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snuffysam

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A member registered Feb 08, 2015 · View creator page →

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I really don't understand the scream when you die. Just seems totally random, the rest of the game isn't particularly horror-y... maybe if the game glitches had more of a horror element to them, but you're just trying to maintain a bunch of normal arcade cabinets. Why is there a horrible scream sound lol.

The tutorial was good and helped me understand the gameplay. Wow some of these differences are subtle though, and make you wait a while to spot.

Instead of a scream at the end, maybe the end card should tell you what you missed instead?

It's a cool concept, once you figure out the timing it's just a matter of counting in your head though. Not sure how to fix that when the whole point is supposed to be that it's hard to tell the time, maybe later levels that speed up/slow down your cooking somehow?

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Not sure if I completed puzzle 10 correctly, I double-swapped the objects and dragged the cylinder over to the button before the first timer ran out. The timer on those double swaps is REALLY strict so IDK if that was the intended solution for that puzzle. If it is, the door button could maybe be moved closer to the blue barrier (or pushing/dragging mechanics could be improved so one screw-up doesn't ruin your attempt), if it's not the solution then the button should be moved further from the barrier.

The camera fought with me a bit on puzzle 14, I couldn't see what I was doing after going through the security door and had to blindly push a swappable object out of that room.

I don't think I ever got a handle on three-way swaps besides trial and error, like I knew eventually the objects would be in new permanent positions but I could never remember which objects I needed to shoot first to get things the way I wanted.

Overall, a very good puzzle game! I was a bit confused about the point of the pink barriers when they were first introduced, but I loved the solution to the final puzzle!

I liked how the porcupines had their projectile attacks you had to avoid, but when a bunch of them are grouped up, it can be REALLY hard to beat them when they're all shooting on a cycle, you have no opportunity to get in closer.

I was able to make it a few waves (or at least what seemed like a few waves) but I don't think the heal button ever did anything? I was holding down K and nothing seemed to happen, I don't know if I'm supposed to only heal when the bar is full or what.

The graphics are cool, I'm normally not a huge fan of scanline filters but I think it worked here. When you load the game, what assets are you actually loading? I ask because the first time I did something that required a new sound effect (e.g. the first time I jumped, the first time I attacked an enemy) the game noticeably froze, which to me seems like you're not loading sound effects at the start of the game. 

A very cute game!

I didn't have issues surviving the first day, the warning that it was getting late helped and the star indicator of where your shelter is, though I don't know why that tree is really any different from any other tree. Also, I get that you want more variety in barriers than just rocks & logs, but the grass & clover didn't feel dense enough to block movement, maybe the models should be thicker.

I liked the progression, getting dashes, then the yarn hookshot, then the materials for a bag, etc. Not sure what the swimming trunks actually did, since it's not like the mouse knows how to swim anyway.

The darkness is really brutal, I got lost getting back to my shelter one day and by like 9 PM it was too dark to see anything on my screen. Your other indicators give you much more time from when they start alerting you to when you're dead.

Right but most of the enemies don't attack, they just always deal damage if you touch them, so I'm not sure what specifically you're referring to.

Are you saying that you didn't know where the enemies would spawn from? Or are you talking about stuff like not knowing when the Skaplers specifically would jump to attack you?

Really fun game! The puzzles in castle 2 are a lot better than castle 1 - with that said, I feel like there were a few puzzles where the solution was easy to find, but I failed the timing to jump onto the spring multiple attempts in a row, and in puzzle design you don't want the time between discovering the solution & successfully accomplishing it to be too long (especially since this game bills itself as being playable with the on-screen buttons in theory). Maybe if there was a little pause when pressing left/right so you don't have to react to your own movement/turnaround immediately?

When you replace the Kenney spaceman, maybe the original character should be some sort of charging knight/cavalier, which would explain why they constantly travel in the same direction when you press an arrow key.

I fixed the issue with the UI, if you're down to try it again it would be much appreciated!

I fixed the issue with the UI, if you're down to try it again it would be much appreciated!

I'm glad you liked it! Yeah, a sprite for the floor is a good call!

Thank you for playing! Yeah, on top of figuring out what's causing those crashes, I should probably figure out another enemy type to stop players from just saying in one spot after they've taken a few strong upgrades...

I was pretty confused by this game. Apparently there's an NPC in front of you at the start of the game but I don't see anything on the orange platform. I tried to get on top of the first section of dark grey platforms but it was too hard to do Mario 64 wall kicks in first person. I loved the grapple mechanic!

It's a really cool concept! I felt like I had trouble figuring out a strategy though, since you're always either adding a random number 1-6 to your countdown or multiplying a random number 1-6. I loved the little story beats on the phone screen!

A very ambitious game! I wish there was some way to easily tell what each character's schedule was, so you would know when to go to each location. There were also some UI bugs, like I think I pressed space too early for the opening narration and it was stuck hovering over my screen, and the fact that you can travel while in the middle of a conversation.

It's a very interesting concept and once I got into a groove with wall-running, it was pretty fun. The constant FOV changes made it very hard to judge the distances to things, especially doors, and I ended up missing the mark and falling into the pit constantly. It would be interesting if instead of failure ruining your whole run, it just restarted the level so long as you had time remaining.

