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Spiralflute

27
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4
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A member registered Sep 29, 2024 · View creator page →

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Absolutely adorable! I love the artstyle (the jumping sprite was particularly cute), and the dialogue was really fun! It felt like a pretty good length for a jam entry, too. Very nicely done! ^^

Another really terrific game! I adore the visuals, and the platforming mechanics were really very clever! I particularly like how you set it up such that it didn’t really need a formal tutorial to explain how different interactables work. I do think a few of the segments involving the timed platforming were maybe a little long, and there were one or two spots where the platforming between two cameras was a little finnicky. Very very well done overall, though!

I really like this take on the theme!Very fun little game ^^

Really solid little game! I love the amount of detail / polish – it’s fun that Dot types along with you, and that the background matrix-text-thing’s colours and the graininess of the room change with hull damage (… which my single-digit-wpm self discovered very quickly lmao …). A sweet and simple core game premise executed very well!

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Very neat little game! The alternating platforming + waveform-matching was a nice loop, and the character sprite was very cute! I do appreciate its intent as a QoL feature, but it is a bit of a shame that the lights on the dials kind of made the reference wave unnecessary. Maybe keeping the lights as an optional hint would be a good compromise. The abrupt transition back to the platforming scene when the matching is complete also threw me off a little bit at fist. I had a good time with it though – very nice work! ^^

The thumbnail is also very relatable haha

Sweet and simple little game! I really like the kinda unnerving-ness of it … reminds me slightly of Outer Wilds. It’s not super intricate, and I think that works to its benefit! I particularly like that each node has a unique message, so you can see when you start to get close to a new one even if you can’t see the node itself. The design of the search grid is also kinda pleasing. I think my only pain point was that the audio got pretty repetitive pretty quickly. Very very strong otherwise, though!

Very neat concept!

I do think controlling more than one ship was a tall order in practice, and there were some mechanics that could be communicated to the player a little more explicitly. I was initially very confused why the ships would stop responding for a while after I started repairing, or if the repair was working since the ship’s “broken” texture never vanished. It also seems like there’s a threshold for refueling that isn’t listed under the command.

I uh also somehow managed to catastrophically break the game my first attempt by sinking all of the ships offscreen haha ;-; … The game didn’t seem to think the game was over, and reloading would start me partway through the map with a texture below the ships covering part of the water.

The upgrades system that dynamically added commands to your library was neat, and I do think the base concept was cool even if there were some rough spots. I also really like the UI, and the character icons were really nice! I also love that the icons had different variants depending on the state of the ship / what they were up to!

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Very interesting concept! Reminds me superficially of Cobalt Core haha ^^ I really liked the fog texture on the transition panels and the texturing on the cards. The enemy models were good and creepy, and I liked the peaceful but spooky vibe of the music. I also really appreciate that the music never felt too repetitive. I did feel the game was a little rough around the edges mechanically; I think the main pain points for me were:

  1. It somewhat difficult to judge how far a card would take me or if I was positioned correctly to hit a coin or dodge an obstacle, and it didn’t seem like there was a way to check behind you for moving hazards; the game could potentially benefit from a tile-based setup and mayybe a top-down view or at least a way to rotate the camera
  2. Most of the game was just cycling through cards until I got a forward or maybe a dash left/right. Backwards and non-dash left/right cards generally felt like they just landed me in very awkward positions.
  3. I think the moving enemies were not very compatible with the randomized hand; it felt very common to end up with a hand that couldn’t really execute the necessary evasive maneuvers, even with interruptions. That being said, I definitely still had some fun with it. I do think it’s a good start towards something pretty unique ^^

Really solid little platformer! I liked how you paced out introduction of the controls, and the different environmental objects were used in very creative ways! It was neat that you could create shortcuts on some levels depending how careful you were about how you broke blocks, and it was nice that the bounce pads functioned as both tools and hazards.

It was very, very long, though (I didn’t actually get to finish). I also think a few of the levels starting the introduction of the “D” control got to be a little long for how finnicky some of the puzzles could be (especially when the rotating blocks were involved). One other minor issue is the parallax in the third(?) location felt a little bit disorienting … slowing it down a bit would probably help.

The pixel art was really lovely and had a nice palette, and it was nice it was usually pretty easy to identify things as tools vs “things that will kill me” intuitively! I appreciated the texture diversity in the “normal” blocks, too. The music was great! I loved the vibe, and I didn’t feel that it got too repetitive. The little sort of squeaky percussion sounds sounded a little like cat mews, which kinda tickled me haha ^^

I had fun with this, thank you – really nice work! ^^

Nice little FNaF-inspired project! ^^ I was a little bit confused when I ran it, as it wasn’t immediately clear what the objective was. I think a little bit of introduction (even just on the submission page) would be very valuable.

Thanks for participating in the jam! This is a cute little submission ^^

Really glad you enjoyed it! ^^ … I should potentially change the tag haha; wasn’t quite sure what to call it. Ooh ok thanks for letting me know!

