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SoysCodingCafe

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A member registered Feb 15, 2020 · View creator page →

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Having never played Counter Strike or done anything like this before, this game taught me a lot. Managed to make it to the checkpoint on Level 3 by 5:26 which I’m pretty happy with, but only after many, many failed attempts. The beautiful ocean sunset helped keep things calm and gave me something nice to look at as I launched myself into the ocean over and over again. Through sheer luck I managed to make it to the second last platform on the third level, but I think that’s as far as I’m getting. Surprisingly addictive, and the fast reset is definitely appreciated. I did have to turn up the sensitivity on my mouse to build up speed with any consistency, so some options for mouse sensitivity and FOV could be nice to make it easier to aim for platforms.

One thing I think would be nice was if the game reset your direction when you restarted, since it added an element of randomness to the initial position which made practicing more difficult. Also a “tutorial” area or just a large flat plane to practice on and try hit high speeds would be appreciated.

I also think you might have a bug in your timer that I encountered in my own game, where you get the minutes and hours by dividing the seconds and minutes by 60, and then displaying only the first two digits. However, I think the format macro then rounds the display, so after 30 seconds the minutes would be more than 0.5, and so it changes the display to 1. It’s not as noticeable in the minutes, but I was playing for just over half an hour and noticed the display was something like “Level 3: 29 minutes, Run: 1 hour 31 minutes”. I think I solved it by flooring the value before displaying it, and had to hardcore in an option so that it didn’t display stuff like “1 minute, 60 seconds”.

Personally, I found level 2 a lot easier than level 1, though I’m not sure whether that was just because I had gotten so much practice before starting it. Level 2 seemed to have much more variety in the paths you could take, which kept things from getting too repetitive and frustrating, and the wider platforms were much more forgiving to land on.

I did notice some unexpected physics, though I’m not sure if some of that was intended. I was using the auto-jump, and sometimes when hitting a platform I would maintain my speed, and other times it would randomly drop by a large amount, which seemed unrelated to the speed drop from hitting the edge of the platform. Also, the green orbs were particularly unpredictable, sometimes giving me a small boost, sometimes triggering multiple times for a massive boost, sometimes I would just bounce right off, and once or twice I managed to jump off the top of one. This was especially frustrating near the end of level 3, where one time I managed to get a speed of 96 by hitting the three orbs on the left in a row, whereas most of the time I would hit one and it would either launch me too far so I missed the platform or kill my momentum completely and leave me stranded.

I know a lot of this feedback is pretty critical, so I would like to re-emphasise that I had a lot of fun playing this, and wouldn’t have spent as much time on it as I did if I wasn’t enjoying it. I know how hard it can be getting 3D platformer’s movement feeling right, and I think with just a little more polish this could be really amazing!

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It makes sense you focused on polish, I feel like it really paid off. Very impressive work for a solo dev!

Feel free to take the flower parameters as a preset, I’d be honored to have it be part of the game! Though I will mention it’s not the most stable configuration, it can take a bit of finessing to have it maintain its shape. I find it easiest to draw some green as a base, then draw the red “petals” encircling the green, and build it up from there. Can also help to add the orange, set up the parameters, and then remove and add it again to get the layers balanced.

It’s unfortunate that you never managed to complete it, but for first time Bevy users this is still really impressive! The animation for the tail swinging is very cute, and it’s actually pretty fun just trying to push the goblin around. Can’t wait to see what you make next jam!

I love this kind of puzzle game, and this one was well made. It was great how many different mechanics you managed to fit in with the pipes, the fans, and having to deal with multiple ingredients crossing over. The controls were a little unintuitive, as I was expecting R for rotate and right click to deselect the current piece, but otherwise it all played very well. Well done!

Very nice puzzle game, watching everything play out was very satisfying, and it was really neat how the editor switched to 2D to line up against the grid in the background. Showing the “radius” of the domino was very smart, though it would be nice to be able to move them around after placement for slight adjustments. I think the levels with wires were the best, just wish there were more of them!

Very chaotic, reminds me of old flash games. Would be nice if there was a bit more visual distinction between the bulls and the bears, but throwing randomly and just keeping an eye on the stock value seemed to work pretty well!

Very silly and fun game, with great aesthetic and execution. The whole tutorial sequence is well made, and it’s very satisfying setting up a throw and listening to the screams as it unfolds. I think it might be better if there was a limit to the bullet time as I think I overused it, especially in the final level, and I also noticed that as long as a target was in line at some point then the throw still works. So you can pop out, choose a target, and then hide and the boomerang will still seek out its target through walls. Truly boomerang is inescapable.

