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sirdorius

249
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A member registered Feb 21, 2014 · View creator page →

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This is amazing! Great fun and a lot of content and strategy in the deckbuilding.

Very solid concept overall and the graphics and animations are great and everything fits well into the dance battle theme. One of the top entries of this jam, for sure.

Very fun little game! I had fun while finishing it. The theme fits well and the overall aesthetic is pleasing.

The pacing is perfect: it gets quite challenging by end and I never felt bored while playing it.

The hitbox when you give characters drinks is a bit too small.

The idea is good but I couldn’t finish it. The camera is too nauseating and could use some smoothing. The audio bugged out completely by the time I reached the building thing.

I like the idea of Space Invaders with upgrades, but the upgrades felt a bit slow to unlock. After 3 games, I only had enough to get a marginally faster bullet. The fun content like weapons should be unlocked much faster for a jam game.

Neat concept, and I had some fun with this one. I like the little bounce animation. Some tips:

  • The gelatin feels slow to stop. Some more friction would help with responsiveness
  • A score counter would have improved it a lot
  • Some levels are almost impossible. Maybe add a way to squeeze the gelatin?

Solid entry overall, well done!

Good concept, and I like the interpretation of the theme. The controls are kind of overcomplicated and could use some trimming down.

Interesting concept. The shout is pretty underwhelming and isn’t worth the speed debuff when you get close to characters.

The ending section was an cool transition, but could have used an ending screen or something.

Wildly creative game and great implementation! Very stylish overall and a lot of content and great puzzles. This really has the potential for a full game with more content.

I just think that in some cases it’s a bit too easy to get stuck on a level. Maybe having the player have some more weight, or a jump button would help with this.

Very nice! I had fun with this one. It captures the mood of beat’em ups and I approve the message of punching your bosses. Too bad it’s so short.

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Fantastic game! The graphics and animations are great, the sounds fit nicely. Everything just clicks together great and I had a lot of fun playing it. The difficulty scales well. I finished it, but too bad there’s no endless mode or I might have kept going.

The looming in the distance entity was great and made me laugh.

Super hard game! But at least the death sound was funny :)

Very fun game! The car controls feel very good, and to graphics are nice. A lot of content for a game jam. Well done!

Very nice! I managed to finish it. The artwork is very cool and the sound effects were funny. The puzzles were also just right. Great job!

Very nice creepy atmosphere. Very polished and I loved all the little animations. Got all 3 endings. Well done!

Neat! Reminds me of Overcooked. I couldn’t tell from the image if the burger was supposed to hard pickles in it or not.

Very neat concept! I got stuck on level 2 and couldn’t open any more doors. Also, I got a bow but couldn’t shoot with it.

Thanks a lot for the feedback! If you made it to the ally level, you’ve probably gotten the farthest out of all the players!

I agree the game is too easy once you get the hang of it. Stay tuned, because I have some post jam updates to make the enemies less dumb and add some more content.

For command HQs, you can just drag the flag once you see it (with right click), or left click on the flag to select its building. Also I generally only use 1-3 HQs and attach all Compilers to them (one for the main army, one for a smaller raiding party), since it reduces the micro you need and uses less resources (HQs take resources to build). I also plan on having multiple building select later on. If you place flags on top of each other, you can move all of them at once with right drag.

I will probably add resources to the UI, but networks can actually be separate and have their own independent resources, and I plan on making some mechanics around that. So the UI would probably only display the ones on your main network connected to the base.

Agreed, the tutorial needs to be much better. If your stuff isn’t getting build, it’s probably because there is a resource shortage (usually CPU is the bottleneck, since only the main base produces it), or because ghost buildings (in building state) don’t route resources through them (this should be visually clearer). The Network resource is very easy to get, just build one Sniffer and that is enough to last the whole game. But you gave me an interesting idea!