Very solid game! I like that you can employ multiple approaches and that there was a variety of weapons to add some replayability. The art was also fantastic, and I appreciated that there was a pretty decent little story in there. I liked that the floor pattern changed as you progressed and that you used both brightness and texture differences to make walls / solid objects stand out. My only nitpicks are that the different weapon options don’t feel particularly impactful, and the floor textures are maybe a little too detailed; the floor flickers very aggressively when the player moves around, which made it hurt a little to look at. The guards are also a little less distinct against the floor than walls/obstacles and the player, and they can sometimes spot you from outside the FoV if they’re above / below you. Very well done overall, though – def one of my favourite entries! ^^

Some very minor bugs:

  • The game did get locked once when Maria died; she was on the floor, but she could still rotate and there was no option to restart (this might have been due to some funky WiFi issue on my part; figured I’d note it anyway just in case)
  • Maria can get stuck between walls if she changes orientation after sliding between them. I assume her collider is rectangular / ovaloid and can only fit between some walls in one direction. Very minor, but I did almost restart because I thought I was trapped haha.

Nice, simple little game! I did have to refer to a reply to one of the comments here to properly understand the UI and the intended connection to the theme, though; adding some more information in the game description and/or in a little popup at the beginning of the game might be good. Otherwise, I liked the monster designs, and the controls and loop were pretty intuitive.

Very nice work – especially for a solo project! The visuals especially felt very polished. I appreciated that there was a lot of variety in the items, the movement felt good, and the AI’s logic was pretty intuitive. The pulses indicating are a very solid visual indicator of when the player makes a noise, too.

I would have liked a little bit more mechanical variety, but this is still great for a jam submission and was nonetheless very satisfying to play for a few levels. I’d definitely be interested to see if you do anything more with this in the future! ^^

Hehe fantastic game, love the silliness. The dialogue was fun, and I loved the little eating animation (and the NPC art). Only issue was I seemed to get stuck on the side of the yellow disc in the middle after I’d eaten all the crystals and could not properly finish the game. Some map boundaries would have been good; I probably wandered way outside the map while while looking for the last gem. Otherwise, a super adorable little game – nicely done! ^^

I want to believe!

Cute little rhythm game! The range adjustment was a neat feature, even if its practical function wasn’t immediately clear to me. I loved the use of plush and vegetable photos for the assets; that was super adorable. Very nicely done ^^

Very neat execution on the theme; I expected at least one assassination game, but this was a pretty unique format for one. I particularly liked the inclusion of the threads both as a tool and just as a cute little feature to help sell the idea of solving a mystery on a pin board. I was admittedly a little puzzled initially about how to determine who Wasn’t a threat and why targets that were previously eliminated appeared at later levels. Nice work though ^^

This was a very nicely-done little puzzle game! The mix of 2D and 3D assets was neat, and I liked the transitions to / from dialogue scenes. Very well done ^^

Tysm! ^^ Yeah, I definitely ran out of time to balance it properly; there are a disproportionate number of difficult checks and not enough items to make up for it. Note to self to leave an extra day for QA next time haha …

Adorable little game with equally-adorable art – very nicely done!

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Thank you so much! I was confused about the skill check bit initially, but I just realized I was accidentally clearing the item hints from the buttons when the item counts updated haha ;-; That’s been bugfixed, now, at least.

I was definitely a little over-amibitious I think. The amount of dialogue-writing I committed myself to certainly came at the cost of length and time for QA / balancing / polish. Learning experience, there ^^

Perfect – definitely much better now! ^^

Very nice work! I adore the art / visuals and really appreciate the amount of detail that was put into the scenes and main menu. I did have some difficulty figuring out exactly what I was supposed to be doing (as the other reviewers have already said, I would definitely add some mechanism to give the player clear feedback and a clearer tutorial). I don’t think I managed to break 10 points (though I do play viola, to be fair). I definitely liked what of it I got to see, though!

… Otter Wilds?? Fantastic work! It felt like a very complete experience, and I liked that there were a few different simple mechanics to play with. The art was also super cute (thank you for letting us hug NPC’s repeatedly haha). It did feel a bit awkward to play without a controller since the radio orientation would not stay fixed while moving (which ended up being a bit of a nuisance getting into the last area particularly), and did seem relatively easy to miss important cells if you traveled near corners since the camera was locked to cells instead of the player. Also could not hug Rosetta ;-; A very elegantly-done little project!

(Thank you for taking the time to add a guide, too; that was very nice!)

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Very nice! I quite like the sprite art (the zombies are honestly kind of adorable), and the panning camera for the menu is neat.

The performance seems to plummet after about the first encounter, though; may be worth checking your process time / memory usage in the Godot editor (debugger > monitors). The game also crashes after a few minutes, and I get a warning from my computer about resource usage that could lead to security vulnerabilities. I’d try to patch that asap if you can, for the benefit of the other reviewers.

Really cozy, and super pretty! I love the sound design, and I also appreciate that the stars in the menu react to the mouse (… I was mildly disappointed couldn’t make / redraw connections in the menu, though, haha)

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I bought this for my husband and he loves it!