pemmings. This helps give you some breathing room since it's impossible to outrun when it's directly on your tail.

The urge to try and destroy the standing zombies by shooting them is very strong, and led to many a game over despite me understanding that's not how to deal with them!

My record is killing six of the ceiling guys before my inevitable demise. I found sticking to the middle road was the only safe way to avoid situations where zombies spawned directly on top of me for an instant loss. So sticking middle, shooting the tunnel droppers and only veering left or right when absolutely necessary is my strategy. :)

I think I had a round 6000 points when I lost? I'm guessing a lot. A neat game I'm very bad at. The difficulty definitely dipped and spiked between rounds, when I saw an entire full four rows lined up, with one life left, I knew I wasn't going to make it any further.

Pretty neat! Asteroids plus block breaker games like Arkanoid, right? Also with UFO's.

I never thought that I would say this about an Asteroids type game, since I'm terrible at them, but this one was actually quite easy! I was doing very well... until the hexagon blocks respawned, which trapped my ship inside. This did give me a lot of extra points but also played the bumping-into-things sound effect non-stop and very loudly. Additionally I got stuck in place even after the block which had spawned onto me was destroyed, so that ended my run.



This is all very cleverly done, I wish I was better at it. It took a little bit to comprehend how to manage the Tetris portion of things, specifically rotating blocks since the relevant key was dependent on ship orientation. I had originally though that the direction you encountered a shape from was what determined the rotation and that once in the ship they were static, but I simply hadn't tried all four arrow keys. 🙃

I'm not sure how to read the sonar, I didn't know if a blip on the right meant I should steer to my right or the ship's right, so I spent a lot of time drifting aimlessly. Ultimately I have a dismal score and earth was doomed, oops!

I also feel bad for the asteroids since they start crying after being mined to an certain extent...

Maybe the real golden yacht was the friend (Alan) we remembered along the way.

With the combination of a snake and collecting gold I was expecting to turn into a dragon, but I suppose a cerebral awakening to the beauty of every day life is fine as well!

I'm actually pretty terrible at Snake, so I appreciated that this version doesn't let you fail, since I was invested in the story unfolding but would have had to restart at least once otherwise.

The snake's slithering animation in the cutscenes is especially nice, as is seeing the collected gold rain down into a big, overflowing pile.

Thank you for trying it out!

I was hoping for the title screen to demonstrate the general idea of leading the penguins (aka Pemmings) to the blue portal. Sadly it doesn't dig the intended tunnel in the WebGL version (and sometimes not in the other versions, too...) which leaves the player guessing a bit.

Thank you for playing! The penguins were by far my favourite part of making the game... which is probably why one of them got itself on the cover image instead of the actual main character.

Thank you! And congrats on your game as well! 👍

An interesting mashup! I'm not sure I've ever properly played a game of Stratego, but I know it well enough to manage in this case. :)

I like the huge variety of pieces the game has to offer, though it was hard to keep track of everything on the first go around. I'm guessing the AI opponent makes entirely random moves every turn, which allowed me to methodically clear out its pieces... but I couldn't bait it into attacking my exploding zombie down in the bottom left there.

Things look good and sound good! It must have been difficult to get this all set up in the time limit, great job!

Great, original concept! It was quick to figure out how to play without any tutorial needed, though I admit the first time I pressed space to 'interact' with a person I was very surprised. 🙀

I replayed a few times to try and get better at eating, the best I managed was 15. I assume it's endless rather than having a set goal; but if there is a goal to eat everyone then a couple farmers did escape by running through trees where I couldn't seem to follow them.

The ability to stun and snare by throwing items was a clever way to add variety.

But, especially, the art for the intro and the game over screen are fantastic!

I just (finally) got mine submitted! ... and I'm wondering the same.

They're each the king of their own little square! Until you come along and dethrone them

I'm glad you found it fun enough to come back to!

Are you planning to do anything more with this game? I enjoyed it quite a bit!

I got the shadow from the window for seven but that was the only one I was sure of.

The cakes were obviously important, the 8 was the shape they make? Or the total strawberries decorating them?

