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somnule

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A member registered Jun 30, 2015 · View creator page →

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nicely done. puzzles where you are some some variant of untangling a knot can be really satisfying and this one accomplishes that perfectly. I especially like the levels that require you to wrap the wires around the walls.

I think this would be a really neat VR game, since that would give you so much more control over the position and orientation of the cables. it felt like if I pulled it the right way I could sorta whip the cables and it would be fun to do that with full control!

one little suggestion: it can be hard to tell sometimes how long each cable is, especially since they’re kind of… stretchy? having a differentiator between lengths, like color (or maybe just an optional displayed number length) could be helpful.

this is a super solid jam game, well done :)

super cute! what a delightful little game. it’s a perfect little thing by itself but perhaps there’s room to try other things too. I’m imagining, like… putting down railroad tracks so a train goes around the turtle, and its weight shifts around as it moves. hmm!

a really nicely executed jam game with a great turtle. well done.

super cute! I love the grumpy little face the kittens make when you pick them up, and that you get to hear them purr when you put them to bed. are you supposed to be able to help them sleep on the pillow as well as the cat bed?

one little thing: it looks like you’re doing your Y-sort based on the center of the sprite instead of at the bottom, which makes things kinda pop through each other when you don’t expect. the layering will look a little more natural if you switch that :)

Thanks for playing! I am sure some of the writing could use some tightening up. To a certain extent it is kind of the point for everything to have rich descriptions if you want to explore them. But also, the player can definitely get fatigued from that kind of thing; I want more for the player to feel that everything is real and can be explore in many ways than for them to actually pore over every last detail. Maybe the thing is to actually force the player to move on after a while?

I think I got all the strawberries! It took me a while to realize that the first level is actually a hub world, and I was very confused why I kept going back and forth between two levels. XD

There’s something very pleasing about going fast like this with such smooth, wide turns. The trails your wings leave when you get up to speed are really nice, too. I think the levels could use a little more clarity—it can be hard to tell what’s a path and what isn’t sometimes—but poking around and finding the path yourself is fun, too. Oh, a quick restart would be nice for all the times I bonk into a wall and just slowly watch myself fall to my doom.

This is a good start to something if you want to build on it! I would love to glide around through more levels.

I got 1:44, and I guess there’s something crucial I don’t understand, because it seems crazy that people are getting less than 20 seconds! I think the whole thing is about getting the timing down so your spin puts you straight along the track? I like that concept—I wonder if you even need the mechanic where normal drifting also gives you boost. Maybe better to go all in on the spin bounces?

clop clop clop clop clip clop clop clip clop

I feel like I’m walking around with clogs, it’s fun :)

I made it to the end! This is a good start. The controls can be a little difficult, especially the twirl-jump; I spent a good while just trying to twirl across the first gap, but either it’s very tight or you’re meant to combine it with the jump?

If you want combat to be prominent in this game there’s a variety of things you could do to make it feel better. Mainly, enemies don’t really respond to your attacks—if you gave them more animations or added some knockback it could help a lot. I managed, just barely, to get to the end on my first try. I think the chompy guys work pretty well, since you have to kinda lure them into biting and then attack while they’re open. I wasn’t sure what the bombs were doing when they hurt me sometimes.

Picking up & dropping items, and using the hookshot to move yourself and pull items, is a nice set of tools for making levels. There’s all sorts of room to play with the hookshot especially, if you want the game to be more athletic or platformer-y. If you want to be strict with it for the purpose of concrete level designs like in Zelda, that’s fine too.

I like the harlequin design! It would be nice to see more of that theming in the game, either in the levels or in the enemies’ visual designs.

Nice work! Keep at it.

Yeah, I don’t know exactly what the vibe you’re going for is here since it’s so early, but I do think Mr. Manager would be a lot more impactful if you’ve spent some time in a more serene and pleasantly illustrated area for a while and then he’s brought in to disrupt the setting.

With all the invisible barriers and intangible floors it was hard to tell where I was expected to go! I like the aesthetics you’re setting up here and I’d love to play a game where I get to explore a place as this robot mouse, but aside from that I think it’s too soon for me to give feedback. Keep going! And keep us updated. :)

If you ever wanna talk about tone and story stuff I’d be happy to chat about it, I love this kind of thing.

223 points! the controls are real tricky but that works well for a little arcade-y game like this. it’s a neat little game, nicely done.