A very cool little arcade-y game! My only qualm is that I clicked away from the end screen/leaderboard screen as soon as my run ended, haha

Thanks! Yeah with some builds you can get a great loadout pretty quickly and then you don't have to move for the rest of the run. For other weapons you're likely to get bombarded with Boomscrollers & Graphires if you try that lmao. Balancing is definitely something I'll work on after the jam.

It's a cool concept and a fun little puzzle game! I was a little confused because on an earlier level, the level ended as soon as I got the number of toxic elements below the required levels even though I had infinite crystals to use, but on a later level, I had to keep going until I spent all my crystals for the level to end?

I could definitely see this being expanded into a full game!

I'm glad you liked it!

A lot of aspects of the game aren't very apparent by playing, like how you have to shoot the most recent number to regain time. I'm also not sure if there was a win condition at any point or if it's just lasting as long as possible.

Regardless, this was a fun time, and I like the push & pull dynamics at play with choosing what to shoot!

A very well-polished experience! It's a well-known puzzle, but you had some really interesting twists on it!

Looks like nobody posted a video of their best times in the tutorial levels. Hopefully the video I posted should get me on the leaderboards, and help give you a better idea of the issues with this game.

I'm able to hit the shuriken to stop time but then... where did the shuriken go? I eventually was able to chase after the shuriken to hit it a second time, but I certainly couldn't aim it precisely enough to do that AND beat enemies in multiple different directions...

The concept of stopping a countdown with your shuriken was very creative, though!

Here's my best times, crossing my fingers I make it onto the leaderboard!

Ah, that's a shame. Is there some button to pause/restart the level? If I'm able to make sure the player spawns after the level streaming, it would presumably work, but I'd need a pause/restart button to do that, since restarting the game doesn't exactly help the issue...

A very cute, very fun little rhythm game! There are some pretty challenging sections, but it stayed accessible throughout. It maybe would have been good to reveal a third rhythm at some point, or maybe making both the normal rhythm and the mushroom rhythm 8 beats at some point.

The art was outstanding, the sound design was outstanding, and the story was super cute!

Really cool game! The mechanics aren't too complex, but the story works really well. I love the way that the final level transitions into another story cutscene.

By the way, make sure to mark your build as "Windows" in your game settings so that people can play it from the Itch app!

Whenever I started up the game, I just immediately fell through the world, and there was no pause button i could find to restart the level/put me back. Is there something I'm missing? I didn't even see a main menu before falling into the void (I just see trees & a couple orange lights before falling into darkness).

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Really disorienting visuals lol, even after getting a handle on the controls it's still pretty motion sickness-inducing every time you hit a wall.

I loved the voice acting story, though I wish there were subtitles. I was a little confused because I thought the game would be destroying all the barrels of gunpowder before the stock market closes (for the insurance money or something) but I guess the goal is to just escape the mansion.

I got soft-locked on the interdimensional travel section, I got the checkpoint with only 15 seconds left to complete the game, so I couldn't progress to the next section...

The theme felt a little tacked on. Like the only indication gameplay-wise that the gun is a Count is the fact that you're inside a mansion. The stock market thing only comes into play after you lose a run, and the clock is counting up lol. I don't think counting the bullets was very relevant since it's best to just hold the mouse button down and shoot after every reload.

I loved the PSX-styled art. I wasn't too hot on the music, but I did like how the reloading & firing matched with the beat of the song!

I have a pretty old monitor so I doubt it's capable of running in 4K, lol. I just ran at the default resolution, which was 1920x1080

Thank you for playing! Just to be clear, do you mean overwhelming in terms of how powerful the player can get, or overwhelming in terms of the enemies you can get on-screen?

The runs where you're totally shredding through enemies are the best lol. I'm glad you liked it!

Ooh good idea, yeah for the next version I should maybe shake around the timer/change color whenever you select an upgrade.

I kept expecting the spell inputs to be reversed when facing left lmao, guess I play too many fighting games.

This was a really cute concept! The bugs were real pests but I managed to chase them down. I loved the little story cutscene at the beginning too, that was a really cool touch!

Thank you for playing! This was my first time using Godot 4's UI features, and I definitely got to a point where I decided default buttons looked good enough ha ha. I'd definitely improve the visuals if I return to this project in the Post-Jam Jam!

If the game crashed, it was probably a memory issue with too many on-screen entities? Regardless, I'm glad you liked it!

Ugh yeah, I think having too many entities on-screen is overloading the browser memory? You can try the download version to see if it works better. There is a boss battle at the end of the game!

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What a cute little puzzle game! The grandma batting the floofs out of the designated areas was a little annoying, especially when it would cause the floofs you JUST cut to re-fuse. But it's possible to plan around that, and I really liked the way you interpreted making things smaller! The sound effects of the floofs are super cute too!

It's a cool idea, but I wasn't able to get past the first section. I dragged the first box into the trash can just fine, but then in the next section none of the programs (trash/search/virus checker/etc) would respond to any of the icons I dragged over.

The hit detection was also really weird, my mouse had to be really far to the right of any icon I wanted to drag.

I don't know, I never completed any level with a wallrun first try lol. Every time there's at least one section where I think I'm running on the wall, but instead I'm slowly falling into lava. Pretty tough to judge, at least for me.