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Svorkar

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A member registered Jun 06, 2022 · View creator page →

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Managed to get a score of 15.


What I liked: Simple but fun concept, it was easy to pick up and tell what was happening and fun to play.

What I think could maybe be improved: Maybe some enemy variety or some walls that you can bounce bombs off of could be cool. I'd also like to see bombs show their blast radius. Could maybe have some bombs with different effects (one has a higher radius but only freezes whoever it hits, another fragments into more smaller bombs after exploding etc.)

Thanks for the game!

Yeah, unfortunately level 6 got bugged after some last minute changes but if you got the platonic liquorice then you beat the level.

Thanks for playing!

Lost the first time with 5 seconds remaining but managed to beat 2nd try with 47% hull integrity.

What I liked: Core gameplay loop was fun, reminds me kind of of old flash games (Age of War in particular). I had enough fun to play for basically 20 mins.

What I would improve: Balance needed some work, I just used 8 gatling guns with 4 of them automated. Balance is always off for game jams so not really a problem but figured I'd mention how I ended up playing. I think some enemy variety would make the player need to use different types of turret. Also I took most of the damage in the first 3 minutes and then only lost 15% or something the rest of the time.


Thanks for the game!

Thanks for playing!

Yeah, unfortunately level 6 got bugged after some last minute changes but if you got the platonic liquorice then you beat the level.


Thanks for playing!

The mixups at the end were tricky haha, I ended up being off by 2.


What I liked: I liked the atmosphere, the random yawns were fun and you came up with some creative ways to throw people off. Also, you did a good job with the tutorial, its always hard to get the rules of the game across in these jams and your tutorial did its job perfectly without preventing the player from getting into the game.

What could be improved or added: I think you did a good job of realizing the games potential, I guess more sheep mixups could be neat. Maybe the player character is starting to drift off and there are "dream sheep" or something.


Thanks for the game!

The mixups at the end were tricky haha, I ended up being off by 2.


What I liked: I liked the atmosphere, the random yawns were fun and you came up with some creative ways to throw people off. Also, you did a good job with the tutorial, its always hard to get the rules of the game across in these jams and your tutorial did its job perfectly without preventing the player from getting into the game.

What could be improved or added: I think you did a good job of realizing the games potential, I guess more sheep mixups could be neat. Maybe the player character is starting to drift off and there are "dream sheep" or something.


Thanks for the game!

I managed to get a best score of 600 after a couple rounds

What I liked: The art was great and I liked hearing the bird noises as well, great atmosphere. I also liked the information index at the end.

What I think could be added or improved: Maybe some sort of indicator of what birds I've seen, though that would probably make it too easy. But some way to not click on already counted birds as much would be nice. Maybe you could make the binocular zoom part a bit faster. Minor complaint overall though. I'd also like to see Black-Billed Magpies and Canada Jays since those are my favourites :).

Thanks for the game!

I managed to get a best score of 600 after a couple rounds

What I liked: The art was great and I liked hearing the bird noises as well, great atmosphere. I also liked the information index at the end.

What I think could be added or improved: Maybe some sort of indicator of what birds I've seen, though that would probably make it too easy. But some way to not click on already counted birds as much would be nice. Maybe you could make the binocular zoom part a bit faster. Minor complaint overall though. I'd also like to see Black-Billed Magpies and Canada Jays since those are my favourites :).

Thanks for the game!

Last level was tricky getting him to see you with the calendar.

What I liked: The reverse stealth game was cool where you'd want him to see you (but not always). I think there is a lot of neat things you did with that and the level design, especially the last level. The tasks were also interesting and fair. Reminded me a bit of Dale & Dawson.

What I think could maybe be improved: It was a bit hard to tell what the tools were used for at first. It was fine because you could see where to bring them but it was hard to plan out the first level where I needed to go when I grabbed something (though it was easy enough to pick up on for later levels).  So I guess clearer tools or some sort of icons over them might fix that for me.

Thanks for the game!

Thanks for playing! I think a bug cropped up with some changes to fix a later level unfortunately so you probably figured it out properly.

We stayed away from making an incremental game because we thought there'd be a ton of them. This is only the  2nd game I've played so far so take this with a grain of salt but I feel like this is probably going to be one of the more interesting takes on the idea mostly because of the grid inventory system. I got to the point where every item was hitting the 64 bit integer limit lol.

