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ThatsItSirYoureLeaving

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A member registered Feb 07, 2021 · View creator page →

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Thank you for your kind words! :O

Yes, I am aware of that bug. I talk about it in the game page's description, and provide the path to the unencrypted save file in case that happens. You can just open it with a text editor and either increase the score or set the remaining time on the negative modifier to something like 0.1. When the voting period for the jam is over, I will make it so that the score cannot go below 0. Events are randomized, but I'll probably also make it so that the events that give negative modifiers don't get triggered until later on in the game.

Thanks for playing, and I'm glad you enjoyed it! :D

Also, I forgot to mention, I really appreciate that the sound level started at a low level by default. It's too common that you go temporarily deaf whenever you boot up a new game...

This was a great one. The aesthetics look amazing, and the UI layout is really well-structured. First off, seeing the planet "grow" land was very satisfying. Then, adding clouds and moons that you could click on added a more engaging gameplay element. The idea of introducing auto-click through purchasing dimensions was also a good one, though I have to admit I didn't realize this was a feature until I had purchased all of the upgrades...

My only two criticisms are:

  • Quite often, when clicking on a moon or a cloud, it wouldn't register as a click and nothing happened.
  • Music would have been nice. It felt very silent, despite the clicking SFX.

The idea of using damage as a currency is a conceptually interesting one. I wonder how that works in practice. :D

For the game itself, I like the aesthetic. The mix of voxel-like 3D and 2D pixel art against a backdrop of space is very visually pleasing. The music and sound effects are also well-picked, and I often found myself clicking in step with the music to combine it with the SFX. The inclusion of achievements is always appreciated.

Just some things to point out:

  • You can get the best ship very fast, so it doesn't feel like you have to work for it.
  • The cost of DPS never increases, so at a certain point you cannot physically lose any currency.
  • The last achievement category is called Damage. This is meant to say DPS, right?
  • This one is very nitpicky, but the settings menu does not follow the UI theme of the rest of the game. :P

Overall, though, a solid entry. I just wish it was a bit longer. And though that might sound like a negative, in a weird way it's also a positive. :P

Had a lot of fun with this one, and I felt like the progression was pretty good. The cost of different upgrades had a pretty consistent per-purchase-increase. The game systems were also interesting, from being able to hire companions to resetting your progress for special perks. Fast mode was also very appreciated since it sped things up quite a lot once damage output got to a certain level. I got a bit confused at around 10 T though, since I didn't know you could reset the dimensions, and things started to slow down quite a lot, but I figured it out pretty quickly.

Some things to point out:

  • The game starts right away and there's no way to pause as far as I know, so it's a bit stressful to get flung right into the thick of things. 
  • Special perks were an interesting concept, but I never felt brave enough to try any of them since they reset your progress, and it didn't say *how* significant the upgrades were.
  • At some point, it wasn't worth clicking on enemies since they just died instantly anyway, especially with fast mode enabled. It would be nice to have some late-game mechanics that would justify actually clicking on the enemies.
  • Some sound effects other than just music would have been nice.

Overall, though, this was a great submission! Also liked the aesthetic choice of using different combinations of letters to represent exponents. At the time of this review, I have reached 10 ZZ currency.

Thank you for your feedback. As stated in the description, I didn't have time to balance it properly before the end of the jam. Once the voting period is over, I will go through all of the items and rebalance them.

Give my compliments to the chef... ehrm, I mean artwork designer. And while you're at it, you might as well pass one to the person that made the music too, because I'm sitting here at 3 am playing the game and it's a vibe.

I'm only one player and I didn't use the gamepad at all, so I can't speak on that aspect of the game. It worked fine just playing it as a regular tower defence game, though. It did mean that the connection to the theme got a bit slimmer, but that's more on me for not having a roommate, I suppose. .-.

There was a nice variety of towers that you could place, and I found most of them to be pretty useful. I couldn't figure out what the bloodheal did, though. I assumed it was supposed to heal the main tower, but it never did. The railgun saved my a$$ on multiple occasions.

