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slimewitch

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A member registered Jun 11, 2020 · View creator page →

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so tricky.... 60 boba

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ah i see. nice try though! you got most of the way through, thanks for the video too - very helpful to see in action 

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was there any specific pain point with level 3 in particular? was it the speed? i'm a little confused by your critique of the reset system as it hasn't come up before, if you have hearts, it just goes back to where you last dashed from and you're free to aim as you please with no time pressure - on that particular level i couldn't really find a death spot where it was all that hard to move into a decent spot to continue from, but i could be wrong! i might just have the developer's curse of knowing the exact quirks of my movement system. your game looks really interesting btw, i'm gonna try to slot it in before ratings close

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fairly well-treaded concept, but very pretty and very polished! one of the better sokoban-likes i've seen in in a while

ah that's unfortunate, a download might treat you better in this case?  i'm sure it'd be better than web. the game is fairly difficult regardless though

this rules, felt very stephen's sausage roll in vibes. its a little oblique but honestly this might be a good thing? i think it adds to the atmosphere

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pretty janky but i have to rate this highly just for how ambitious it is, it really feels like the seed of a full scale indie passion project, there's clearly something here and i'd love to see you pursue it. also the music was incredible

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19th in art hell yeah. reminded me of bitlife. there's little i can criticize here! its a game that knows what it is and pulls that off well

really really cool! I haven't played something that felt this much like an early 2010s art-game in years. my only gripe is with the final memories section, it was pretty well done actually - but the school kinda stumped me, all those items could reasonably be in any order and i didn't figure this out until the timer had just ticked down (i actually saw the first bit of dialogue after you solve it, but the timer still got me haha). but otherwise, the music was incredible, the story was good especially for a 96 hour jam, it reminded me a lot of the hospital section of myhouse.wad. really cool to see this type of game still being made

i have an ad in this game so its good i think

tricky to dial in, and obviously no fancy graphics, but this is so damn creative. i'm a really big fan of this, especially the thing at the end 

i think i got so used to no ticking meaning "you can dash yourself" that i kinda forgot to add a visual indicator haha, doesn't help that the ticking is way more quiet on web than desktop for some reason too! i added a volume slider just for this but i imagine most people don't touch it. glad you enjoyed it regardless, and your game looks great btw. will definitely play it soon

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its a shader! its just fbm noise with thresholds set to replace certain whiteness values with specific tones, and then these thresholds are animated. glad you liked it!

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delightful. my singular gripe is i wish the playtest section was longer, its a really funny bit to make you deal with the keybinds you set. otherwise i literally have no notes, i think i have to give this full marks

i was prepared to not be a huge fan of this but honestly that emergency double jump mechanic is pretty creative and feels really cool to use. feels like you could make a whole game around periodically filling a tank of water to use as a brief jet pack with power based on how full it is. if you do, id love to play it!

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pretty fun! picking up the heart and chucking it really feels like throwing weapons in superhot. i wish that there was slightly more reason to let the heart get close to ticking down, felt fairly trivial to just pick it up every time, maybe it would've been nice to have multiple projectiles all with their own timers you have to keep in check? and the charge mechanic felt a liiittle under baked, there's no reason to not just instantly charge the heart the moment you get it and just hold it while you aim. these things said, i had a lot of fun with this, i'm really not a big twin stick shooter fan and yet i did genuinely have quite a good time, the waves were well paced and dynamic feeling and wave 3 in particular was pretty intense in a really good way! great work all in all

i missed the bus back home. i had a lot of fun with this! i'm honestly pretty confused by the decision to make you only have 8 shots? the game has a really nice superhot-esque rhythm to it where you feel like john wick in an action scene, having more crossbow bolts woulda added to that without reeeally making it much easier, maybe you start with less or none and there's ammo pick ups from corpses? i think with more enemy types and more modes of interaction this could be really awesome, great work for 4 days

i appreciate the honestly and pretty much fully agree! i would've spent like a day just tweaking the lerp-y indicator speed but i wanted to prioritise making the game look nice and feel professional, definitely a trade off

the game feel on this is insane, not much to look at but the actual moment to moment feel and rhythm of the fight more than makes up for it. you're talented as hell

