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Terry Hearst

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A member registered Nov 06, 2019 · View creator page →

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Yep agreed, that’s an understandable complaint. It makes sense with how stamps with ink pads work (for the most part), so I think it’s really a UI failure since you can’t see what color is active. There are plenty of ways to make that UI better, so it’ll be one of the things we improve post-jam.

Thanks for playing!

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Sounds like what we were going for!! Needing to switch between in-progress ones to balance the countdowns was part of the vision. We didn’t get in as many modules as we wanted but I’m glad it still came through. Thanks for playing!

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Like kdreese mentioned we did not have much time for balancing unfortunately 😛 The difficulty wildly varies based on external factors. I visited my family during the jam and showed an early version of the game to my siblings, and the stamp game is so much harder on a trackpad compared to a mouse LOL

Another one is the chess puzzles - I really wanted to implement it because I thought it was cool, but I was aware that it’s likely to be a tripping point for some players because not everyone will be that familiar with chess. I made sure to filter the list of puzzles to only low rated mate in 1 puzzles that don’t involve and of the “special” rules (promotion, castling, en passant) and to make sure there’s plenty of time to solve each puzzle. Hopefully that was good enough ¯_(ツ)_/¯

Thanks for playing!

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That is good feedback - I also like subtle tutorials but given the unforgiving nature of the game (one fail means game over) combined with game jam last day crunch, I wanted to make sure that the tasks were pretty spelled out so it was at least clear what you have to do

The stamp UI can absolutely be improved in several ways - right now you can see which shape you have selected but not the color. Probably would be good to like, show the color. The selections are asymmetric, but as you mentioned, it does at least make sense (mostly) to how stamps with ink pads work lol

could’ve gotten better score if one of the devs literally didn’t distract me in DMs

Hey, don’t blame me!!!!!!!!!!!!!!!!!!!!!! Funny enough there is actually a pause feature lol, super cheese for a game like this so I at least made it so the pause screen is opaque

Thanks for playing!

It took me a little while to parse the instructions, but once I got it, I realized that this is a very difficult game LOL. I’ve never played the original suika game so that’s probably a contributing factor

The suika part seems really solid! Physics works well, though there were times where things seemed frustratingly close to colliding but didn’t. Probably normal stuff and I’m just not used to it lol.

For the counting part, it does seem very easy to put yourself in a completely impossible position, e.g. one of the numbers is in a very small bubble near the bottom and a bunch of stuff got piled on, or two very far apart numbers accidentally got combined into a bubble. The highest I was able to get was popping the number 6, and I felt I got very lucky - I got 1 2 3 combined and popped it early, and I got 4 5 6 combined and popped not too long after, then I went on for a good while and accidentally popped a number in the teens before popping 7 lol. Fun concept though! (even if it might not fit the theme too too well)

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Excellent level of polish as always :) Art, music, and overall presentation are top notch, and a cool concept too!

Some of the earlier puzzles I think are cheezable, I beat several without using any boxes even though there are boxes in them. The pathfinding of the mice is quite abusable once you figure it out (though figuring it out was also pretty fun). But the last few puzzles were very enjoyable 👌

The controls were pretty solid, but I did find it a bit annoying that it was possible for you to break the box. It does make sense and adds a bit of need for caution but given that (SPOILERS I don’t think itch has spoiler text) several solutions involve shuffling back and forth to block the mice in a repeating pattern, it’s a bit annoying when you accidentally hit the box while doing that, and it doesn’t really add anything to the actual puzzle. Very minor grievance though. Well done!

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Outstanding presentation! I love how the music is integrated with the game, getting a win feels super satisfying. While the levels are quite simple, I had enough skill issues of winding the timer long enough to escape while still having the count be inside the radius, so it was interesting enough. I think more levels with more in depth mechanics would be appreciated though. Also, while the tense buildup is awesome and works well, it might be nice to at some point speed up the pacing a bit, especially after a bunch of a retries.

Kudos for providing a linux build :) 🐧

Unfortunately I could not get the game to run on linux :( The linux build is missing the executable. I tried the windows build with wine but that was showing control codes.