The "2 do" was really blurry in the webgl version. I actually took a screen shot and zoomed in, but it looked more like '2x' than '2 do' so I thought I was supposed to multiply the number of post-it notes stuck on the board. However that gave me a number greater than 9.

The cabinet I completely missed!

This version is quite a bit easier than the other! I guess I'll never know what the original solution to the ground floor was...

I did find and collect the spheres. At first I had no idea what they were for, but I noticed they raised my health after also noticing I was missing health to start with. :)

This was the best I managed. I couldn't figure out how to fight without losing health myself. In fact I didn't even realize I was taking damage from the fights until I was very low.

I appreciated the mini map, a larger version would also have been helpful.

The game is good at creating a tense atmosphere and, even though I could see on the minimap that there was an enemy behind one of the doors, it still surprised me with how quickly I was attacked once I opened it.

I'm glad I found this one before the end of the jam!

Really fun writing and a great mechanic.

I found the physics of the rope swinging a bit wonky at times. The generous checkpoints made up for any troubles I had, however. I'm also rather bad with grappling hook mechanics in games generally, so take what I say with a grain or two of salt.

The music and the ever optimistic worm kept things fun and lighthearted no matter how many times I fell into a pit.

Safe for today, but at 20% health I fear it won't be safe tomorrow. (I got to a final score of 131)

I liked the visuals a lot! The intro was a great touch as well.

Being able to hold down the button for continuous fire is always greatly appreciated in games like this.

I didn't realize at first that objects landing on the reef could still be destroyed before they eventually vanished for more health loss and at first I tried body-blocking them, which understandably was a poor tactic. It got pretty hectic toward the end, I wasn't sure if I was going to make it.

I think the inclusion of the dash is a good idea, though I didn't use it very much myself. I often neglect to use dashes in games like these so that's definitely on me and not the game. :)

It took me several tries to understand how to play. I read the game page which explained I should start out buying banks, but I didn't know where the banks were, because I didn't notice the scroll bar on the home planet's UI. I did eventually manage to comprehend the game and even won, though a few things remained unclear.

When my units went up to attack the enemy, they seemed to take up positions and shoot... off to the side of the planet. Is that where the gate they're intending to destroy is? But after a bit the ships would reposition, or turn into missiles or something and that's when the enemy's health seemed to go down.

I also wasn't sure if it was better to send ships out the moment they could be built or to amass resources and build up as large of an attack force as I could muster. The game page says they intercept enemy ships on their way, so I'm guessing pumping out units quickly is the better strat. At a certain point the home planet stopped seeing attacks at all, even when my unit numbers were low, possibly they were still intercepting the enemy in those cases? It all remained pretty unclear to me.

All that said, I like the concept and I did give the game enough attempts to be able to achieve success so please don't think I'm taking a negative view of it. :) I'm just having difficulty understanding the intricacies from what I see on screen and applying what the 'How to play' section to that.

"If you're feeling stressed, just remember that if you fail we all perish." Oh, thanks, I feel better now!

It's a great system for a game, very hectic.

I found the movement controls very floaty both with a gamepad and with a keyboard. As a result I mostly struggled to align perfectly for picking up and placing items, which resulted in a lot of grabbing the wrong thing or placing the right thing in the wrong spot.

I laughed at the message the first time I shrank too much. (Maybe I shouldn't have...)

A pretty unique concept, there have been a few games in this jam about growing larger but none of them used it as the failure state!

The UI text explanations are a bit simple in presentation and I don't think they should interrupt the stage music the way they do.

The controls get wonky when using the mouse to look around since they don't adjust with the new point of view.

Other than that, and especially as your first unique game, great job!

Clever puzzles which weren't too difficult for me to figure out, my favourite kind!

I didn't realize at first that each level had a set number of ghosts available, but once I noticed the counter everything became clear. Solving the puzzles was intuitive and satisfying, I was never left frustrated or at a loss of what to try.

I feel like I could have gone on indefinitely if I'd concentrated on farming bats rather than trying to push further and further to the right, but maybe not. The number of bats which spawn per room seems to be random, so it's really a matter of how many trips it takes to get enough coins for the next level of healing.

There is the basis for a strong, fun game loop. It would just need more enemy types and deeper combat, I think. For a jam game this is about perfect.