Beautiful work! :)

The FlashBusterMuster2300 Rapid Fire Edition was surprisingly satisfying to use. And best of all, it's (allegedly) environmentally friendly! The art style was simple, but you utilized things like camera shake and animations to make it feel interactive and polished. I'll echo the sentiment of previous commenters that more sounds and some music would've been nice. Overall, though, really well done!

  1. Somnium. A puzzle-platformer in which you make your way through a strange dreamscape.
  2. https://thatsitsiryoureleaving.itch.io/somnium
  3. ThatsItSirYoureLeaving
  4. Suitable for all ages
  5. Central European Summer Time (CEST)

Very pleasant art style and sound design. It really brings me back to those old Newgrounds games I used to play as a kid. I love the different mechanics with the elements as well. Got a high score of 151.

Only issue I could find was that sometimes there would be spikes in the audio. Not sure if it's when the music track loops, or if it's something else.

Great job!

I'd let Dogtor treat my any day! Very fun concept and I love the art style.

There was an issue where if I only had one shot left and it hit, I still had to redo the level.

Other than that, great job!

Thank you!

Yeah, I had some ideas for how to fix that, but there were other problems that took greater priority. The issue was that the player always rotates on the z-axis, so if you're facing certain directions when flipping, you'll end up turning around as well.

In any case, thanks for playing!

Simple, but great concept.

My only criticisms right now are:
- When you walk over a vortex(?) with only one move left, it plays the sound as though you got it, but it still resets the level
- In the screenshots, the "health bar" looks a bit different and includes a counter for how many moves you have left. However, these are not in the game. I'm not sure if it's intended, or if it's a browser problem

Otherwise, I love the old CRT TV vibes, and I definitely think the concept is something worth expanding upon with some more levels and potentially more mechanics. I read on your DevLog that you already had some ideas for things like the "wait" mechanic. All in all, great job!

That and the music is probably what I spent the most time on, which might seem a bit counterproductive. :P

Thanks for playing!

Thank you! And yes, I definitely had trouble making the capsules stick out from the enemies. I mean, how do you make something an obviously "good" thing to pick up? :P In the end I settled for just mentioning it in the "how to play" section of the description.

Thanks for playing!

I do love me some turn-based combat. I didn't quite like that you had to move before attacking though, and some times when I tried to attack (when the tiles beneath the enemies were red) the click didn't register and I wasn't able to attack. Other than that though, it was really fun. I like the art style, and the karma system was a nice feature. Well done! :)

A dog strong enough to topple over trees? Where can I get one?


Damn, this was fun. Though was this primarily made for mobile? I had to zoom out in the browser to fit the entire game on the screen.

Anyway, the game felt polished, had nice animations and art style, and the sounds were well made. It would have been nice to be able to adjust the audio levels since they tend to be pretty loud by default. Other than that, well done! :)

Cool game with really fun art style and nice systems (the items and inventory especially). It felt really polished as well. The only two criticisms that I have are that nothing seemed to happen when I killed what I assume was the final boss, so there didn't seem to be a way of "beating" the game. The other criticism is that the "bruh" difficulty didn't actually get bruh difficult until the final boss. Otherwise it was cool to see so many different enemy types with different abilities and such a variety in items. I really liked it!

Collected 144 crystals, then I couldn’t find any more. :(



It was a fun game though. My only criticism really is that the player suffers from a lot of inertia, meaning that it’s very difficult to change direction or stop in place. I wouldn’t have been bothered by this (this is how physics work after all), but it didn’t seem like the enemies had the same property which means it’s pretty much impossible to dodge an enemy coming straight for you. The fact that enemies explode when they collide with each other was a good way to somewhat mitigate this though, and was a nice touch. It was also sometimes possible to catch enemies behind an asteroid and get a head start, which was pretty cool but there weren’t that many asteroids, so it didn’t happen very often. Overall though, I liked it. Good work. :)

Grabbing people and using them as human shields is fun! Yeah I'm alright, why do you ask?

Looks really cool, and I like the stretch effect on the player when they move. I was a bit confused as to what to do on the third level though, as there didn't seem to be any people or buildings/cars left that I could find, and I still didn't get the "next level" prompt. Apart from that though, good job!