After switching to windows I was able to get it to work. The aesthetic is very cool, but the fact that it’s actually running in a terminal means it is very difficult to control. I would much rather be able to use the mouse to aim and hold WASD to move instead of needing to spam button presses, especially given that the nature of the game means there is time pressure.

Distinguishing rubble from walls was also quite difficult - it’d be nice if the colors for those two were much different from each other (maybe they’re supposed to be, but they looked pretty similar on my terminal). Especially so when “it” starts getting close and it jumbles the letters. Very cool effect! But it makes it difficult to see.

Overall though this was a really unique entry and I love the presentation! I was able to find the gold twice, though the first time I got caught while I was on my way to it lol. While I get that making it so the game runs in the terminal itself is really cool, I recommend using standard windowing and simply emulate a terminal style since that should run more uniformly, enable better coloring/art, and much improved controls.

Quite difficult but fun! Once there are a bunch of enemies it does seem very easy to get into a “death spiral” where someone is always aiming at you, so you need to sidestep it, but then several more enemies are also aiming at you, and it’s difficult to make progress. This might be because I’m just bad :P

Kudos for providing a linux build :) 🐧

The linux build did not run on my system unfortunately :( I’m on Fedora 44 and got the following error:

./MyImGuiApp: error while loading shared libraries: libFLAC.so.12: cannot open shared object file: No such file or directory

I made sure that flac-libs was installed and I see libFLAC.so.14 in my lib folder but unfortunately it seems incompatible. Funnily enough, my workaround was to download the windows version and run that through wine which worked fine :P

The controls were difficult to get used to, but I will chalk some of that up to me being bad. Despite the itch page saying you can left click to shoot, that didn’t work for me and I had to use space bar? Not sure if that’s a problem with wine.

It’d be nice if there were more than two levels plus some more mechanics. Maybe the alert countdowns shouldn’t instantly fail the mission, but rather it should alert other nearby tanks to your position or something? Since it can be frustrating when the timer expires when it’s one hit away from dying. More sound effects would also be a plus. Overall, a pretty cute submission!

Finally, my thousands of hours of percussion training with a metronome has paid off!!!! :)

The tutorial was not very clear - Maybe instead of “Press keys to count down at perfect one-second intervals”, it should say “Press the “Count” key at perfect one-second intervals”. That would make it clearer, since the line below it doesn’t have any mention of “Count”. I failed the first few times because I pressed count once and waited 5s to press mark

That said, once I figured it out, my quarternote = 120bpm muscle memory came in clutch and I breezed through all of the levels without failing. I knew that practice would be useful :P

I don’t understand the chart for what the leniencies are - they seem kinda all over the place? It seems to imply high school is the hardest one, with a requirement to be within 625 milliseconds, but college (the next level) allows you to be within nearly an entire minute? And pro at 3.125 seconds would be more leniant than elementary school at 1.25 seconds. I’m guessing there are typos

The art is nice! Though having sound would definitely be appreciated

Kudos for providing a linux build :) 🐧 I had to chmod +x the launch shell script but it worked fine after doing that.

One note: Despite being marked for linux (and macos and android), the provided download is only a windows exe. In order to run it on linux, I had to use wine. Make sure your game is tagged appropriately.

For the gameplay, it was more difficult than I expected, but not in a bad way! Needing to juggle pause mode being activated vs not activated was pretty interesting, though I do wish there was a way to un-pause the timer so you don’t need to wait so long for the buttons in some of the levels.

The ability to “climb and stick to walls” definitely seems like a bug rather than a feature lol, given the audio spam and the fact that it only seems to happen from the left side and not the right. Relatable, we’ve all been there :P

I’m not sure what the end screen is about, maybe I wasn’t paying attention to why it was subtracting things but I ended up with 0. I definitely pressed down more than 0 times so I’m probably just missing something

I was able to beat all the levels and get all gems along the way. It wasn’t clear at first if the gems were needed or just a bonus challenge, since you would win the level regardless if you landed on the end pad. Some cool features would be the game storing your completed levels and collected gems so you can see it on the level select screen, or maybe a “perfect” score for you to aim for.