Boomerang! You can throw! It comes back! Boomerang!

Fun game, though the dash was pretty slippery. Also, it would be nice to have an indicator of which slimes are in range/which one is being targeted, as I would often dash in unexpected directions. The core concept is good, and I think this could be a really neat game with some more polish and additional levels. Also, including the level editor in the game is really cool, seems like such a useful tool to have!

I like the idea, but with only one level and two possible options for the runes there isn’t much to do. The drag-and-drop works well, and it was cool seeing everything fall into place, so I think this could be really fun if expanded with more levels/runes.

Fun little idle/tower defence game, and the story element at 48 dust/s added a nice depth to the message. Very satisfying adjusting discharge points and seeing things play out, and the zap sfx was strangely hypnotic after a while. I agree with the confusion others have mentioned here, and I feel like it would be better if Static Discharge Power and Energy Capacity were combined into a single upgrade, so you could upgrade your damage at the cost of slower charge times, before upgrading your energy recharge to balance it out again. Overall, a very charming game.

That makes a lot of sense, thank you! Explains why my pair of mumbling truffles were able to rack up so many spores that quickly.

Been watching the progress on this and it turned out really nice. The UI is beautiful and feels great to interact with, and it’s really fun and engaging adjusting the parameters and seeing what emerges from the noise. The background music really sets it all in a tranquil and ethereal mood, could definitely lose a lot of time playing around with this. Only thing I feel is missing would be some time options, it would be nice to be able to pause for awakening life, or speed up to see the most stable resolution. I’m assuming the “Receive” and “Bestow” are for sharing configurations, but it doesn’t seem to be working on the web version. My best creation so far is this “flower”:

Abiogenesis Flower

Very nice game, I can tell a lot of effort went into the little details in this. Everything felt very punchy and weighty, and the kickback from the gun added some nuance to the movement. The level design was also great, lots of different ledges and platforms to make a dramatic final stand on.

Neat game, would have loved to see some more levels but understandable that you had other commitments taking up your time. Even with the limited level available it was fun trying different combinations of platforms, so I could see this being very enjoyable if scaled up!

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The web version has some performance issues, but after changing the configuration to use WASD it was still playable. I think when using the mouse it doesn’t reset your velocity when you release, so you have to click again to stop otherwise you just keep moving in the same direction. I like language learning games, and this is a lot more fun than using flashcards, and could be expanded to cover other topics too. Despite the low framerate, the visuals and particle effects are also very nice. Pretty happy with the chain I managed to create:

Konnektoren Chain

Seems like a good start, and understandable given the time constraints. There is something quite satisfying about filling the grid with stimulator nodes even in this limited prototype.

Very cool idea, just playing these five levels got me thinking about all the other puzzles you could make in this system. As a previous comment says, it definitely gives off Zach-like energy. The game doesn’t display the best when in fullscreen, and the World Inspector is still in the game, but the drag-and-drop controls were very satisfying to use.

It was difficult to work out how to play at first, and there are still a lot of things unexplained, but I love the music and the visuals, especially the intro and loading screens. Selecting the cards and placing the pins was a little unintuitive, and it wasn’t clear how many points/uses each pin had before it disappeared. Also, placing almost any pin except the redirectors at the top right results in an instant lose. I like that you could hover over the pins to see what they do after placing them, and it was fun trying to keep the balls going. I think this could be really great with a little more polish and variety in the pins.

Very cool game, I definitely would have expected a shmup if I hadn’t read your description, but was still surprised to find it much more of a puzzle game. I only played the web version, so it’s a shame the UI didn’t render properly, but I could see from the screenshots how it was supposed to look. I think a simpler first level might have been better to introduce the mechanics, but the levels were well designed and I had fun working out where the safe spots were. I think adding some background music and explosion sfx would really enhance the experience!

This is a really cute game! It took me a few attempts to rescue all the birds, but once I worked out the timings for the logs it started to make sense, and I found it very funny the way you’re launched when the logs hit you. One small note is that if there are two logs directly behind each other and you jump over the first one, then you can clip inside the second one without being hit. Also, I’m not sure how exactly it ties in with the theme?

Neat puzzle game, the briefing at the start was a great in-world way of teaching the mechanics while setting the scene. I think I managed to reach a chain of around 12 before I stopped. The cards in the game all have interesting uses, though I feel like there wasn’t much distinction between the non-happy emotions, so it would have been nice to see more cards react with that. Overall, a very polished experience.