There's something very satisfying about both sides beating the proverbial shit out of each other in the turnless mode. I haven't had a laugh like that in a while. Truly chaotic, good job.

You know me, I do love that bloom. The mood is really nice and feels cozy af.

Fun game. There were some times that I died without really knowing why and I wish the spring pad could have been used a bit more, but overall well done! :)

A nice twist on a classic game. Also, well done on the less obvious interpretation of the theme.

The artstyle is simple, but nice. The game got considerably more difficult when lasers got involved, but I suspect that’s the case with regular golf as well. Played it twice and got the times 255 and 169 respectively. It would’ve been nice to have an option for lowering or muting the audio, since the default audio levels are usually quite loud. Otherwise, well done! 😊

The menus are clean and simple with a nice colour scheme, and the ability to change resolution, to switch between full-screen and windowed and to change graphical preset was a nice touch. The only thing I noticed was that when I started the game it started in windowed mode, but according to the menu I was in full-screen. All it took was to click the checkbox twice to get to full-screen though, so it's no big deal.

The game definitely fits the theme of chaos. It's very unforgiving and difficult, which isn't intrinsically a bad thing. Just depends on whether or not you like difficult games (I do).  I didn't find the controls difficult, but the sudden inversion of them at regular intervals was very disorienting and I sometimes ended up crashing into the ground just because I had difficulty adapting. As far as I could tell there was also no visual queue to show the player that they'd actually hit an enemy (unless I just missed it), and implementing some sort of feedback like that can do a lot for the overall quality of a game.

I think the sound effects chosen for the game were fitting, if a bit repetitive. Especially since the bullets are fired so fast and their sound effect is being played many times in a row. Changing the pitch of the sound every time a bullet is fired to a random number within a certain interval could be a possible way to mitigate this.

The most important part though is that I had fun playing. I tried really hard to survive for a minute, but 46 seconds was the best I could do. I really like the destruction effects when you die or when you destroy the hanging blocks. You mentioned this was your first completed game, and if so seriously well done mate. :)

I liked it a lot! It has a nice pixel art style and color scheme, and the controls felt responsive. The merging/splitting mechanic was also pretty creative.

There were some inconsistencies, however. I believe the comment by HauntedQuest summarizes them pretty well, but I found another thing and  I don't know whether it was intentional or not. I realized that if you jump, separate and then merge again mid-air you essentially have infinite jumps. This led to me solve the levels in a way that was probably not intended (this would be a pretty cool mechanic though if you designed levels around it). The smoothing factor on the camera follow script was also a bit too high in my opinion. It was sometimes difficult to see what was ahead because the camera couldn't keep up with the player, especially when falling.

I played in the browser version first (without audio  in other words) and decided to try the download version when I'd gotten as far as I could. Just so that I could give a fair rating in the Audio category. My biggest criticism is that there are a lot of repeating audio clips without variation (I got this criticism on my game as well in regards to the typing sounds :P),  such as the music only being about 2 bars long and the jumping sfx being the same every time. Something to consider might be to use different audio clips between the first jump and the double jump? Just for some variation.

With some more attention and fixes I believe it could turn out really nicely. Most games aren't made in a week after all, and this was a really solid entry. I hope you continue after the ratings are over! :)

I'm glad you liked it! :)

The reasons I chose to make the player have to hit spacebar to collect the wordboxes are twofold:

  • As you said, it brings a bit of variety to the gameplay apart from movement
  • It's an active action (namely speaking), and I wanted to represent that with a separate button press

If the collection is not getting detected it might be a collider issue, I'll look into it. In the meantime, though, I can tell you that the game checks for the spacebar being held down, not for it being pressed. So you could theoretically play the entire game with the spacebar held down, or more realistically, hold it down a bit before you reach the wordbox. That might help. :)

As you say, player speed could use a boost and a progress bar would be nice. It's in my list of planned fixes. 

Thanks for playing and thanks for the feedback!

Forgot to put a hint in during the opening dialogue as to what to do when first gaining control of the player. I'll definitely try making the intro more clear after the ratings are over, but until then all people can really do is trial and error. I value any feedback I can get, though! 

