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tbleazy

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A member registered Jun 06, 2020 · View creator page →

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A lot to see in here! I liked how you went back and used all of the different assets from past jams and the large amount of content you made for the game! That said, I'd be curious how your game would play differently if things were a little more streamlined and focused for each mode of play. For example, if I'm playing a game I tend to want to keep playing it by getting right back into the action as soon as possible.  The rating notifications that pop up each time at game over and needed to be dismissed before I could see the restart button really took me out of the action each time I reached that screen—especially as there's already a link in the UI. Another example is the level editor—I think that it's a great addition to the game, but if I'm playing the game I want everything (including what's being shown on the UI) to solely focus on that. The level editor is really cool, though I'd have kept that as a totally separate mode of play reachable from a main menu or somewhere else outside of the main game loop. Thanks for making and sharing your game!

Thanks for playing and sharing your feedback! I’ll look into that camera controller bug. Keeping the camera and player states synchronized was a constant source of bugs during dev, and I think I’ve got a path forward for eliminating that class of bugs entirely, but it’ll take a few to get that update out.

Oh no! Do you remember the sequence of events that led to the player being unable to throw any bombs? There were some similar bugs that I squashed along the way, but I'm sure I missed a few, too. Thanks for playing and leaving your feedback!

This was a ton of fun. You've made a great set of upgrades and the pacing felt just right. That said, by the time I'd reached level 8, there was so much happening that it was slowing down the game pretty badly in the browser. Not sure how you'd address it in pico-8, but it might be worth digging in to figure out how because I think you've got something really special here. It's another one of my favorites from the jam so far!

Nice entry. I thought the game was well built, but I'd like to have seen more feedback when firing and more active hazards to give a bit more challenge when I'm working my way up to the boss. I thought the boss fight itself was great, though as someone else mentioned it was possible to cheese 'em by staying outside of the final area.  

Lots to like here—great visual style, fun gameplay, and music that really amped me up for my battle! Two things I noticed were that I found the SFX to be a little too repetitive after a few rounds, and I struggled to finish the final wave—by the time I got there both times I'd had too little health to stand much of a chance. Thanks for making and sharing your game!

Thanks for playing! I love to pour hours and hours into my games—they're just so much fun to make, and with each game I learn more ways to be a little faster for the next one so that I can spend time on the polish.

Such a solid entry. It took me a few to figure out how my first steps after loading the game, but after I got into it I was hooked for a few rounds. Great effects/juice throughout the game, and I really appreciate that you added toggles for the screen shader effects—they're such strong effects that they overpower the really awesome art you put together for the game. Thanks for making and sharing your game!

Your concept is strong and I really like the loading/shooting mechanic you built into the game. The different bomb types are great here as well, and I liked how easy each one was to identify based on the recolor. I'd be curious to see how your game would play differently if I was able to aim the cannon with the same keys I move the player character with—I think switching to Q/E for this was OK, but it slowed me down each time I went to load my cannon in a way that never really let me get into a groove when firing the cannon. Thanks for making and sharing your game! 

Great concept and solid execution here. The animations and art style are fantastic, and the mechanic is simple to understand yet hard to master. I love that you added gamepad support here, too, as it makes such a difference for so many games including yours. That said, I didn't realize that I could use the Start button to immediately start the next round from the upgrade screen until after I maxed out everything—it would have been great to see a hint for that on-screen. I'd been using my d-pad to shuffle the focus back over to play every time which really slowed down the pacing for me.

You've got a simple set of mechanics and a really great idea here. I loved how your tile-based raft was designed in a way that let the bombs poke holes in it without it losing its great visual identity. More "juice" like flashes, screen shakes, and audio cues would really go a long way towards taking this to the next level. 

I'd also be curious to see how your game would play differently if you had shadows representing where the bombs were falling to help telegraph to players where to head to next. With a little more heads up on where they need to go, I bet you could do all kinds of interesting things with how the bombs drop where you've got multiple bombs dropping at once or them dropping in tight, pre-defined patterns/sequences to really ramp up the urgency and give more variety to the gameplay.

