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Squix

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A member registered Feb 25, 2024 · View creator page →

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Nice incremental rogue-like!

I had more fun than I thought when starting the game. It took some time to understand how it played. But the risk-reward really worked, and organizing the spells on the countdown felt great.

I would have liked the dash to not only be on the y axis, but also on x (it always was useless when I activated it) and a lively audio background track. While keeping the programmer art, I think you could also choose a more striking color palette, with more contrast. You could also play with lights and shaders.

Anyway, congrats for pulling this in a short time, gameplay-wise it's great!

Amazing game, I had a lot of fun with it!

Failed my first attempt, then got the crazy upgrades (like sorting numbers and nulling even ones) on the second! Maybe there's a bit of randomness to tweak here.

Artwork is simple but sleek, maybe some VFX will add a bit to the juice. The audio track is right with the theme, stressful, although maybe a bit repetitive.

Congrats, you nailed the jam!

Good music and weird looking monsters!

On the gameplay though, I found myself regularly waiting to redraw and get the right number, which is not a fun thing to do. Shop items should maybe speed up this system.

Also, sometimes, when one enemy was above the other, I couldn't target the latter, I had to deal with the upper one first, which seemed strange.

Would have love more SFX too, for more juiciness!

Anyway, congrats for the jam :)

Interesting twist on the classic collectathon!

The Halloween art is terrifying, but the audio is bland, you should add variations (in pitch for a quick-win) for the jump sound to make it less repetitive, and you can find a good free copyright spooky background track to add to the mix.

Despite that, I enjoyed the strategy, but didn't finish it because of jumps I thought I couldn't do.

Congrats for the jam!

Nice art and music, and good idea with the theme.

Once I understood that I was the avocado and I could move with WASD, that was fun! It gets a bit unfair at times when the mouth speeds up, I am not sure if the collectibles increase your speed?

Anyway, congrats!

Thanks! We had amazing artists and were able to work around the clock thanks to our schedules, I think that helped :)

Thanks!

Thanks! The game is not optimized and Godot web build is using outdated technology, but desktop builds will be available at the end of the voting period if you wish to give it a second chance :)

Fun minigames!

I didn't understand how I could get money (is it the "secs" at the bottom of the shop screen? And what about the stars?), and I found the audio track a bit repetitive.

Congrats on the jam!

Cute art and more depth in the gameplay than I thought before.

I didn't spend a lot of time in it (got after the boss), but I had trouble understanding the "damage at the end of the turn" card and I think it lacked a bit of combos (I was able to do the "double your next attack" combo but for the others turns it was alternating attacks with heal.

Anyway, congrats!

Interesting little game, would have love to play in actual levels rather than in a procedural generated field.

Also, you should enable the "fullscreen button" for the web build, because the text can be a bit difficult to read.

Congrats for the jam!

Cool tactical game with nice aesthetics, love the music!

With the web build it was a bit laggy, and I had some difficulties to understand which character I was playing. I think it should zoom out by itself, because being killed by an offscreen enemy is a bit frustrating.

Finally, I didn't understand what those violet particles were marking, because sometimes enemies will spawn here, and sometimes they won't.

Despite these picky things, congrats for making this game :D

Great game, a very creative way of using the theme!

Love the juice, good music and the facts: there are so few walruses left :(

Two small points: you should enable the "fullscreen button" in itch.io page settings for the web version, and still on this version, the font was sometimes hard to read, in a very "blocky" way. Might have to tinker with the font compression settings in Godot.

Congrats!

Thanks! Desktop builds will be available at the end of the voting period, a game crashing bug was making them unplayable :(

Thanks, we had one on the team too x)

Because of a bug that made it sneakily into the jam build, it is better to wait 10s between each round, or your buttons will fail unfairly... will be fixed after the voting period :)

Thanks!

Actually we had squashed all bugs, but a last minute mistake made them reappear in the jam build...will be fixed after the voting period :)

Thanks a lot for your kind words!

That's strange, I'm also on Firefox (Zen) and didn't have the same bug. Although, it might be related to the heavy loading of content, which could be altered by the speed of itch.io servers and your internet connection.

Thanks!
Those on the screenshots were placeholders, we decided to remake them to fit the theme, although they might look more simplistic now, you got a point.