Also, the context for how it fits the theme can be seen in the intro dialogue or summarized in the description of the game. Thanks for playing!

Good idea, should be easily implemented. I'll look into it when ratings are over! Thanks for playing! :)

I'm sorry to hear that. I've had a lot of people saying it's difficult, but when you're the one making the game you eventually know it like the back of your hand which makes play testing really hard. I have a lot of things I want to fix after the ratings are over and I can edit again, and implementing difficulty modes might be something I could see to. I'm glad you liked the concept though. Thanks for the feedback! :)

The hands are currently running on static animations that just loop over and over again. Since the notes are randomized and are spawned pretty fast it would probably make the hands really janky if I pulled them towards where the notes appear. I was however originally planning on integrating a midi system where the notes being player are the actual notes being played in the song. It made it a bit too easy, but I might be able to do something with it in the future that could possibly support your idea of moving the hands appropriately.

In any case, thanks for playing and I'm glad you liked it! :)

Glad you enjoyed it!

The link to the theme is definitely more story related than gameplay related. Although there is a bit of it in the gameplay as well, what with collecting wordboxes to encourage him and bring down his stress level etc. 

In any case, thanks for the feedback and thanks for playing! :)

Variety is always good. I just have an array of phrases and it picks a random index each time, so I'd just have to add more phrases to it. The wordboxes automatically fit to the content, so it's an easy fix. Colorblind modes are also something to consider, I'll look into it when ratings are over!

Thanks for the feedback and thanks for playing! :)

I wasn't expecting that this would be one of my favorite games of the jam, and I certainly wasn't expecting to get a story about belonging from it, but here we are. x)

It's really responsive and the puzzles are well made (couldn't get past level 15 though, I really didn't see how to progress). The idea of hexagons with no adjacent hexagons petrifying makes for a great mechanic to base the puzzles around. The undo button is also really appreciated. The menus are simple yet look really good, which is somewhat rare in game jams. The difficulty increases felt evenly spaced considering there are only 15 levels.

I had an issue though where exiting full screen mode in the web application would delete everything between the first and last characters in the "turns left" text so that it said something like "2           t". Not sure if that's the game or if it's just WebGL being moody.

Overall though, I'm really impressed and looking forward to any updates if you decide to continue with the game in the future! :)

Great concept and easy to pick up! I like the proximity based camera zoom, which sometimes made it more strategic to send one player out to scout ahead and get a bigger view of the map. The puzzles were intuitive and gave off a bit of a Portal 2 co-op vibe (maybe mostly because of the color scheme) :P

It sometimes got a bit weird when the two players got too close to each other though, and sometimes when the camera was zoomed out and I clicked on a destination the game thought I clicked on top of a wall. With a bit of polish it'll look real nice! :)

Oh, that's cool! Thanks for the showcase! :)

I'm glad you liked the song, it was a blast to make! :)

Decreasing the velocity of the green notes is a good idea. After playing it a few times since the submission deadline I've realized that I think the player moves way too slowly as well, and when editing is enabled again I'll probably upload an update with a greater player velocity (if it feels like an improvement when play testing). These two fixes should help mitigate the issue.

Being repetitive is also something I'll try to do something about. I have some ideas that don't break the piano concept, but I had to balance making the game with university, so I didn't have the time to make anything too advanced.

Thanks for the feedback, and thanks for playing! :D

I was thinking I might make the player sprite flash green when collecting the green notes to make it more obvious. It might be a bit disruptive to make the entire screen pulse green, especially considering how much is going on around the player at the same time.

Thanks for the feedback, though, and I'm glad you enjoyed it! :)

Fun and polished. I had trouble controlling them effectively because I kept forgetting which color was tied to which controls, but that's a problem for practice to solve. It's a bit short, but it's mitigated by the higher difficulties being available. Great job! :)

I love the mechanics and the puzzles you made of it, especially being able to push boxes through void tiles with other boxes. The art style is also nice and the old monitor effect makes it even better. Overall, a really strong and well-made game. :)