What I liked: Incremental games really need good juice and yours fit the bill, it was exciting seeing the numbers go off. I really liked making a full game out of the grid inventory, I often find them kinda fiddly and annoying but making it the whole game made it interesting.
What I think could be improved: Obviously the scaling is a bit whacky but its a game jam so that's par the course. I'd kinda like to see it slowed down so that you could try different strategies (e.g. more socks or more water?). I did feel like the "another of item" upgrades were made kinda redundant because once you got enough the "to be packed" grid would fill up and you wouldn't get half of them. I might consider making it a "pile" where you have socks x5, waterx5, tentx1 etc. all as different buttons and you could drag from there.

I see you made this in Godot. How'd you do the fly-in-text animations? Just tweens?

I managed to get just past 40 seconds after playing for about 5 mins (I am really bad at reflex stuff lol) so unfortunately didn't get to see the end.

What I liked: Fun mechanics, felt polished and fair and kept me wanting to play for a while. I liked the section where you had to run away from the rocks coming at you, that felt really fun. You also did a great job with the juice, the sound effects, shadows, particles all felt great.
Things to improve: Showing the time the player reached in the score screen would be good. If you wanted to play into the countdown theme more, you could maybe have some extra timers showing when projectiles were going to be spawned and have pickups or something to increase the time or something.

Felt fun to play, I might come back to finish it later.

Fun idea, I got down to a 13.754 using shoot, sprint, sprint, jump. What combo was the 11.111? I think you could get a fair bit of design space off this, a single level is pretty replayable.

I liked motherload so I enjoyed this too. The sounds from tearing through the map were really nice and I liked that the different resources had different sounds.

If you wanted to keep working on this after the jam, I think making the resources used for things other than just upgrading the pick would be good, they were just worth money after getting the upgrade. Also the menu was a bit confusing at first I didn't immediately realize I could walk away.

Good job!

Is it laggy in your web browser? You may need to enable graphics acceleration in your browser, I think most godot games (and probably some other engines) will be laggy without it. If the rollercoaster itself is slow, you will need to start by going down and grabbing the first upgrade item and buying it in the shop, then you will be able to get over the first jump. 

Yep, someone deleted a line of code on accident lol. Agree on the signs as well, they don't work when the player is forced to move, I think some pop up text would work better.

Thanks for playing!

I am a fan of zach-likes so I enjoyed this game a fair bit. I think one easy thing to improve on would be to have the UI indicate when the simulation is running, I got confused the first couple times I tried to build something but couldn't. Also, as others mentioned, being able to delete items would be nice.

Creative take on the prompt, I haven't seen any other games using portals just yet.

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Mark played your game on stream and I had to try it after. Awesome idea and well executed, you do a good job of introducing new mechanics without confusing people (learning that notes can be placed over spikes for instance. Also, the mute background dulling the sound was a nice touch. The only nitpicks I can think of are that after completing the level, you should just let the stage music play instead of the other menu music. Also some coyote jumping would be nice but I am bad so maybe it was in there and I still managed to screw up lol.

I hope you update this after the jam!

This was fun, I managed to get all upgrades maxed. I know you mentioned you had to cut back to finish in time but if you wanted to keep working on this I think some more upgrades that affect the rail loop would be good (speed upgrades, more tracks with different effects, maybe something that expands the rail or adds new paths with different effects). Nice game!

Cool take on gravitational orbits, needing to get asteroids at a variety of orbits in order to protect against attackers at different ranges was fun. I also like the visual style, it was very readable even when there's a lot going on.

I think adding WASD or arrow keys for camera controls would help a lot, it felt a little clunky having to move my mouse around to find asteroids and then grab them.

I think the game could be slowed down a bit (I am pretty bad at games though, so maybe that's on me). But its a really neat concept I haven't seen elsewhere yet and I think you did a really good job of squeezing everything you could out of a simple idea, I spent a while changing up my strategy to get more than 0-1 kills (managed to get 4) and felt like there's more to learn. I also like the clean minimalist art, that's what got me interested.

I like the take on the theme, I haven't seen anything like this just yet. You also did a great job with the aesthetic.

The platforms sometimes seemed to not be reachable (I am bad at platformers so that might be on me). I think you maybe could get away with using a premade level or series of levels and having the light spawn randomized if you preferred.