Kudos for providing a linux build :) 🐧

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Platforming was simple but solid! I did find the insta-kill spikes in level 3 to be a bit frustrating, especially since after beating the level once I saw the challenge path and wanted to do it, but often times the spikes would kill me even if I successfully landed on the next block. I never made it to the end of that challenge, I gave up after falling through the one block gaps a few times :P

The idea of going back in time was cool, and the artwork to pull that off was also well done!

I definitely recommend adding some more sound effects and maybe some music. A little bit of sound design can go a very long way. I also highly recommend documenting the controls somewhere - even if it’s just on the itch.io page. I found them by trial and error but it’s good to know for sure that I’m not missing something

Kudos for providing a Linux build! :) 🐧

Thanks so much!

Cute game! I liked how it uses the theme in an unexpected way. I did seemingly find an exploit, I made it to the leftmost edge of the map and it stopped generating terrain, so I could continuously gain height uninterrupted by using one of the boosters, and couldn’t make it back to the original map.

I wasn’t sure if there was much of a goal besides gaining height, but it was fun regardless :)

Unless I’m missing something, I don’t see any files I can play :(

I believe those are the default names exported from Godot. The Windows build is a 64 bit build so it’s likely not playable on 32 bit systems. My apologies.

If you want to play chess on a much better program than this one, visit https://lichess.org :)

This one was really fun! Very simplistic, easy to hop in and play. Not much of a tutorial is needed and I really like the way this game teaches you the main mechanic.

Great job!

Really creative concept! The execution was pretty nice too. Though admittedly, on the intro screen I wasted some time because I didn’t realize it was only part of the tutorial and putting the dice there didn’t do anything :)

Nice job!

This was a fun game! The presentation was great - the art and sound effects were good and I really enjoyed the music.

As a shooter, I thought the game was really fun to play! The weapons were satisfying to use (especially the shotgun!) and the enemies felt fair. One thing is that the dice rolling usually didn’t seem to have that much of an effect on the game, and while yeah it did change things every once in a while, it didn’t feel as much like part of the core of the game like the shooting did.

Overall, great job with this!

Echoing some of the other comments, I was unable to figure out the goal of the game. I ended up finding a cycle where you could print results, collect the results, click on something to “complete” the task. After each one, the screen got darker and darker until I got a game over. I’m sure there’s something else I’m supposed to do, maybe involving the terminal which spits out a random number, but I couldn’t find any indication of what to do next.

The full-screen artwork was really great! I especially liked the little die character that rolls around with silly animations.

For the minigames, it would be nice to see a timer to know how much longer we need to survive to make it to the next minigame. Sometimes they felt like they went on a little bit long, maybe having an indicator would fix that.

It was a little frustrating how one slipup meant you needed to restart the whole game, unfortunately I never made it all the way to the end (I was able to do two hits but I didn’t get past that 😂) so echoing some of the other comments, it might be nice for there to be a health system for the player as well.

Nice job!

Super fun game, and really creative! I never thought my quintuplet practice over the years would come in handy in a game jam game :)

I wasn’t sure if there was a faster way to enter in dice, like if I needed multiple 3s in a row or to remove a lot of pips there was a lot of repetitive clicking. It would be cool if you can click and drag over multiple pips to toggle them all at once or something like that. That’s really my only nitpick, great job!

Also, Godot gang 💪💪💪💪

bruh I’m not sure that saving works on itch.io, it works on my local html5 copy but not here???

Thanks for the comment :) I definitely did have a positive experience with Godot and look forward to using it more in the future!

And yep I did most of the development on Linux 👌

Thanks for the comments!

Making the UI felt pretty easy to do once I wrapped my head around things. I’m not totally sure I did everything the “right” way, but for the weekend game jam I think what I ended up with was pretty good. The source code is available on GitHub, feel free to check it out!

Thanks for playing! I’m glad you had fun :)

Thanks for the comments! I did in fact make this look like Lichess, in fact the piece graphics I used are one of the ones created specifically for Lichess (but that anyone can use under the Creative Commons license). I also made the SAN display on the right look pretty similar to Lichess.

