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StarFahx

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A member registered Oct 01, 2016 · View creator page →

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An interesting game which made for a nice little challenge. Others have mentioned the lack of wiggle room in some of the layout, but I think it'd also benefit from more feedback when taking damage. It's impressive work to get this kind of generation working though, and the controls were mostly fluid and pleasant. I had fun!

(Some issues on the linux build for me, with the game only rendering in the bottom left corner of the screen!)

Wow thank you! :O I'm glad you enjoyed it, we had so much fun making it.

Thank you! I'm glad you enjoyed our game :)

Thank you so much!

This is a really cool entry! It's clear loads of love and effort went into making all this, and the result is impressive. I feel like it promises a bit more story than you had time to implement, and like lafferty mentions it's not wholly clear what the upgrades do (I'll be honest, I'm not even sure about the armory?) But I had a lot of fun with it anyway!

This is a very cute little game. I think the lack of player control (or even player planning) is its weakest point: if the player could choose between upgrades, and get a heads up on what downgrade they are going to get when the timer runs out, I think it would play a lot better. But I enjoyed it a lot! It's well-made and I love the art style.

(Linux build works on my system!)

I like the idea here, but it's hard to know when the platforms will move to predict your motion without failing first and making a note of it, which I didn't find particularly engaging. The concept is neat and I love the little guy!

The movement felt good, but it was quite dark which made it difficult to make out sometimes!

A really solid, if difficult, entry that makes great use of the prompt. It's a bit overwhelming! There are certain minigames that are quite unintuitive, but most are fine and work very well. It's also got a lovely, grungy aesthetic that is pulled off super well and adds to the tense atmosphere. I enjoyed this!

I really like the mechanic here, but I only figured out what the mechanic was because of the theme of the jam so it could benefit from more clear in-game explanation. The game itself I found enjoyable, but like another commenter I found it crashed on the floor 4 loading screen. I also found it fairly easy? But I loved the concept, the aesthetics were absolutely gorgeous, and I had a good time playing it!

This is a lovely take on Nim! The progression is great, though I'd like to see the roguelike elements expanded on. I hadn't realised that hovering opponent's cards explained them, so I was a bit confused by Take Ring (which I had never had a chance to play), but that's entirely on me. A really solid entry, I had a great time with it :)

This is a punishingly difficult game. I love the way it looks, I love the idea, I love everything about it... but the welding itself? Like lafferty mentions below, it's really frustrating and hard to handle the cooling behaviour. I found this especially difficult once the Stick welds came in. I also took forever to figure out what that UI was meant to be telling me, which seemed odd in a game with, otherwise, a very detailed tutorial.

I really love the idea, and the polish on this game is immense. Genuinely gorgeous, fun, and well-made. This is a really good entry! But it needs some gameplay tweaks I think.

It took me a little while to clock the timer mechanic, specifically how it carried over between levels (at least I think it does?) That made the "3" level particularly tough before I figured it out, as I'd be getting there with not nearly enough time to complete it. Once it clicked, this was surprisingly satisfying? Very simple and easy but the movement feels tight and I could imagine spending a few hours grinding out a speedrun of this tbh :)

Oh I LOVE this! The little guy with his big wide eyes offering his soup bowl is so cute and lovely, the movement is fun and it's really good fun to try and bait out as many enemies as you can by keeping stealing ingredients and then rolling over a huge crowd :D The voice acting adds such lovely whimsy, the music is great, and I love both the 2D and 3D aesthetics so much.

A cute little game! I did find the rate of fire from the enemies in the early floors overwhelming, but once I figured out I could slice and dice 'em through walls it was all over for those clocks ;D I had a great time with this, it was a cute little game with a cool take on the countdown-as-health mechanic, and I particularly enjoyed being able to wind my time back up which was very satisfying.

Atmospheric and very creepy! I won't say too much/rate because I'm really, really bad with spooky games and this creeped me out so I'm not at all your target audience, but I did just want to comment and say you'd done an excellent job on the sound design and I admired that a lot!

I really liked the design and animation for the main little guy, who seems super unique and fun, and the game looks very nice, but it seems quite broken? The game only seems to respond to my input 1/3 of the time, in ways I can't predict, and when they do work I can't quite make sense of what to do with the enemies? I punch them to knock them down, then roll over them and get a meter I have to somehow hit the middle of... but then they just keep counting down until they get back up?

The idea here is solid, and the GBA-style sprites were cool. I also enjoyed the brief glimpses of the characters around town, especially the twins! I felt very trapped by the story though, with choices that didn't feel impactful, or were outright denied by Dracula after making them. The game also crashed for me while trying to wait for Sophia to finish her running, which was unfortunate :(

This is a fun idea, and I the setup "narrative" of summoning an evil cod is very funny. Gameplay-wise I found this game awkward at times: getting caught on walls and slowing down so much was really frustrating, and my kill streak ending even as I start taking down to the next group of enemies felt a bit unfair. But the art is simple and cute, I love that the music gets more intense during the kill streaks (which feel really, really good, honestly? You've nailed the vibe for them). Like the commenter before me, I would have loved to see more content in the game.