Buildings generate requests for resources on the network and then the closest nodes fulfill them if they have inventory. Then the resources travel physically in the little trucks. So yes, building outputs and input close together is the point of the economy part. I like the approach of having everything kind of work even if you don’t optimize placement, but to get the most value you have to think about paths and logistics and optimize travel times, like in Cosmoteer.

I’m glad you liked it, and thanks again for the input!

Very cool mixup of genres! I liked playing around with all the different materials.

The graphics of the game are nice and the combat is fun for a while. But it seems the enemy attack colliders are much larger than the on screen indicators.

Yeah, I think that would make more sense

Good entry. The shooting and movement feel good and the enemy patterns are interesting. I just wished there was a bit more of a power spike to it.

It’s a neat idea, but maybe it could have worked better if you just saw the tiles in the main screen? I feel like I’m constantly having to look away from the play area and counting tiles to make them match.

Amazing game! Boomer approved! The controls are great. Sliding into a dash feels amazing, as it should.

I couldn’t finish the boss fight at all. You’re supposed to reflect its bullets, but I never saw it shooting, and I was looking at it for quite a while.

Getting out of the pit on the first level is kind of hard. Took me quite a few tries to get right. And some more feedback when you hit an enemy would be great.

It’s weird that it reveals the diagonal tiles but not the adjacent tiles.

Very nice concept and implementation! The Cheat code input is very polished and satisfying, and the visuals are simple and look great.

Pretty fun! The difficulty scales up way too fast, and the camera shake is a bit too much. But good job overall

Very fun game, well done! The gameplay loop is very satisfying and the twist on Snake is fun. I like the progression in the levels, and managed to get to level 3. Overall solid entry.

Amazing visuals and mood for for the game. You really nailed it!

The controls and combat feel a bit sluggish. I was just avoiding the big monsters the whole time since there’s no way to trade health with them efficiently. Maybe you could use the light mechanic to have some effect on it that allows that encounter to be skill based?

Very nice graphics and it has a very retro vibe to it, especially the difficulty.

A bit too brutal for me, and I tapped out pretty early on. It feels like the controls are a bit floaty and the character has too much inertia.

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Very nice graphics. But I don’t understand how you’re supposed to know which items you’re supposed to buy and for which price. And how to spot fakes. It seems like I have no agency and it’s all just RNG.

I like that it’s so retro you even use Godot 3.6 :)

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It’s impressive that you managed to build all of these systems like missions, equipment etc in a week.

There seems to be a nice gameplay loop in there, I just couldn’t get started into it. The pistol is incredibly inaccurate and it’s impossible to hit anything. Even in the GIF you get out of the door and didn’t manage to hit a single bullet before dying instantly.

Also the text was very hard to read.

Fun game! I like how you have to time your attacks, especially the strong ones and still have to dodge enemy attacks. I couldn’t beat the shrimp boss. Solid entry.

Thanks for playing! I wanted to have neutral resource locations that you could steal and make that a valid strategy, but I didn’t have the time. So it’s good that you tried!

Fantastic entry! Very nice graphics and music. The controls feel very good and responsive and moves combo together nicely. Well done!

I managed to finish it (just barely) so the difficulty was just right for me.

Very interesting concept and nice execution. I liked the graphics and sound. I managed to get to the second to last level but then I couldn’t figure it out.

I didn’t really understand what the point of the valves was, as you can just remove pipes instead?

This is amazing! The graphics, the polish, the audio, the little ball squeeze, everything. The controls feel very responsive. I loved playing through this.

I see that this is your first game. Well done! Hope you had fun.

That game is really creative and fun with so many levels and different types of enemies. Great work!

I didn’t quite get what the point of the characters part was. It felt quite disconnected from the actual game.

Very cool art style and interesting mechanics added to pinball.

But the ball seems to be very fast and going through the paddles a lot. Are you sure you’re using continuous collision detection?

Very nice Sokoban game and nice graphics! I love the extra touches like the Undo. I would just suggest to add alternative keys for diagonals, like QEZC that are usually used in roguelikes, since double keys are finicky to press.