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The4thCircle

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A member registered May 30, 2016 · View creator page →

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Very creative take on the theme, I dont know if I was doing something wrong but even getting perfect scales I never seemed to have time to get more than 3 done before game over.

It's a nice concept but even just runing in the browser the tutorial made by macbook crash and reboot. Anyway I loaded it back up and went into the game proper and the only way I could do anything was just to shrink everything to minimum influence. Big masses cause the path of the rocket to just whip past the planets in a fraction of a second, there was no incentive to make the path anything but as close to a straight line as possible.

If you're planning to work on it further, most games of this type have an undo button which steps backward through your moves, rather than having to restart the level from scratch.

The scaling was more mechanically relevant in the original design, which ended up as hard mode, where the camera is continually pulling back, thus making it hard to see where you're going sometimes, and placing an inherent time limit on the levels.

It was the holding space to stretch, releasing space to move in the new shape, and tapping space again to reset. It all made sense but it was a type of action I had no muscle memory for, so I goofed up a lot in the first few levels.

Amazing game. Controls annoyed me at first but I soon got used to them. Initially expected a snakebird clone but this is so much more. I'd gadly play another 50 levels of this.

Some pretty smart puzzles, using the scrollwheel to scale made it all shift a bit fast with my mouse sensitivity. you squeezed a lot outo fsomething very simple.

This feels like there are a lot of strategic calculations of buffs and modifiers under the surface but I never felt like I was making much of an informed choice when placing pieces, just trying to slot them down as quickly as possible wherever they would fit. Eventually the shooting sound effect began to grate on me and I gave up. The mechanic of stacking the shapes was a really nice touch but it very quickly got too messy to know at a glance how high any given tile was.

Looked cool, and a nice idea but I ate 65 stars and never got any bigger. Also tank controls in 2D are horrible, half the time you're pressing left to go right and vice versa. Nobody has the muscle memory for that.

From what I could see this looks like it's quite fun but the curtain lowering and rising transition had some kind of error in my browser, where it would cover the top half of the screen at all times. This rendered every level after the second unplayable.

This was fun but the interface of moving things around seems a little glitchy at times. Most puzzles I solved by just standing on a small box near the goal and making it bigger until I could jump off to the goal.

Seems pretty cool but the RNG did not like me. always seemed like there were wy more enemies than food and I spent long periods swimming round aimlessly. Never managed to even get slightly bigger before something popped into reality beside me and shot me.

Nothing worked on my browser, it was just a bunch of little guys running back and forth to the water. I couldn't interact with anything or get any feedback.

A really interesting idea, if somewhat tricky to control.

This game was created in a lab to appeal to me in every way, from the gameplay to the visuals, music and charactrisation. I got frustrated that on the gun level I couldn't seem to place the long piece where I needed to. The outline was right on the edge of the level and it wouldn't let me put an object there.

Took a few goes to really figure it out, the UI seemed janky on my computer, a lot of clicks on the menu didn't register. When I got to grips with the idea it seemd quite easy to finish. I'd play a bigger version of this though.

I wondered if anyone would take an alice in wonderland type idea from the theme. I liked the idea but I would have liked to see the effects of the mushrooms rather than just be told.

My enjoyment of this was limited by the fact that the gun wouldn't fire, trapping me in the first room. Then it started putting positive affirmations on the screen. Confused.

Really cute animation but I couldn't really figure out where I was meant to be going. I went all the way to either end of the map and had some long conversations but I never found grandmas house.

Like the lighting effect, and scaling the level to uncover collectables was fun but it felt like what was missing was places in the level you just couldn't reach until it was bigger. I wanted to see it get massive.

PRetty cool idea but I could not play it. I tried th first level about 6 times and when I got over the first overhang I thought I had figured it out, then realised I needed the second bug for a later bit of the level. Attempted it again and I coudln't keep the other bug alive without it killing me. Maybe it's just a skill issue.

Cute as hell, smart puzzle design, and robots within robots, the perfect game. Only confusion was that you could occasionally end up occupying the same space as the plug, didn't make much sense.

I got the impression this was meant to be like the fight at the end of Ant Man, but it seemed like both of the characters were being controlled by the computer? Either that or the imput lag completely dissociated my character from my inputs. Wish I could have experienced it the way it was meant to be. I'm playing in the browser (firefox) on an M1 Macbook, if that helps find what problem I was having.

this needed to just be a sokoban, the physics make it a nightmare. Not really surewhat it has to do with scale either. Nice pixel art though.

I'm not really sure what effect scaling up the tower had on its effectiveness. Possibly needs a bit more feedback so players know what they're doing.

I think the scaling should have been a little slower, it was hard to zero in on the exact size I was after.  Physics were a little too slippy and I really feel like I should have been able to use a clones arm as a platform. also I got stuck on the spike pit level because in attempting to jump over a big clone I instead tipped it over and it blocked the exit.

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Great puzzle, not sure how it fits the theme. Made it all the way to the end and if there were more levels/mechanics (multiplication maybe?) I would definitely have kept playing. Only change I'd make really is a little more UI juice to show where the things at the edges have unrolled to.

This game feels like it has a lot of hidden depths with different combos, like the negative ball I was surpsied to suddenly get. Aiming was a little tricky, coordinating mouse and  character position to get an angle. I think I'd enjoy it more as a twin-stick setup but I get why that's a bad fit for a jam game where you need to work on as many systems as possible. 

I really liked this.

I like the idea but I found it hard to know on approach how big and object would be or where on the screen it was going to land as I passed. There's a big long approach which should give you time to make these decisions but for a lot of it the objects are just in the middle of the screen because they're so far away.

Figured out pretty quickly what I was doing but ended up parked on a bit of mountain with no oil and had to restart. This has the vibe of a cosy number go up type game which usually don't have a way to get deadlocked. The music is dangerously catchy.

The graphics are cute but occasionally a little hard to read, I found it difficult to tell the difference between the background and the rocks in the moment. Scaling was nice but I'm not really sure how much it helped me to dodge. At first I thought the shrinking was actually perspective and I was moving back in the well. Although the parallax effect is nic, I think the shrinking would be more clear if the well wasn't so deep into the screen.

Obviously you should rate this based on the version on here but after that, if you would like to play a version with the most requested feature, I put a post-jam edition on my website which has the default difficulty mode now play like Celeste where dying only reverts you to the start of the current stage. I will also be putting this on itch, after the jam rating has finished, in accordance with the rules.

Given the theme, praising the scaling is possibly the best compliment I could get.

My wife agrees with you about being sent to the beginning. Ironically I'm not very good at performers so I worked on the assumption that to appeal to the average player the game should be too hard for me to finish. I did make sure that I could actually complete each individual level with enough tries though. The code is locked during the rating period, but when's the jam ends I'll probably add in a Celeste style respawn and split the difficulty levels into 4 modes instead of 3.

The game is inspired by the music video for the song (which I do love), specifically the fact that the little guys climb into the bigger guys and start controlling them from the inside.

Yeah the original relied heavily upon a swishy animation during the Zoop to show what was happening. Obviously I didn't have the characters for that.

I figured 50 would be the maximum but I guess the absolute death would be 64 (half the screen width)

This is another one of these games that I kinda like but I'm really bad at. Smart use of the little double v looking bat sprite.

I found it a little unresponsive but it's really impressive what you pulled off here, especially with so much code given over to music and graphics strings.

This is conceptually similar to Spiral Pong but I think I prefer this purely on the basis that its much more forgiving and less headache inducing.