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tail panda

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A member registered Aug 21, 2018 · View creator page →

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Fantastic sound effects. I didn’t understand what “snap the cats” meant but the variety in games was great and inventive.

honk

I wish I could give more stars for enjoyment. I love maps and typing so of course this was perfect. For me, the typing difficulty was great: on hard the street names were very doable but challenging since they didn’t follow regular English-language patterns (ie yewworthwic) but since they’re longer on the higher difficulties the names were frequently obscured by my units. If I remembered the street it was a fun Memory Moment, otherwise I either guessed (“-ew is probably yew”) or moved the unit if it was free. I wonder if inability to clear queue is an intentional balance choice or just an omission for time.

Please consider continuing to work on this after the jam (if you want to/are able to, etc etc). I would spend hours playing.

Very cute concept, I loved the ghost-vs-trick or treaters vibe. “You have 5 minutes to play the game” is a little frustrating at times but the candy is helpful.

This is so great! I was sucked in immediately by the puzzle of it and pulled out my times tables factors better than I thought I would be able to. Very fun Balatro-like!

For a game about destressing and staying grounded it was funny to be running between all the umbrellas and newspapers so fast. Beautiful artstyle and fun interpretation of the theme.

It took me a couple deaths to understand what was going on, but once I did it was fun. I don’t think I fully see a countdown in it, but the enemy design and art was cool.

The paper art style is so adorable! I didn’t know whether I was supposed to make it all the way through the night or if it was just to last as long as possible, but that could be a skill issue. Loved the remixed day theme at night too!

Great systems gameplay! All of the audio is top-notch and I laughed so hard watching Major Moo go flying out of the rocket every time.

I got jumpscared by the hamsters in the bathroom because I thought I got them all and didn’t know there were more in there. Lovely microwave sfx and fun buttons on the main menu.

I love the sketch art style and James’ voice in how his dialogue is written—he comes across very detective-y. Even though the dialogue was ‘typed out’ at a speed I liked, I clicked to end the typing animation because of the sound it made for some of the longer ones. The twist is great!

The dialogue noises for each character are spot-on for their portraits, and they’re all designed so well–amazing art. I loved the four main bosses (as soon as I said “I hope there’s no subtraction”…) but had a lot of trouble with the final one and didn’t complete it. He kept telling me I was shooting too early, but I shot on sevens every time; is he watching a specific counter that I should be watching too?

I really love this interpretation of what a “count” is! Sometimes I would have no discards left and none of the right wordtype remaining and I felt softlocked. The scribble-y aesthetic is amazing and the UI is segmented very well and feels good in-world.

Makes a great party game if the person playing decides to wander all around the map looking for the toilet instead of interacting with things and reading letters on buildings (me). Loved the pipe drop sound- I wish there were more levels!

Lives up to its name. Very nicely polished, the wiggly dialogue portraits are cool and the dialogue itself is funny. I will send this to my Factorio-addicted friend and see what comes of it.

I got behind on upgrades and my main island filled with boxes, so alongside the goblin furnace and presses it was mostly left-mouse-button gameplay which got old after a few minutes.

I really like the concept that the Count needs help remembering how to count, and the memory game aspect of it for the player is great ✨ludonarrative harmony✨ but I mostly played in free play since I don’t understand the backpack minigame at all. The art is awesome and I love the copyright-safe “ah ah ah”s as he’s counting.

I felt like running around the floors frantically meant I couldn’t enjoy the funny dialogue but I suppose that’s the point. Different paintings for elevator floors would be helpful, or at least numbers on the wall. Fun game and I like the concept of a countdown within a countdown (like bomb timer inside a time loop). I especially love the Bossman portrait with the fingerguns.

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I Love the artwork for all the objects. I had trouble getting to 500 but enjoyed the fridge-tray-organizing gameplay. Very cozy indeed.

Sometimes the tooltips were wrong (so I didn’t know the effects/combos of items) and placements were confusing since the art doesn’t seem to fit on the grid exactly.

This is my favorite game I’ve played so far—during brainstorming we were all joking about “Count Down Count Count Down Count Down” so I was happy to see a title like that. The puzzles were great–I skipped a couple after ending right above the staircase a few times in a row (I think I fell for the trap) but I really appreciated the complexity (and the skip button).

On floor 1 I think the rightmost sandtimer in the upper pair is supposed to be a reverse timer—it has the up-timer effect but the pickup sprite is a down timer. Laughed out loud at the ending.

I love the face reveal when they turn around. I was actually convinced the largest continent was Antarctica but I guess not. It would be cool if the score was calculated out of the number shown so far; my score was an E until I got to question 15 (~50%) and then it started increasing.

Beautiful, the posterized grass is very nice. I felt like I couldn’t get sheep in very well because they moved about as fast as I did and I couldn’t redirect them, but it makes sense for the style of the game. I see the sheep flock behavior and different area effectors in action, but disappointed to see AI use in the custom engine.

Queuing the attack when pressed early is very satisfying. A restart button on the fail screen would make repeat loops faster/easier. Obviously difficult on trackpad but that’s user error and I got the hang of it and had fun. The CRT shader disable option is very much appreciated.

It took me a second to figure out the time puzzle but once I understood it the time had almost run out. I love the atmosphere!

I had difficulty because I felt like the controls and camera were too floaty and I kept getting stuck at a barrel that blocked a hallway. I thought I had to wait for it to burn before I could go through but I kept dying. The deadly laser sun looked so cool.

I’m not coordinated enough to be super good at this but it was fun. I thought the tightrope level would be Impossible but I got it and I felt good.

I had a ton of fun playing this; I could never find a second time token but I was happy to restart and keep wreckin’ it. Each item destruction is super satisfying and I was excited to see what the methods of destruction were for each thing.

Ginger + carrot is brain candy. I didn’t feel any countdown/time pressure (surviving the winter) but I see it’s a relaxing game. Love how each crop has its own identity (that sometimes/often relates to the plant (like ivy). Very cute!