I know there’s a lot waiting to be implemented, but I like the idea here a lot. some flavor on the kinds of things you’re discovering as you do your research would go a long way, too, I’d bet.

(that sketch of the mars rover is kind of really cute, too??)

I only played this on my own and it’s a bit of a brain twister even at that. The premise & execution is really nice here—you have more control over the angle of the chair than I expected. With a little more feedback on how you’re doing along the way (like maybe His Lordship gets fed up after a while, and/or maybe you have a numeric score so you can go for high scores) this would be perfect.

(and yeah, the dynamic music is great)

That was really good! The premise and presentation is really funny, which is a great start, and it does a great job of serving the mechanics of the puzzle. Navigating in a closed space with forklift arms was hardly than I expected it to be, and learning to back up and rotate in just the right way was super cool. This is a short & sweet game and it’s great as it is, but I bet there’s still some interesting stuff to be found in this design space if you decide to build on the game. Nicely done.

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fatherhood is terrifying

nice little multitasking challenge! took me a bit to understand how it all worked but I managed to keep the babies from completely hating me, did the laundry and had a few non-burned steaks ready for dinner. ᕕ( ᐛ )ᕗ

at this point in time the button is the one who needs halp

There’s something almost violent about the watering action, the way it slashes in an arc, that makes a really interesting contrast with the serene setting and music.

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I like this spot where you can go out and stare at the cosmos.

Maybe it’s not a Full Game, but you’ve made a nice little world to be in, and I love getting to walk around in it.

Also, the slight bob of your character as you stand idle is nice! Lots of lovely details.

I got the macguffin! ᕕ( ᐛ )ᕗ

What a cool little game. It’s easy to build the wrong thing or build in the wrong place and get yourself stuck, which means the player’s going to need some patience restarting from the beginning of the level now and then. But I guess you know that already, eh? You know what you’re doing. You could make something rad out of this.

I love the backgrounds, with their nice understated colors, and Matcha’s sleepy little face.

eerie! I like the theming in each area (wiimotes and fish is v good), and I’m glad you put in the music tracks as a video so I could play with it going. it really sets the mood. :]

cuuuuute~

the music is such a nice mood - it makes me want to just hang out in the ocean all day.

“Regrettably, it was only a Dialogue under the scrap pile.” heheheh

I really like this! It’s a quick thing but the Vibes are good and the writing and art are charming. I’d wander around Relaxing Lakeside Cottages all day if I could. :)

thanks for playing and for the comment! with more time we’d definitely dole out the pastries gradually so you don’t have to make so many decisions up front. we got a little in over our head with the design space here 😅

This one is really charming! Some really good vibes from both the pixel art and the music—I just want to run around as the little blob guy all day. There’s some careful level design that really forces you to make use of your new tools, and it gets tough at the end. Nicely done.

I was feeling pretty down tonight and this ended up being just the thing I needed. Thanks for making and sharing such a lovely game.

I’ve been thinking lately about how there can’t really be such a thing as a Bad Guy, and all the monsters in dungeons are just being living in their ecosystem, and what justification do I have for killing them? They only exist to be killed? It’s not right!

anyway: a lovely game.

It is hard! I spent so much time trying to get my character controller to feel good and to make the camera reasonable and then I need to use a completely different part of my brain to decide the shape of the world—how does anybody do anything??

This is a cute game though and I had fun gliding around the city, so thanks for sharing :)

Hah, good stuff! I love finding weird little things around the dungeon. Picked up the eggplant just before leaving :)

That was about the experience I was going for! Thanks for playing and for your feedback :D

Thanks for playing! I’ll definitely do something about that RNG. ᕕ( ᐛ )ᕗ

Thanks for playing! My guess for why you ran out of bubbles like that is the random spawn for the next wave put all the new bubbles too low. I’m spawning all the bubbles at once one “screen” below—probably better to spawn them intermittently just below the edge of the screen so you’re guaranteed to get new bubbles promptly.

I’m looking forward to checking your game out!

Whaaaat this is so cool! There have definitely been times in my life when I wanted to be done with my body and just... be a free detached soul. You might see where some of my inspiration comes from, even. Nowadays, fortunately, I'm happy enough with being corporeal for now.

I was not expecting to find a text adventure game within this OS game. Worlds within worlds! I love this kind of thing and would like to make something like it someday. I’m guessing you’re also into Her Story and Hypnospace Outlaw? Maybe Emily is Away?