Fun game, I really liked the creative downgrades (flipping controls, removing the arrow, etc.). Picking and upgrade and downgrade at the same time helped strike a nice balance. The music was also a good fit.

If you want to keep working on the game after the jam, I think you might want to zoom the game out a bit and slow things down to start out so you have to spend a bit more time fighting and can't beeline the rift as easily.

Glad you liked it, we're thinking of updating it after the jam sometime.

The game we took inspiration from was Learn to Fly, an old flash game about a penguin, mostly on the upgrade system. We were leaning heavily into a retro flash/nitrome vibe so I'm glad if that came through!

Yep lol fully upgraded nitro can break the game sometimes.

Thanks for playing!

I'm glad you liked it! Yea we are brainstorming some ways to better signpost the branching paths because it wasn't always super clear and it seemed like it was sometimes more frustrating than rewarding.

Thanks for playing!

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Great game, the art style really stands out and the puzzles are quite interesting. My one piece of feedback is that I didn't quite get how the color coding worked until the last level, that might just be on me but maybe some visual feedback when you move over the color barrel (e.g. spikes grey out a bit or something) or a more straightforward level when you introduce that mechanic where the player is forced to learn exactly how it works would be good.
Would definitely play more if you wanted to put out some more levels after the jam!

This is really impressive, feels very polished in terms of graphics and UI (making it obvious to players what to click on can be really hard to do, especially in a more complicated game like this) and also has some interesting gameplay and it manages to make the puzzles interesting and complicated to interact with without being frustrating.

If you wanted to keep working on the game after the jam, I think one area you could improve is making the disasters (e.g. fire, glass breaking) feel more involved, so maybe one character needs to use their locked door sooner or something and it can't be prevented and getting the loop down and figuring out the order would have some more impact. But I'm mostly looking for things to nitpick for to provide some design feedback, this game is great!

I loved the atmosphere and the core mechanic is pretty cool. I do agree with other comments that maybe you could build on it to involve learning some in game mechanics rather than just controls. Also FYI in case you want to keep working on it after the jam, it looks like there is a bug with the music chest in the upper right corner where you can collect that one shape multiple times by moving in and out of the box.

Cool game I managed to get to 18. You really nailed the aesthetic and it was quite intuitive as a gravity powered flappy bird. If you want to continue working on it after the jam I think you might want to raise up the minimum spawn height a bit cause some at the bottom seemed they were impossible and saving the high score would be cool to have.

Nice it really worked for this game

Awesome core mechanic and I liked the graphics a lot as well, very Baba is You esque.
You should definitely try to get level restart working after the jam. I would also maybe make button effects last a second or two longer, the fourth level in particular was pretty tricky.
How did you get the glow effect on the sprites, was it some sort of shader?

Cool game, we were thinking about basing a game around scheduling stuff in a calendar but weren't sure how best to do it. I think your implementation of the concept worked nicely. If you wanted to keep working on the game after the jam, I think some sort of score tracker would be cool.

I really like the insane art in this game. Very unsettling atmosphere. Did you make it by mashing up different pictures?
The gameplay of looping your own phases over time, like you're playing a boss monster, was also really cool, I liked that the healing phase at the end would help sustain you in long battles.

Really cool idea and there's a lot to it. I like how the card slots match up to time so you have to think about ordering. Also the permanent slots are cool. I played the game a fair bit and I think you have a lot to expand on if you wanted to keep working on it after the jam.

I think my main feedback is just that the UI could be more clear but that's really hard to do for a more complicated game like this in short time. 

We were trying to think of a gravity/orbit themed game but weren't sure what to do with it so it's cool `to see the concept fully realized.

Fun game and looks amazing, I like the CRT shader and the planets look great too. 

Really impressive polish, the UI, spritework, and effects felt very cohesive. I also think the level design did a good job of showcasing the core mechanic. I didn't love the character movement speed at first but after playing a bit I think it fits the game well and it feels more like a puzzle game than a platformer so I think it works. The main frustration I had was just that trying to position the logs could be really fiddly sometimes and it felt a bit difficult to snap them in the way I wanted but as you mentioned you had to mangle godots physics engine to get it working so the fiddliness is unintended.

Agree with both of your critiques, if we keep working on this after the jam there's were a lot of weird block interactions we weren't able to account for that we want to clean up. Thanks for playing!