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im a little confused at how you did that honestly haha. i think the exits are pretty clearly paths that lead off screen? maybe its hard to tell if you don't play in fullscreen. also sorry! i am throwing stones from a glass house lol

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on top of enjoying the gameplay a decent amount, I love the strange (unintentional?) esoteric energy this has. like who is burt rocker? why is he in a field? why is there a bomb in the field? why is it his duty to defuse the bomb? this sounds like criticism but i genuinely really like it, it has a strange vibe! the levels were pretty well designed if a little overly similar for my tastes, and it could use a bit more polish, but there is something about how weird this game feels to me that makes me love it.

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damn this is so stylish. really great character controller here, it seems so simple but theres like a surprising amount of depth to it. not a lot of jam games have this much sauce, i really liked this. current highscore is wave 19 but i Will be back

huh. well the arrow keys seem to be working fine on everything i've tested on, you're using the arrow keys and not wasd yeah? what os and platform are you on?

whats happening exactly?

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this is very similar to a puzzle game i made a few years ago called pipi linja, but i think the core mechanics are a lot stronger and explored a lot better in this one. really liked it :)

i absolutely agree with what you said about the sound effects, they're levelled perfectly for my headphones and i didn't think to test on anything else til close to the end. i know its not a complete solution but on a lot of the levels you can bounce off the floor faster than waiting for the circle to turn the whole way, but ill have to think of an actual bandaid for that. glad you had a good time with it regardless!

thank you! im sure its a little harder on mobile due to the clarity not being great with a touch input, but im glad you still had a good time with it! 

this is technically very very competent, being able to get these systems done in 4 days is very impressive to me! some more interesting puzzles and mechanics would've elevated it quite a but but this is absolutely something to be proud of and i enjoyed it quite a lot. feels like it could be a good basis for a classroom game used to teach sequential programming or something. good work!

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currently given up on the second level where you have to get multiple keys but ill be back. i ADORE this, this game genuinely feels evil in a way ive never felt before in a game, like the aesthetics, sound and gameplay come together to make something that genuinely feels otherworldly and satanic. probably the only game ive played in the jam that id straight up pay for in its current state. glad you directed me to it from your rating, easy favorite by far tbh

im glad someone else is as much of a sicko for games like this as me, thank you so much for the kind words!!!!! i'll be sure to have a look at your game before ratings are over

i was gonna add an "orbits used" stat to the level transition, but i forgot about it before the deadline :( otherwise, i find it useful to bounce to give me time to line up shots and such. glad you had a good time with it!

thank u!! ive been meaning to play your game, ill give it a shot soon :)

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this was a delight!!!! gorgeous colour palette choice. as soon as i realised what you were doing with the level concepts i couldn't stop smiling, my only real complaint would be that I wouldn't have minded if the hitboxes were a little more lenient, but that's absolutely a skill issue. banger soundtrack too 

goty, sat here for far too long

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thank you!! I'm sure i could've found a way to more accurately convey the orbit's motion but both the left turn thing and not preserving velocity were actually fairly last minute decisions, i'm glad they worked out as well as they did regardless. ill absolutely give your game a try the next chance I get. 

this was really special! reminded me a lot of the dream sequences in night in the woods, the slowly building soundtrack was really cool. the only thing i can really criticize is i wish there was a volume slider, and i wish the platforming was a little more challenging! itd be really cool if you had to far off and make some really challenging jumps to get some of the loops. but thats just my tastes talking, i really did like this a lot. hope it does well!

yeah ive heard this a few times, hope it wasn't too obtrusive!

this is delightful! question: is this inspired by the works of Stuffed Wombat (mosa lina, handulum+, ect)? i see a clear resemblance in both aesthetic and design. i hope this does well! it deserves it