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SonnyMakesGames

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A member registered Oct 25, 2018 · View creator page →

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Thanks for playing! 

I can definitely see the scale thing. I was trying to go for it, thematically, not being straightforward to remove the weight of your sins, or it being non-linear in that no one is a black or white evil, typically. 

But it's definitely an incongruous visual, maybe I could have made a circular scale or something that indicates "closeness" to the target.

Much to think on :D 

Actually finished it! Nice little game :) 

This is extremely useful thank you! 

It's funny you mention blackjack, as my original concept was inverted blackjack with dice but it felt out of control to have a one dimensional bust that many iterations later I got to this haha. 

Progression would be wonderful yeah haha but I definitely didn't have time for that solo in the jam. 

The coin toss example is useful I think I get what you're going for :) I will think on this, the passivity of the CPU in general was another issue I want to fix.

Thanks :)  

I'm curious what you mean by that! If you're happy to explain. 

There is a mathematical "best way to play" that should slightly favour the player, as you always have your things trigger first. 

Does it feel unfair because of the CPU's tendency to play abilities later in the match? Or that there's no way to know if it will make a play?

Thanks for this! Really insightful post :) 

Multiple people have suggested a Slay the Spire style "next move display". My intention was the player would have to mitigate the "best" move, but ultimately it keeps the wide potential space for the opponent. I think knowing the AI will do something may be enough. But it's really hard to tell where the best position for player agency is in a game where there's no hidden info EXCEPT the simultaneous turn choice. 

I'll have a look at the vid though :) Thank you again for such wonderful feedback

Super cool! I love the vibe, the mechanics are really interesting and unique. I think we went for some similar vibes/ideas here and its really cool so see a different take

Oh wow that's a huge compliment. Thank you!

Nice mechanic, I had quite a lot of success mashing my way through haha.

Would have been nice to have music (even CC0) and some UI sound to compliment that really cool jiggling as the score counts up.

Very nice! Does have a bit of a difficulty curve, and it can feel really hard to know why things are happening or you're getting hit. But that's Jam Jank I guess haha 

The aesthetics and style of this made me laugh out loud, so cool. 

It does feel like the very fast movement needs a wider/predictive camera and the "stop to pick things up" clashes a little with the "go really fast and blow shit up" feel the movement speed implies. 

But that's all polish stuff, the core is great! 

good job!

Great tutorial and a fun core mechanic! I found it a little hard to see some projectiles though

Thank you! I love your username :P 

The visuals are wonderful. I really struggled to know what I was doing haha. After some trial and error I did manage to get some reactions from the numbers but I wasn't sure. What does the syringe do? I thought it might reset the numbers?

I had a couple crashes, and one time I got stuck on an ended day as in every new day I started was instantly ended? 

Really want to understand how it all works, it looks really interesting!

I liked this! I think there's a difficult design challenge in making it fun for the player to lose power. I didn't take them, but I genuinely wondered if losing the double jump/invuln would make the game literally impossible to complete

Anyway nice job for the jam! Pretty fun!

A Stand out game in the jam visually. I've seen a similar drag a thing a certain distance mechanics, but I think this one does it with the nicest presentation

Looks lovely, and a fun challenge. I did want some more movement options, but I get that the slow speed is kinda the point haha

A very simple, but fun, little mechanic. Well done :) 

Completed this, couldn't stop it was really fun. Very reminiscent of a few fully released games with this mechanic, I think for a jam period you did an amazing job here well done!

I actually accidentally got to the end once lol figured out the holy timestamp by accident :D 

Thanks for playing!

Thanks for playing!

Thanks for playing! I think there's some good opportunity for strategy, a few players have figured out the statistical meta in the jam comments haha, but I think there's a lot of room for improvement there, especially with signalling what's about to happen/can happen.

Thanks for the feedback

Thanks for playing!

Thanks for playing!

Thanks for playing:) 

Interesting little puzzle game with a really nice amount of levels and mechanics for a jam, well done!

I would have liked a bit more going on in the presentation, though, the counter probably makes more sense being directly above the grid, and a little death pause with a reset would help with clarity. These are small issues though, it's a good entry :) 

As others have said I loved the timer being part of the whole deal, very cool! 

Sorry, I can't see anything that's going on. UI scaling?

I became EXTREMELY OP almost immediately, but I still had a lot of fun blowing everything up. I was really impressed by the efficient use of the art for movement too. Despite being simple it was really obvious what all the movement was, the rocket hands type poses. Very well used.

Good job :) 

Great use of the theme, lovely art, no real complaints I can think of! 

I like that each mechanic has it's own little downside that's a nice twist.

well done!

Nice little mechanic and interpretation of the countdown theme. The powerups are fun too! I love the addition of local mp for a game like this. 

Well done :) 

I love the turn indicator, that's not an easy thing to make work well! So many strong ideas here and a huge project for the time frame. Well done!

Definitely a tricky one to understand, but really compelling. Loved the premise of the apocalypse playing out as you scrub through time. I feel like there's something in a game that has a long story told in scenes like this. Well done. 

The visuals are nice but I do wish there was a readout of the exact output of the clock, as I had a hard time seeing sometimes. Unless I missed it!

Unreal to get something like this done in 4 days  honestly well done! 

I loved everything about it

My guy, this is a good game! 

Fantastic execution. Well done :) I love this colour palette, and greg seems like a good dude

A fountain of creative little ideas with lovely artwork 

Really loved this. I wondered why it was getting so much attention but I definitely see why after playing! Well done

Thank you! I think an STS style thing would have been a good idea. I personally enjoyed not knowing. The shield being a threat for taking the most optimal route was kinda the point. "This is the best move, but he has shield up" sort of thing. I think some people really liked those moments, and some found them frustrating, hard to tell haha. 

Thank you for playing :) 

Great impact and a set of really nicely combined mechanics that end up being quite difficult, but also fair. Love the addition of powerups, visuals and music work perfectly. Well done!

Looks great, sounds great, but I suuuuuuuuuuuuuuuuuuuuuuuuuuuuck!

The parry window/timing felt like I just have to press a lot, but it's mixed with lots of mechanics that suggest otherwise and where you have to use a specific move. It's kinda mash-into-dodge-into-mash. And for some reason I found that really hard! 

I'm sure if I was better, I would have been able to get through haha

Wonderful mechanics. I really like the little hop that is automatic, really changes up platforming vs a normal runny jummpy dashy celesty feel. 
Well done! Especially for a first jam!