And yep, as stated in the description the bot is simply a random mover :) I didn’t expect to have time to implement an actual chess AI, but I figured that there needed to be at least some kind of single-player experience so I added that in. A proper “AI” may be coming in the future :)

Thanks for playing!

Thanks for the comment! The bot is… not very hard to beat, so I think you’ll be able to do it :) It was fun writing up about the stuff I learned - there were a few quirks I didn’t expect to run into so I’m hoping that maybe the writeup will help someone learn a bit about the engine.

Thanks for playing!

Really cool concept! A few things:

Right when the game started, I only saw white. Turns out, this is because I moved my mouse right away and didn’t notice, and since everything is fully white, I couldn’t orient myself back into seeing the game :) That’s very minor though.

SPOILER ALERT (since I don’t think I can do spoilers in itch.io’s comments?):

I figured out you don’t actually need two instances of the game to complete puzzle number 5. Steps: Go near door -> save (red) -> stand in between the two buttons and press them both -> save (blue) -> load -> interact with door. If this is unintended, then it can be fixed by simply moving the two buttons farther apart. I actually have no idea how to beat it the intended way :)

SPOILER ALERT OVER

Overall, a cool concept for sure! With some more time and QOL improvements, I could see this getting more fleshed out.

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Yep, I do have an nvidia card! Looks like that’s the issue - nice job figuring that out.

Edit: I see you uploaded an updated version - can confirm it works great now!

Nice, good job! A few things:

It’d be nice if there were a way to reset it in game. I couldn’t find it, so I had to reload the page every time, which isn’t a huge deal but not having to wait for the loading time would be faster :)

Also, if the board is filled up but nobody wins, it should probably say something about it being a draw. It seems to just think it’s O’s turn even though O can’t put anything down.

One more nice touch you could add is that when a player wins, it could draw the line showing the three in a row. Just for show :)

Overall, nice job!

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Really solid! I liked the dark theme/atmosphere. As you mentioned, I needed to download a native build to get good performance.

The in-air momentum feels kinda janky - I felt like I could sometimes turn around and sometimes couldn’t. Would be nice if you could maintain some more air control overall (except maybe not after you dash).

The gun felt pretty nice, though it might be nice to give more feedback when shooting the eyes (before they get killed). Maybe the particles should be bigger?

Small bug I noticed, when fighting the Mother Eye, you could walk on top of the elevator and the music would restart.

Overall, great job! I enjoyed playing the game.

Auto-generating levels? Very cool!

I played for a little while, the controls feel pretty good. The only thing I thought was really missing was sound, that would’ve made it feel a bit more lively I think.

Also, props for making the source available! It’s definitely helpful for those wanting to learn how to make games to be able to see what’s in them.

Overall, nice job!

Really impressive game!! Especially for a small game jam. I really liked the boat’s physics, once I got used to it it felt pretty nice. And the 3D assets made by yourself? Very impressive!

A few things:

On my web browser, the graphics look very buggy:

picture of buggy graphics

Not sure if this is just my browser or what, I’m on Linux Mint 20.2 using the Brave browser. Regardless, when I downloaded the native build, it worked great.

Gameplay wise - it took me a bit of time to realize I needed to go through all of the green checkpoint thingies. I’m not sure if it was written somewhere and I just missed it, but if it isn’t, that’s probably a good instruction to write somewhere since I made it all the way through and it said I was still on lap 1. But once I figured that out, I finished the first level and it felt really nice!

Overall, good job on the game for sure!

Cute game! I really nice the parallax background. And an original OST for the game? Always a nice touch!

A few comments to add what Levrault said:

I didn’t realize at first that you could go into the area with the green background near the start, since it’s the same colors as the walls, so I only went on the down path. That might be easy enough to address, I think using two different shades of green for walls and backgrounds would work really nice.

Also, I ended up making it the end at one point with 11/12 coins, then realizing I couldn’t backtrack since the jump to go backwards was too large. I’m not sure if I just missed something and there was another place I could’ve gone.

Overall though, great job for your first game with zero experience!