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squirrelbaffler

12
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1
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A member registered Mar 07, 2025 · View creator page →

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Whew that's a tight timer! The schmoovement at the end feels great, and I went back and played with controller after realizing it was an option, which was way better. For more schmoovement capabilities, I'd love full analog dash direction, but the game feels pretty great as is. I'm still a little unclear about when the dash timer resets, but playing with that could open up some very interesting levels!

What a lovely, cozy game. It froze up on the end screen, but I'm gaming on linux so I do expect bugs like that, even in a browser game. 

This is a really strong entry! I love the color palette, the soundtrack loop is fun without being annoying, and the movement is smooth. I'm skill issuing hard here, but I can also tell it's almost entirely a me problem. I do think it'd be nice if there was just 10-15 extra seconds at the start to get a feel for the movement, before you're hurtling down a cliff and insta-dying to spikes. The one other issue I had was that the clouds don't appear to reset when you reset the game, and would sometimes obscure critical platforms. I might recommend either keeping the forward cloud layer above the player, or have it fade out in a strip around the player. Every other death felt like it was my fault, this is really good!

Excellent, just excellent. I have so little to add - maybe a bit more Juice would make this release-able?  I also found that I was frequently dragging a card in the process of clicking from one to another, but that might just be a skill issue. 

I love the idea! I think some clear way to make your selected bodyguard clearly attack would be nice, but it was still fun enough that I restarted several times. 

This is a remarkable level of detail for the length of this jam. I really want to shout out the more subtle sfx and general audio design, getting the sound of an old CRT monitor right, and the various electrical hums give a strong sense of place. Good work!

Strong style, the character is great. The game works really smoothly. I do wish that trying to pick up an object when holding another would drop the other object. But this is a nice whole package from a jam!

I really like the concept, and as a big sekiro fan, it's pretty intuitive mechanics-wise. It might be because I'm playing in the browser, but I definitely felt the stutters, and specifically coming out of bullet-time while enemies are attacking makes timing the parry window _very_ difficult. I have a bunch of small game-feel criticisms that I think mean that this game is something I really want to get some proper fleshing out after the jam, I can see something genuinely sick if you can nail how the game feels. I'd love the camera to be centered, and a little higher up, as its hard to see enemies some times. I'm a little unsure about the red balloons only being visible during bullet time, and I'd like to have health be a little clearer. Some logic in multiple enemies to keep them from timing their attacks to frame-trap you, enemy variety, I could go on, but the core idea is delicious, great job!

Excellent vibes - the Inscryption inspiration is clear, and you really hit the tone! The gameplay worked quite well, unlike some other card games I've played in this jam. Switching between dialogue and gameplay frequently caused a stutter, not sure where that's coming from, but overall the game worked smoothly. I'm not a big memory game fan, and there's not much in the way of plot, so this game clearly isn't for me - but I found the "selling cards" mechanic to break my hold on where the cards were, more than any of the "effects".  Only other "bug" I found was that longer dialogue would fade out on the end of the line. This is great work on a game that isn't my thing!

The chaos is fun, the visual design is somehow cohesive. Good job! The full screen button doesn't work though? 

Love the music choice, the writing is clean. Some sort of volume slider would've been nice, as would the timer updating on every line, I think?  Great work!

I won! Love the art style, and the gameplay concept. Some message about starting the next run with the spacebar would be nice, I didn't see an immediate way to start the next run. You also wrote in the description that we had 15 minutes, but there's no visible timer. Finally, it seems like the best strategy is to just fly straight and shoot anything that might hit you. If you intended more maneuvering, the fuel meter fights against that. If you intended going straight, good job! Again, the charming art style makes it quite enjoyable to replay.