This game was tricky. I love the idea of a game built around keyboard shortcuts (because I really like keyboard shortcuts), but I found these ones hard to memorise generally and I didn't have enough time to memorise them in. The building up rules over time was interesting, but half the rules didn't matter (I almost always had Medium packages, never Small ones, for example, or never encountering a Heavy package), and the fact that some of the rules disappeared as the game went on felt odd to me and I think was a missed opportunity. And with the rules in the order stamp then wrap for fragile objects, it took me a couple of parcels to realise that I really should be doing that the other way around, but that one's on me I think 🤦

I sound like I'm being really harsh but I actually really liked this concept and had a great time playing it! I think it has a lot of potential to be even better and I'd actually really like to see this polished up after the jam, so giving lots of feedback.

OH this is a really cool idea! I'll be honest, I almost found it easier to score well without using the rock and just guessing from previous jumps—though it seems variable, right? So maybe I'd have been better off with the rock after all... But yeah, I love the vibes here, it's a very chill game that reminds me a lot of playing flash games in my youth. Does exactly what it sets out to do and no more, and I admire that a lot :)

Ahh, the cart gets away from all of us! Thank you so much, I'm glad you had fun with our silly game :D

Thank you! We really should have called it "carry the count" at this rate, shouldn't we? 🥲

That's such a nice thing to say, thank you so much! I'm glad you had a good time and enjoyed taking the scenic route through our game with Drac in tow 😄

His suffering is great fun, isn't it? ;D

Thank you for playing our game, I'm glad you enjoyed it!

Thanks! I'm glad you enjoyed our fun little game.

(Don't tell the other developers, but I cheated and didn't use the cart, too 🤐)

Thanks, I'm glad you enjoyed it! We had a lot of fun getting silly with it this jam :)

A solid concept and an interesting game, but I feel the idea of paying close attention to your surroundings would work a lot better in a less maze-like game. There are twists and turns, dead ends that don't feel like they play well into the core mechanic, which doesn't gel well with being lost. But the core mechanic was fun, and I quite enjoyed it.

It took me embarrassingly long to check the menu and figure out how to climb ladders >.<

Went into this wanting to love it, but it's really, really difficult. I think I had almost 350 deaths on that one level Antoine mentioned below before I quit. There's a lot of polish here and a really neat idea, but it's overwhelmingly hard in the state it's in.

That said, points for making me think of that one Tumblr post about "my beautiful and ruthless wife Task Manager". This game truly was beautiful and ruthless.

This is really neat! Everything fits together remarkably well, and I like that you can choose to wait out timers or try to mow down enemies quickly depending on your pulls. For something so small, it really manages to scratch that roguelike itch. I did a couple of runs and had a great time! :)

This is SO CUTE oh my god. The music is lovely, the art is sweet, the gameplay took me a moment to figure out but once I did was really really really rewarding. And the ending! Oh my gosh I wasn't expecting a cute ending like that! This is so lovely and sweet and well made, genuinely excellent work.

Really well done game, with a wonderful art style and witty, sharp writing. I also got stuck with the black market window at the edge of the screen once, but still just about clutched it through to the end of the week. Loads of fun!

I think I have to give this game huge props for having a working online leaderboard and (at time of writing) having me at the top of it ;) Okay, so nobody else but a placeholder score from the dev is on there yet, but I'm gonna take that, even if my score's probably not all that impressive.

I think this is very neat, having enemies with countdowns to loss instead of preventing them reaching a target is an interesting take on the genre, and I was pleasantly surprised by the first(?) boss, which was quite impressive looking and absolutely smashed me. Impressively done!

(Massively missed opportunity for a pun I was hit with almost an hour later but I should have said "fiendishly difficult" smdh)

A neat little platformer, but without much room for error. I'm still not sure I understand what some of the mechanics represent? Sometimes the enemies seem to drop something when they spawn, and if I hit them I also take damage no matter how far away I am? I quite like the mechanic of using points for ammo and Count Down is quite an imposing villain, given the constraints of the mini console system. Good fun!

Stylish and fascinating, this game took me a minute to get into but as I spoke to more people I found myself getting hooked on the weird, creepy vibes. I wish there was more payoff but I had a lot of fun with it!

(I also love the Well Man.)

Thank you so much! We had a lot of fun making a very silly game this time around, which leaned into our group's vibe. I'm glad you enjoyed it :D

Thank you! A lot of fun was had recording all the sounds (including the chickens, which I understand took quite a bit of coordination...)

Really difficult at the higher levels but oh my god this is so cool??? It looks gorgeous, feels great to play, is a really fun and interesting challenge, and even the limited writing is really good too. Top tier game, fantastic work.

Thanks! I'm glad you enjoyed our silly game :)