Ahh, that makes sense! The two places I found it were on the Empathy Scrubbers claims for the Dark Orb and Planet Splitter ships.
But now that it looks like you keep an eye on the comments here, maybe I can ask another question? I notice the Craft has an upgrade Armour, which makes crew aboard take less damage when the ship takes harm. And I see that the craft sheets have room for harm to be put on them. But I don't see any description of how the craft takes harm, what the impacts of harming the craft are, or how harm is transferred from the craft to those aboard. Did I miss something?
squirmonkey
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Nothing super original here, but quite fun! I got 165 kills. I liked how the car controlled, it felt fun and fast, which is perfect for this game.
I think you need a mechanic to make it harder as time goes on, maybe making it so that more blue portals appear, or making it so that later in the game you get less time per kill.
I like the art and music in this game. Based on the dialogue, I'm going to guess that English isn't your first language. That's fine, but if you're going to make a text-heavy game in another language, you should get a native speaker to proofread it for you. Brett doesn't rhyme with toilet.
I couldn't figure out what the ctrl buttons did. I would throw them at people and then nothing would happen?
I like the art and music in this game. Based on the dialogue, I'm going to guess that English isn't your first language. That's fine, but if you're going to make a text-heavy game in another language, you should get a native speaker to proofread it for you. Brett doesn't rhyme with toilet.
I couldn't figure out what the ctrl buttons did. I would throw them at people and then nothing would happen?
A nice puzzle game idea. I think this game is let down by its level design though. I want more levels that require me to use the laser in thoughtful ways, and fewer where I die because I missed a fast input or shot boxes that weren't even visible.
Great art and music, props for doing it all during the jam!
Nice puzzle game. Be careful with ctrl+ combinations in browsers though! The movement didn't feel great, it was especially frustrating to have to restart because I pushed a block one space too far.
I really liked it in the beginning, but found that it didn't get much more interesting as time went on.
Well this was lovely. Reminiscent of such gems as Spaceteam and Keep Talking and Nobody Explodes. Really nice work. I wished there was a button to summon the next wave. Especially at the beginning, I spent a lot of time waiting.
I would love to see this expanded to have a new more convoluted control machine each level, and possibly some randomization in the controls each time you play.
This is a neat puzzle concept. I think the execution here is a bit rocky though, particularly in the level design.
I think your levels get much too difficult too quickly, especially as players are just becoming used to the mechanic. Additionally, the levels seem to contain lots of red-herrings, areas which are present in the level, but should never be entered during a correct solution. This makes your puzzles feel more like a multiple choice question ("Which of these 4 paths is the one that works") than a true puzzle, where I have to consider what's available to me and how to use it effectively.
Nice platformer. The character feels fast and controls nicely which I like. The button collecting is pretty fun, and adds a real sense of time pressure. Unfortunately, your spikes look almost identical to the normal ground, they're very very hard to see, so you die a lot seemingly at random, which makes the game really tough to enjoy. Nice music choice!
Wah! What a great little game. Your interactive tutorial screen is amazing, and I definitely felt the drive to improve my score (3 hits was my best). Short, but sweet.
Visually, it would be nice if the enemies had spikes all around, to show they're dangerous even if you touch the sides. Audio-wise, your bounce sound gets pretty annoying quickly, maybe tone it down a bit.
This is a pretty fun puzzle/stealth game. You have a lot of well designed levels. I didn't get all the way through, but I played this one a lot longer than I play most jam games.
I don't think your music really works with the tone of the game. Something slower and spookier might fit better.
I didn't really understand the story or the relationship to the theme.
Great work!
Wah, very cool. I definitely found myself going on the emotional journey you seemed to be targeting. From being curious about it, to trying to fight it, to trying to exploit it, to accepting it. Very nicely done. Your sound and writing made this a deeply unnerving experience and it worked perfectly. Great use of the theme.
I was getting all ready to really like this game. And then I went down in the description to see how the scoring works, only to find that you're not telling me. And we transitioned from cool citybuilder/puzzle/optimization game to game of randomly clicking on things and hoping it works. You're right that not knowing the rules makes me feel not in control, but it makes me feel so not in control that I don't want to play.
There's going to be a lot of games in this jam where your controls change. This, I think, is one that's doing it right. Having the game change is very smart, especially since some of the games only use some of the controls. The count-in for when the controls will change is great, and I'm surprised there's not also a count-in for switching games, as the input meaning changes dramatically between games. Visually it's very nice looking, and the music is adequate. I like that it rotates too, not sure why...
I think the one game where the spike balls fall on you is a little too hard when they're only one space apart, the controls aren't quite tight enough to fit slimey into so small a space so regularly.
Nice work!
I like the idea of a mushroom that when you pick it up it changes your controls, like you describe. But my experience was more "a mushroom that when you pick it up, you die". I wasn't really sure what I was supposed to do after picking up one of the bad mushrooms, since I always died almost instantly. The art is cute though!
Really good! Nice art, nice sound, very polished platforming mechanics (I know from experience how hard that is to do in a game jam) and a fantastically fun rotation mechanic to top it off.
When the game started, I thought I was going to dislike the global countdown. But I like it. And I love the sun getting bigger and bigger in the background, it created a wonderful feeling of suspense.
It's maybe a little clunky if you're moving around while it rotates, but hard to fault you for that. Very well done!
I think this is a great interpretation of the theme. A couple of pieces of feedback though:
I think the game is a little too difficult. It took me nearly ten tries to beat level 2. It didn't help that you go all the way back to the beginning when you press R.
When I transition from one level to the next, have me appear on the other side of the screen. That is, if I finish a level by moving off the left edge of the screen, start the next level on the right edge of the screen. That's where a player will expect to be coming from.
Keep up the good work, very creative!
This game seems cool, but I think it needs a little more to tell you what to do. Like, I figured out I could un-blur things by playing the simon says game, but... then what? I wasn't sure where to go or what to do. There didn't seem to be any objectives or enemies other than the radio tower... but all that did was make me blurry again, and blurry isn't that hard to fix. Graphically though, the blurriness thing is _very cool_
I gotta say... I don't get it? Like, the game seems super ambitious, there's an inventory system, and a huuuuge map, and a dialogue system, and all this stuff. But then all you do is deliver pizzas? I must be missing something. Why can I go to the lake and find a jacket with change in the pocket? What do I use that for... in service of... delivering pizza? I'm confused man.
Also, please don't have my browser open your kickstarter during the intro sequence.