Snappy controls, nice music. (Though like a certain dinosaur themed game it could stand to be looped for those of us who take a long time to complete level 1.)

It would be nice to be able to review stats of each stage on the main screen, so I could show off my zero deaths on Level 2 instead of the one above.

I had trouble coming to grips with the wall jumping, which is not the game's fault. However, it led me to discover that most sections like that could be passed by climbing up one specific wall rather than hopping back and forth between several. Perhaps it's a slower strategy, though.

I had trouble getting the W keybind to work, it seemed to want to go forward like the D key rather than rotate like the up arrow key. However the arrow keys worked fine!

The sound effects are music are well done. I'd recommending putting the wind noise on a loop so that it doesn't end before the level is completed. (The title screen music could also be looped, perhaps?)

This is actually great!

Aside from the constant message "The piggy bank is under attack" I have nothing but praise.

It looks good, it sounds good, there's even a zoom out feature so that I can see where the enemies are coming from more easily. There's powerups at the end of each wave and a boss fight!

Though I'm not sure if it's possible to defend the piggy bank enough that the annihilator doesn't immediately crush it? It seemed to spawn in when I was doing badly rather than at a specific time. I fought it twice and I feel like the second time was on a different wave than the first, but maybe I'm misremembering. In any case, I'm glad I saved the day, even though the one job I had was failed.

Enjoy your donuts, Bobby!

A nice, relaxing game. Though perhaps a bit too relaxing? Perhaps the obstacles could begin to fly faster as the game progresses?

I really liked the look of the shadows being cast from a higher island to a lower one. As well as the smoke coming out of the chimneys. And that there were several types of islands, both in size and what was on them. The background and the music were also well implemented.

Ah, I wasn't watching the food counter at all. I figured if I spent all my time watering the crops it would be enough to sustain them, especially when they had so many fields close enough to each other that I could hit two to four with one rain shower. That certainly explains the use of the lightning and the fireball! Perhaps I'm not cut out to be a tiny god. :)

I've always been bad at Tapper, but this version is a lot easier since the bugs aren't flinging their leaf flagons back down the bar when they finish drinking.

That said, I still did poorly!

I was hoping to get to level 10, at least, and 7 was the best I could manage.

There could be more feedback for when a drink is ready to be served. They're almost instant but not actually instant and without an indicator (that I could see or hear) to know when you're ready to serve it can lead to failing to provide a drink you intended to.

30 ants is a strong commitment during a game jam but I enjoyed the game enough to push through!

The trouble with mixing strategy and Match3 games is that there's so much luck involved in the generation of the board. Especially so if you have four players all using the same one, the natural instinct of setting up future combos becomes a detrimental playstyle. It seems that the CPU opponents go for random combinations rather than focusing on what they actually need, so their odds of success are adequately lowered.

Watching my ants scurrying around to the right of the board was a nice, and necessary, touch to keep a focus on the ultimate objective. It does naturally make me wonder what they're all doing, though I suppose having them go out to gather resources on their own would tip the balance even further into a 'rich get richer' sort of snowball effect.

A strong start to something!

I enjoyed that you put fishing mechanics in.

There's a bit of a long pause between picking up an item and being able to close the window explaining that you picked the item up.

The writing is obviously the strength of the game.

The narrative told in pictures gets the story across well, however the difference between those graphics and the rest of the game is a bit jarring. I'm not sure if they're intended to be 'child-like' to show Patch's point of view because they're too good for children's drawings, but since they don't match with the rest of the game's aesthetics it leads me to believe that's what was being depicted.

Atmosphere as thick as ocean fog.

I played through before watching the youtube video on the game page, so I'm thankful that I chose the second option at the ship wreckage. Seems to lead to a similar fate, in the end!

The writing is very engrossing, and easily carries the game along with the tense atmosphere.

The controls work well, though my instincts are always off when it comes to the camera rotation. That may just be me. Aiming the cannon and lighting a tower was done with such ease that I could continue sailing the entire time in most cases.

There's a point early on where the forest is dense and trees seemed to block my vision no matter how much I zoomed in or out with the mouse wheel. I smashed against the coast at this time but it seems no permanent damage was done.