Great visuals, the limited palette is very striking and it works really well. I was a little confused at first, but once it clicked the mechanics were very engaging with trying to keep the combo up. There was quite a lot of text which I feel broke the flow of the action, but the story and world seem very interesting. Also, since I didn’t see a healthbar for the character then I didn’t think I really had to dodge, and ended up with a score of around -900…

Neat idea, and nice interpretation of the theme. Very cool getting to see your city build up, and I really enjoyed the exploration aspect as you expand. Not sure if this was included and I just didn’t get far enough, but I think it could be interesting if you got bonuses for placing certain buildings on certain terrain tiles to add more complexity to the placements beyond just adjacency.

Nice and simple game, with some good sound design and some cool scrolling scenery! I felt bad for the village after my first run, so I played it again trying to get 0 avalanche energy and it was surprisingly tricky trying to avoid the snowflake collectables and only hit the trees. It would have been nice to see the snowball grow as you gained energy, which would make it easier to collect the snowflakes but also trickier to avoid the trees.

Very fun yet surprisingly morbid game with a unique take on the theme, and I learned something new! Loved the jaunty tunes as the pirates marched to their death, definitely helped stop the game feeling too dark. The trade-off between trying to fit in one long chain versus the flexibility of multiple short chains was interesting, as well as the choices between the different perks and downsides. The game did get a little buggy at one point with pirates floating through chains when I had a lot of Fool’s Gold in the later levels. In the end, I managed to make a pretty successful design, but I was unable to progress past the next upgrade screen (presumably because it had nowhere left to place any more trees or crates):

Filled Out Chain Locker

Very polished game, everything felt very clean and intuitive. I thought the chaining mechanics were interesting, but I feel like the Starter cards are too powerful since they maintain the flux chain bonus but don’t have any requirements to trigger, and at a certain point the “upgrades” just felt like they were making my setup worse. Initially, I thought the current flux when a card was activated would be used in its calculations, and the flux would reset at each Starter card, which would reward longer chains. My strategy ended up just using Starter cards and fireball cards which seemed very powerful, and I do wonder how they managed to get away sometimes…

Really cool concept, felt like setting up a Rube Goldberg machine and then getting to watch it all play out. Very fun experimenting with each new piece and working out synergies and engines with the others. I think it could benefit from a speed-up button, as it can get pretty lengthy and repetitive later on, but I really appreciate the ability to rearrange everything freely so you can try out different layouts and ideas without worrying!

Great game! Interesting mechanics, and I loved the back and forth between Agaricus and Andreaea, the writing is fantastic. It can be difficult to remember what each mushroom does once you’ve placed them, it would be nice if you could hover over them to see their info, and I am still not 100% sure what some of the keywords do even after completing the game (e.g. fertilise, energy boost, rapid fire). I’m also unsure if this is intended, but the “mumbling truffle” (and perhaps others) grow slightly after each activation, leading to the glorious fungi shown below:

Big Mumbling Fungus

Fun game, very satisfying when you manage to chain a big attack, and the choice between upgrading the gun or the saw adds a nice strategy element. Only problem I found was that the sfx were a little harsh, and when I tried to lower the volume the bgm started layering over itself. Also, when on fullscreen it can be a little difficult to notice when you have enough points for a level up, it would be nice if this was clearer. Definitely died a few times while scrambling to upgrade.

Thanks for trying it, I’ve been getting a few people saying that right click in the Linux/Wasm version isn’t working, which is unfortunate. I’m not sure what could be causing it but definitely something for me to look into going forward. As far as I know it should work in the Windows version at least!

Thank you for playing!

I’m sorry to hear that! Could I check what build you experienced the issue on (Windows, Linux, Mac) or which web browser? I’ve had a few people report issues so any information you can provide to help me narrow down the source would be greatly appreciated.

Thank you, and thanks for playing!

Hi, I’m sorry to hear that! Since I could only test on Windows I had no idea about this issue until after submissions closed. I will be looking into finding a solution for the post-jam version. Thank you for checking it out regardless!

Pretty simplistic game but satisfying nonetheless. It could do with some more varied upgrades, I could definitely feel the lack of a pickup magnet or a splash damage modifier. I enjoyed the subtle touch of having the background slowly rotate, it’s just a little thing but it really added a lot to the visuals and experience.

That’s fair, definitely something I hope to tackle in the post-jam version once I have more time to playtest/experiment with different layouts. Thank you again for the feedback!

I wish it was as easy to make a game as amazing as this as it is in this game! Very fun and funny, I had a great time playing this. Certainly meets the theme!

Thank you, and thanks for playing!

Thank you for playing, I’m glad you enjoyed it!

Thank you for playing!