A very short experience, but I see we had the same gameplay idea x)

Love the "Please don't touch anything" vibe with the art. I think a little background track could add to the ambience. And maybe more levels with other types of buttons.

Anyway, congrats for the jam!

Nice chaotic concept, the goofy art goes well with the procgen (well done on doing that for a jam!).

The last toad gets very hard because it is sooo far and because I acquired a lot of speed, I got bounced back over and over on every obstacles.

The rewind death is a good idea, but it's lagging a lot (at least on web). I think the audio is not very fitting the goofy theme.

Anyway, congrats for your game!

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Interesting metroidvania/roguelite concept, which had a bit more depth than I thought.

Sadly, without the poison timer on screen I had the impression of dying at random.

The intro text is also a bit long, you could have told the story in the level itself, bit by bit.

Congrats for the jam!

You nailed the balancing with this! I first tried it, but it asked me to focus to avoid those red fishes.

I didn't use a lot of the moves like diving, you might turn it in a speedrun objective by showing the time at the end.

Art is good, audio is a bit bland.

Anyway, congrats on the jam!

Nice art, music and interesting puzzle.

Might be too hard for me, between platform, puzzle and rythm to not get burned down by the sun.

A solid entry, and a nice pun I also thought of but didn't know what to do with it, I'm glad someone did!

Congrats!

Cute art and great execution of a simple idea!

Maybe the trash lying around is not enough to prevent the player moving because there are a lot of tables, hence a lot of paths.

The music can get a bit repetitive too.

Congrats on the jam!

I had more fun I thought I would! Found 7/8 deaths, the terminal one was really tricky!

Congrats on jaming, despite your very limited time :D

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Thanks!

We had a downloadable version, but found out in horror after the deadline that it had breaking bugs...will be available after the voting period (and without bugs) !

Thanks a lot!

Thanks a lot! We had this idea early, but decided before testing that it would be a bit too hard.

Now that we know which things are difficult, we could try to add it back , thanks for the idea :)

Thanks! I'm glad you had fun :)

Thanks for the kind words! Yes all this dark magic physics gets pretty bad in terms of performance (seems to be especially on web browsers), we are working on updates to optimize :)

Awesome game, well done for the level of polish for a game jam! I sadly soft blocked myself and forgot to use the R button to restart, but I really enjoyed the experience of spinning webs to solve puzzles! Might make a nice complete game (still difficult to sell though because it's a platformer).

Despite the physics of the boxes being a bit "bouncy", it's great, well done!

The live reaction seems to be where the real work was, too bad we can't help the poor cubby...

That's indeed a very serious game, with a nice soundtrack. Well done I guess?

Very good take on the theme, and nice aesthetics.

Wish it wasn't so hard from so beginning though, and the spinning thing gave me a sort of “motion sickness” (but it is different for everyone, so I can't judge you on that). 

Congrats for the jam!

Great twist on the clicker/idle genre! The red handspinners infinitely increasing multiplier break the game pretty fast, but that's the fun of those games !

It was very laggy on the web version, which hurt a bit my experience.

But the wacky vibe is here, having access to the actual maths-crazy-source-code and to the underlying calculator options adds a lot to it. 

Congrats!

Thanks, I'm glad you enjoyed our game :)
Performance optimization is another story yes, we tried some things but lack the time to prevent the CPU from computing hundreds of collisions per frame in this giant mess 😅

Thanks!

The pickup system can be a bit uncooperative, the best strategy is too go along the walls and it should pick everything :)

I love the silly concept of a roulette dating sim, where everything can just go bad because of randomness. I felt I had too much luck though, because even if I most of the time got bad choices, I still managed to get tokens to counter later game very bad choices.

I think it should have more absurd/too-much outcomes, making it funny to see them unravel, like in Super Seducer (not a great example sorry, but that's the dating sim I'm thinking of).

Anyway, the weird graphics and sounds (the accordion!) fit the vibe perfectly, and I really enjoyed your game, congrats!

Very cool aesthetics, love the graphics and sounds.

You also integrated the seriousness criteria quite nicely.

Gameplay is a bit boring though, clicking rotating things multiple times  is not easy nor rewarding.

Congrats on the jam!

Thanks a lot! I'm glad you enjoyed our game

Oops we tried optimizing by limiting the number of flying things (80 instead of +300), but that's not enough on lower end devices. Thanks for playing!