The song at the end is lovely, too. Thanks for sharing this with the world.

If only we all had time to write our epitaphs. Thank you, and thanks for playing!

Thanks for playing and for the thoughtful comment! Would you believe we initially had more characters planned? Our team was two writers, two artists and one programmer, so we did the work we could do. :) Definitely agree on the size and layout of the world, and how you're dropped into it—that's stuff to rethink on a second pass.

Also, I agree that an ideal Jam Game is punchy and to the point, but sometimes you just gotta make what you're feeling. 

(Maybe we ought to have more of an underlying plot about just how much murder happens in this sleepy little town)

This actually helped me figure out that I was implementing the camera movement wrong - it turns out that different screen sizes get different camera speeds right now. That's an easy fix now I know what's wrong, so thank you again for your feedback!

It's amazing how widely the camera sensitivity seems to range from computer to computer. I put a sensitivity option in the pause menu (esc) - is it too slow even at the highest setting?

Thanks for playing! :]

somnule works just fine, sure!

I am the scale king! :D

Really charming little game. I like the risk-and-reward of using big attacks here. On a trackpad it was hard to be precise with it, so I was often either using the biggest or smallest shots, but I managed to make it work. I'd like to see a few more things that take advantage of the size changes, maybe—like sometimes you might want to be small in order to fit between certain obstacles or attacks. 

Even though the animation is so simple it's a really pleasant-looking game. Good colors, nice textures, cute animals. I really dig it.

Oh, man, amazing presentation. This one just oozes style and looks so impressive right out the gate. There was no description so I had no idea what it would be, and figuring it out wordlessly was kind of fun. Mechanically it's a simple concept, but there's something pleasant about it, and I like that you're allowed to continue on at your own pace.

And later on the levels get weirder, and I especially like the last few that play with perspective. That was super clever. And leaderboards and histograms! Amazing.

This game looks so good. I wanna play more games that look like this.

I always like seeing your games because you always come up with ideas I would never see coming. This one is pretty and it has some cool math stuff, but it sure is opaque, which... in a sense is kind of cool, maybe, because it evokes a sense like when I was a kid trying to figure out how to play on the computer, but it's probably a hard sell in a jam. 

The things to me that I found confusing:

- I don't know what it means to "capture" something, or how my choice of place to click at the start affects what I'm capturing.

- I don't really know what a trade is. Is it just a way to avoid playing the shooting part of the game? I don't know the controls to finalize a trade, or negotiate, or whatever it is you can do.

- Switching from a mode where you use a mouse to a two-hand keyboard control scheme is super unusual. I saw in the instructions that you shoot with WASD, but they don't say that you move with the arrows, so I was trying to move with the mouse and confused that nothing was happening. It's also hard to tell which one of the circles is me during a fight like that.

- I *think* that I'm supposed to try to explore the deeper levels of the fractal, but I'm not 100% sure. Maybe I can go down forever? I wonder if this is something I could better appreciate if I know more about fractal math.

This is definitely one of the most unique games I've seen in this jam and I can see the work that went into it, so I hope you aren't too disappointed with the response. I bet with the right framing and some tutorialization folks would get into this more.

Wait a sec, you just tricked me into a math game! :O

(I coulda been really into this in the days of Math Blaster)

I love being  a big beefy robot who throws my friends around. Nice puzzle designs—never overwhelming, even when I thought they were going to be. Super solid jam game! Well done.

Another game about animals of various sizes! We had a mantis couple in our game, too. :]

I love the art in this—both the character art and the buildings are really nice. The way you can zoom waaaay out and back in is really slick, too. I wish I could pan around the landscape, too—sometimes it's hard to get to the spot I want to.

I spent kind of a long time at the beginning confused about how to let the mantises in, but eventually realized the little icons next to each animal on the side were also buttons I could use. That might want some sort of revamp to make it more obvious they're clickable.

I kept going til I could let some elephants into my hotel, and then watched while the guests came in and were instantly whisked away by my concierges. It's a nice, chill time—great work.

I like the added wrinkle to Snake of having little eggs to defend. Being able to shrink yourself is an interesting addition, since the difficulty in Snake usually comes from being too big. I think the idea is that being small makes it harder to protect your kids, but it's pretty easy currently to eat the rats when you can zoom over to them. The kids are the real obstacle!

A+ on the presentation. I love being an exploding snake mom.