Thanks for making and sharing—this is one of my favorites so far!

Really fun! The level design really stood out to me here in terms of helping me understand how the movement mechanics worked and then giving me incremental challenges that really helped me master it by the end.  I noticed that I was able to clip out of the playable area and get into an infinite fall after reaching the top though, so it might be worth looking into that or adding a respawn at the bottommost area of the level just in case it's something that's difficult to patch. Thanks for sharing your game with us!

OK, so I love this concept, but I wasn't able to get through the second section with the morse code—trying to decipher the starting/stopping point for each number was too difficult to effectively do under pressure without another visual or audible indicator. I agree with all of MOJArcade's points below, but I'd also add that having everything on-screen at once is a little overwhelming, too. I'd be curious to see how your game would play differently  if we only had one section presented to us at a time and then had the instructions for that section presented right alongside it—I think it'd make a huge difference in the accessibility of your game. It'd be great to revisit your game if you decide to make some of these tweaks.

I made it all the way to end! Level 3 gave me a little bit of trouble and I ended up waiting a little longer than I'd like before I was able to restart it—I'd be curious to see how your game would play differently if the rounds restarted sooner so that I didn't need to wait for the timer every time. Thanks for making and sharing your game.

I survived the mutant horde! Cool idea, though I didn't see the theme asset in the game? Maybe I missed it. I noticed that enemies stayed dormant when they were on the left and right edges of the screen which made it pretty simple to snipe them from afar. I'd be curious how your game would play differently if they were a little more aggressive and started chasing you when just off-screen instead of waiting until they were a bit closer. Thanks for sharing your game!

I'm so glad you got this submitted! I liked the gameplay and loved the visuals here, but I found the platforming more difficult than it should have been due to the delay in the jump. It seemed like the delay was due to the anticipation pose just before the jump, but in this case I'd have skipped it and had the player proceed right into the jump to make the controls feel more responsive. I'd definitely keep those anticipation poses in for any non-player characters though—they can really help telegraph the movement and give jumps a better feel. Thanks for making and sharing your game!

I think there's a good concept in here, but there wasn't enough challenge for me to really feel satisfied. I'd be curious how your game would play differently if the bomb was hidden during the countdown so that I'd then have to wait for the countdown to expire before I could frantically go looking for it. In all cases though, thanks for making and sharing your game!

Really cool environmental design—it's spooky and seems perfect for a horror game! I'd be curious to check out your game again after you've fixed some of the bugs here as I too was unable to progress after interacting with the first entity after the keypad. Thanks for making and sharing it, even in its early state!

Interesting concept! I do wish the pacing was a little faster here, as I felt I was waiting a little too long after both placing my last bomb and then for waves to progress. To took about four rounds before I could finish and I was hoping that they'd take different paths each time, but it seems like the paths are fixed—I'd be curious how your game would play differently if they changed during each iteration.

Really chill and enjoyable experience. I enjoyed digging my way around the play area, but found that I'd often get snagged on tiles as I was trying to move—especially when I coming out of the digging mini game. I completed all three of the statues and went on to the final area (at least I think that was the end), but it wasn't immediately clear if that was the end. Let me know if I should keep digging around!

Simple and fun puzzle game! I really liked the screen transition effect you went with. That said, the difficulty ramp from 5 to 6 really got me. I'd be curious how your game would play if certain puzzles could be skipped or hints could be given to make sure players don't get stuck in one area—this was feedback I got for my game as well from some of the early playtesters. Thanks for making and sharing your game!

Nice submission! I didn't hear any audio (maybe a browser issue?) but I think adding it would really take your game to the next level. By chance were you in the same class as https://itch.io/jam/alchemy-jam-7/rate/4214412? Looks like these both start from a similar base!

Awesome first game! I loved to see that y'all wrote it from scratch, too. I think you've got a great, basic game loop here, and I'd be curious to see where'd you take the game from here. Also I didn't hear any audio (could be a browser issue on my side) during my first couple of runs of the game, but I think that adding sounds would really take it to the next level. Thanks for making and sharing your game!

