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Technodog

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A member registered Mar 24, 2021 · View creator page →

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This one was actually so much fun, one of my favorite platformers/puzzle platformers that I've played so far. Even if it was probably a time constraint thing, the whole clock resetting thing was pretty neat. I think you did a great job with the level design considering the constraint of each level needing to be those 2  numbers counting down.

This one was pretty fun, I did have to restart the game at once point cause the key wouldn't respawn but other than that it was pretty good

This was a fun puzzle game, the level design was really good for the most part, there were some levels where it felt like the solution I found was different from what was intended, but its really hard to make good puzzles and I think this game did a way better job than I could've

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A nice short little sokoban, I liked the the mechanic but admittedly it didn't feel like there was too much depth to it other than just moving to a spot where you can now push the box

good game👍

I like how everything's on beat in this one, for the theme being count down I feel like a lot of games didn't quite nail the same thing you did here. The fact that the music is 60bpm, every action lines up with its beats, its all pretty satisfying.

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cant believe this game has so few ratings, also you gotta try the first pink orb level the route on that one is pretty insane, ill probably be stopping here though lol

cant stop winning

game was a little too easy
In all seriousness though this one was a lot of fun, it took a bit to get a feel for what caused you to bounce off slopes vs just landing on them but once i got that it felt like the whole game opened up, also the air strafing was super satisfying to get a hold of. I like how all the levels have an intended path and then a secret speedrun path, and then an unintended faster than author time path :)

This one was fun, admittedly it didnt feel like it did too much with its mechanic to me, I kinda just played the levels normally without thinking about the move count and it worked out, but it was still a fun platformer

It feels and looks great, and the feedback you get for hitting the bars is good too. Similar to what other people have said though, it doesn't really feel like a rhythm game, it kinda just feels like a hit the bars that pop up randomly and select the background music that plays while you do it game

I've got a tally running of platformers with big timers in the middle of the screen such that when the timer runs out you restart the level, I'm up to 5 now. This one may have been the most fun one so far though, the animations were great and the ledge grabbing mechanic felt really good, kinda reminded me of n step steve in a really good way. The level design was really good.

good game 👍

I don't know why, but this game just feels really good. The puzzle design was great too, it progressively got harder mechanically and puzzle wise but everything was still doable, it felt satisfying to solve. The moment momentum was introduced it probably became my favorite platformer that I've played so far. Admittedly, I didn't really like having to time when I jumped into the accelerators, idk what it was about that but I'm pretty sure it caused like 90% of my deaths lol

It felt like a really solid precision platformer, it was a lot of fun working through it. I think level 10 was a little out of place at the end, 9 11 and 12 all took like 50 attempts but 10 took like 2. Also it didn't really feel like any of the bonus time things were all that useful, just making the level harder for pretty much no gain

We had pretty similar games lol, the movement feels really fluid, its a shame you didn't have more time to make some levels, I would've loved a section that really makes use of the slide jump or the on off blocks at the end

This one was fun, just a solid logistics game. I wish I could share a screenshot of my incredibly unoptimized factory, but itch doesn't let me :(

I never really thought about how letting people use both their hands would make it feel better, makes a lot of sense though. And yea, definitely didnt do as good a job of balancing difficulty as you guys lol, something I'll definitely be thinking about more next time

Yea i just started playing celeste like a week and half ago, it definitely influenced what I made lol. I was using a controller for most of my playtesting so thats probably why the keyboard layout ended up feeling that way, another reason why getting people to test your game is important -_-

Finally, 2d I am bread

Unfortunately I'm not the best at word games, but it was satisfying to see the line once the levels got harder, and the sound effects really helped to sell it.

Admittedly, I don't think it does the best job of following the theme. kinda just feels like every other incremental game I've played, but man it does do a good job of that, probably like top 3 games of the jam so far in terms of time invested, nailed the incremental feel

I got stuck on level 3, or I guess the third to last level I assume, but this felt like an actual authentic puzzle game, it had those aha moments and a certain characteristic of introducing a new idea every level. It's one of those games where I'm motivated not because I want to get to the end, but because I want to see what the next level has going on

Can't believe we made the exact same game in every way, crazy how that happens. Unironically, though this was fun and the art was great, parrying things felt super satisfying.

I've also been seeing some valid takes about my games difficulty , its surprisingly easy to get used to when making it and just assume that its not that bad lol

This one was pretty tough, but thats what made beating the levels feel so nice. Admittedly, I think it would've felt nicer if it didnt send you back too start if you took longer than 40 seconds do complete a level, especially when half that time is just spent waiting for the turrets to finally shoot a pink bullet T_T, it does have the benefit of making you better at the earlier levels though, and it does feel pretty good just breezing through them after taking a couple attempts the first time I got there. Also, maybe I'm just bad, but I think the level 6 dark side is impossible

This game was pretty fun, the movement felt pretty good, especially whenever you'd hit something with your dash. Unfortunately I was running into a bug where about half the time i dashed at a wall I would end up inside of it, and then I'd just have to slowly wait for the sand to catch up or quit and restart the game, but other than that it felt really fluid and satisfying

This was a lot of fun, trying to optimize the steps makes for a pretty neat puzzle. I ended up finishing with the same amount of steps I started with using the adventurer which was pretty neat. Would definitely benefit from an undo button though lol

Really well designed puzzle game, completing the levels was satisfying, they weren't too hard or too easy. Interestingly, it took me almost exactly an hour to beat it lol.

The art was great but wow, if this doesn't get first place for audio i would be surprised, the music is actually so good. The game was also pretty fun, I couldn't make it past stage 6 unfortunately, it got a little too chaotic for me around then, but the music kept me going up to that point. I think it would feel a little better if the character switched directions based on w/s instead of a/d, but once i got used to it it wasn't too bad.  

This ones super addicting, really solid rougelike. I only made it to round ten, but once you get in the zone it feel really good, and the audio design is great too. Once it starts pulling the double cards out on you it gets pretty tough, I found myself getting confused between the currently active vs next cards pretty often lol

This one was a lot of fun, and the art was great. All the relics are unique enough to make each of the characters feel useful, and im glad the counter is pretty forgiving, I made a lot of mistakes in the first level when i was getting used to the game but I ended with a little over 100 turns left. 

Admittedly, I think if i hadn't gotten Cetra as my second character it would have been 100x harder getting back up, I did notice some of the characters had a little worse movement options as I was progressing, but even if it could've potentially been worse, I still had a great time

Pretty fun, there were some issues with the camera but it actually ended up kind of being a fun little challenge trying to remember what the room looked like then navigating it blind lol

First tower defense game I've played from this jam, and being able to edit your towers is a really cool mechanic

Pretty good level design, especially for a first game, got some really tight timings in there. Man would this benefit from a restart button though, pressing k like 20 times whenever i messed up was an experience lol

Actually super fun, this one made me feel the time pressure more than any other game ive played so far. Spamming dashed to get around was fun and that top right room was no joke challenge wise, im guessing its a speedrunning thing where you can take the harder route if you dont want to or cant find the keys

Pretty solid sokoban, levels weren't too hard or too easy, and it was just the right length. Although i was hoping a little bit that after the final puzzle it would zoom out again into another world.

That was pretty fun, having to walk back to where you exploded after pressing e can be a little tedious though

I was playing through celeste while making this game, I think that definitely had an influence on what i made lol

Yea I've seen a couple like it so far, but even if they seem similar they've all been pretty unique to play which is cool