Fun game and graphics! I think I'd like the gameplay a bit better if the waves were a little smaller and faster, but I think this works. One piece of feedback for you is that it looks like some of the sprites have nearest filtering whereas others have linear filtering—I think your game would have a more consistent look if you went all in on either one or the other. Cool submission!

Ah, that one audio clip scared me when I hit the pop-up! Interesting take on the concept, though I wish there was more to explore. It seems like that admin disabled almost everything fun!

Amazing style and good amount of challenge/tension here. I do wish there was more depth to each of the fights—more back/forth within a single fight or more complicated tells/fake outs to add more gameplay variety. Nice work!

Thanks for playing and sharing your play through! This game was a ton of fun to make for the jam, and I hope to add additional levels and mechanics for this one sometime in the future. Have a peek at my other puzzle game, Bloomin' Lumens, if you liked this one!

There wasn't any plugin used for it! It's all using built-in Godot nodes. I'm happy to share how I've set this up if you're curious to include this in your own projects.

The levels got quite tricky, but I appreciated the difficulty ramp—this gave me strong Hotline Miami meets stealth vibes (maybe the exact opposite of cozy), but it was super fun. It'd be great to see a little more polish given to the environment design and interactions. For example, traps felt like they took a long time to arm, and there was no indicator or audio cues to help me understand if they were arming or not. Really fun and interesting game though so thanks for making and sharing it!

This is great feedback--thank you! One of these days I need to figure out how to make the keys in my games be rebindable

Ah, this is a fun concept but a little more polish would go a long way here! I think you matched the autumn quite well, but I'd have liked to see how your game would play differently if there were more cozy elements involved. Thanks for making and sharing. I also missed my highest score for the round I was able to play the longest for, but I had fun playing nonetheless.

This was so well put together! I think y'all did a fantastic job and I had a ton of fun playing. I had to stop after the eighth day (stress levels too high lol), but I loved how your different systems came together in a way that was both easy to understand and execute on. The writing was pretty good too and I had quite a few laughs along the way. Thanks for making and sharing your game—this is another one of my favorites!

So creative! The opening cutscene was great and the concept here is so good. I don't have much in the way of musical talent, but that didn't stop from me having fun re-arranging notes and playing to make different beats. Thanks for making and sharing your game! This is great! 

Excellent writing. The vibes were heartwarming and felt like they fit perfectly into the cozy genre. I'd have loved to see more choices or branching in the story, but I think what y'all were able to accomplish in the jam is amazing considering the time limits.  

Believe it or not, there isn't any RNG in the pumpkin minigame—it's all based on the timing of your button/input press and the carving shape that's closest to the center of the window represented by the indicator at the top. 

Really excellent job by the team here. Visually stunning, interesting, and checks the cozy box with ease. I did have a little bit of trouble getting started due to the default resolution seemingly not working with my display and causing all of the UI to be shifted off-center, but after figuring out how to get into the settings and tweak things it got better.

This was really good! Excellent introduction cutscene and solid gameplay loop—you had me hooked until the very end. I really appreciated the music here too—that build up was everything! Thanks for making and sharing your game. This is one of my favorites from the jam so far!

Very cool art style, though the controls gave me some grief and the music loop was a little too short or repetitive for me. After initially picking up the hoe, I somehow lost it on my first play through and I wasn't able to progress, too. After I restarted, I was able to get my planting going and eventually finished the game! I think you've got some cool systems here, and I'd love to see y'all fully flesh them out and build towards something bigger. Thanks for making and sharing your game!

Nice aesthetics! I think you've found a really fun flying mechanic here, and it'd be fun using that to solve puzzles or accomplish other progression goals should you choose to keep building on what you made for the jam! Thanks for making and sharing your game.

I really liked the aesthetic you went with for the game! I agree with Barnabe Wild that the simplicity really works for it, but more audible or visual clues would be helpful. Also, the UI is super small on a high resolution display which made it a little difficult to interact with, but I still managed to start the game and find some kitties. I'm curious to know if you used an engine to make this? It looks like a Java-based application from the files in the zip. Thanks for making and submitting your game!