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Greatgramcracker

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A member registered Feb 13, 2018 · View creator page →

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I liked the mechanics of this one, I could see it's potential more as it went on, but I imagine you didn't quite have enough time to dig deep into it. I would have liked to quality of life things like being able to die on command and maybe so rank for how few deaths you have for a level. Also experienced some lag spikes when loading new stuff. Still, pretty good especially solo.

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Thanks for playing! I added much needed tutorial information to the game description, as previously it was quite minimal. The slicing is intentionally subversive of player's expectations. I wanted to make a way of engaging in combat that only works because the enemies you face are made of wax. So what one expects to be the basic "attack" in an rpg is actually more like your finishing move. You want to use burn until you believe the enemy is at half their max heat buildup, and then slice them in two in order to defeat them instantly. If the stats like their heat buildup threshold were shown, this strategy would be solved the instant you came across new enemies, so I hid them to make things less repetitive. I wanted to make the enemy stats something you could find through exploration too, but didn't have the time to add that.

Thank you! Yeah I regret making mashing one of the mini games for combat.

It's pretty crazy you went with 3 different gameplay modes for a game jam: top down, space shooter, and platformer. I think the space shooter segments had the most potential with the way they felt and the artwork, but the top down was cool too. The platforming segment was a little jank and the weakest. Still I think this was a positive experience.

Super creative use of the theme and a great gameplay loop. Nice stuff!

Awesome game, I also took wayyyy too long to realize I had the tractor beam. Watching the auto microwave loader and auto seller lag tf out of the game made me laugh out loud. You love to see a game with powerups that feel impactful and aren't afraid to break things when it's in the endgame

Amazing introduction of mechanics and great level design. The mechanics are used to their fullest to make sometimes very challenging but fun levels! Sask game devs represent!

This is a very cool idea to use for the jam!

Great escape room game! I had to check the hints for the puzzles, but I think they all make enough sense that it's pretty well designed.

The sound and presentation was great! Also liked the story and the ambitious way you were trying to sell these characters in a short 2 minutes 

I really like the core idea, would love to have had more flashy combat, Solid game for sure especially for what appears to be solo.

Pretty fun memory game! It would have been hard to up the ante with the gameplay, it stops getting harder at a pretty good number. Maybe having the wires plugged in to different spots and having variable cutting points would be an idea, but maybe also too hard. Executes what it's going for really well.

This was an interesting idea. I don't think making the  military footage unskippable helped the replayability.. Maybe it could have played in the background as the game tells you what the results of your actions are? I got the disastrous ending by trying to be peaceful. I wasn't sure if the answer was to take more militaristic stances at each choice, but it would be interesting if the game was trying to say that there was no avoiding the inevitability and there was no good ending? Great narrative is so, and good job for a solo dev!

Thank you so much for the high praise!

The mechanics were so daunting to me lmao, but it's a very interesting and unique idea. The presentation is absolutely top notch!

The music goes so hard! And the art style is super cool. I love the execution of this simple concept.

Good platforming mechanics, and the presentation really sold it well. If it was just running with a timer, without the context you presented, I feel like it wouldn't have had the same impact. But you managed to find a way to contextualize it really good. I liked the backrooms-like aesthetics.

I'm really bad at these sorts of games, but I gave it a solid try. Got maybe 12 things locked in, but was hard stumped. Assuming all the information is available without guessing, I think this is really cool! Just really time consuming to deduce, which some people might enjoy, but I think it could have used a few less characters and less to report. It's one of those things that I feel is impossible to gauge the difficulty of if you're the developer and know all the information already. The UI was snappy and the mechanic about only confirming answers after 3 correct choices was a great solution to balancing just guessing the answers.

I did it! This is a super cool game once I realized the weapon types have consistent durabilities. So once you know how many hits each weapon can do, you can start to go fast without making any mistakes. I think this game needed a scoring system of some kind of how fast your rhythm is. But yeah, a very contained idea but unique and satisfying.

Whoa, this is awesome! Very well made, and being completely solo blows me away. Definitely my highest rating for "Enjoyment".

I agree the UI is pretty unclear about the important fail state. The reason I didn't have a timer was because I wanted the 10 second collapse to be a surprise the first time, and also knowing the time makes players give up before they know about the rewind mechanic (since it looks unwinnable). But it would have been good to have a contextual timer that shows up in the last 10 seconds and making the rewind button more prominent. Thanks a bunch for the extensive feedback!

I suppose it isn't very clear UI, but you have the planet HP shown as a number on the left hand side beneath your energy

Very well made, lot's of good game design decisions with giving the right amount of leniency while still being a bit tricky. Very solid game jam game.

That was sick, it was hard to figure out what exactly to do, but the game gives you all the info you need, and piecing it together was very satisfying. Well done, one of my favorites in this jam so far.

Dang I was hoping to see more, but got stuck in an infinite loop of two text boxes and no text skip made me not want to restart. But then again, maybe that was [Intentional Game Design]. GGs, the art was great!

Question, what is the credit for the cover art?

It's pretty fun when you get a few orders back-to-back. I overall enjoyed playing it. Didn't seem like there was anything beyond increasing your score.

I was clicking so hard before I realized you can hold down the mouse haha. Awesome game, had fun with it.

I felt like the level design was evil, which I don't mean as a bad thing because it was evil in an amusing way and I had a few laughs while I got frustrated. Honestly quite a cool idea. Demands a high level of execution.

I'm not sure what human is capable of doing these types of tank controls, but it's certainly not me me haha. I think it's a good idea, just has a couple issues like the controls, and I wasn't able to figure out how you'd ever have the time or reason to buy the upgrades.

This is decent, I found the puzzles a bit obtuse, but I am guessing that's somewhat the point, since you are supposed to carry over the knowledge you have of previous loops.

I found it really hard, but that's probably because a game like this is best played with pen & paper. I think the audiences of a game jam game won't normally want to invest that much without knowing if there's any payoff. I could see this being very fun if the difficult was dialed back a tiny bit.

Cute game, great vibes, and nice art. The mechanics seemed cool, I'm sure you weren't able to reach their full potential in the time period, but I'd be interested to see a game like this develop.

Lowkey a banger, very tasteful use of the metal pipe dropping sfx

I'm glad you liked it, actually, 3 loops at the 80 energy stage is crazy. I never intended for you to be able to survive that long! You can reach the ending by earning 300 energy to fill the blue bar on the left. Huge congrats though for getting that far, the enemy spawn rate becomes frankly ridiculous at that point.

Hey, I remember you from the teamfinder, nice to see you made a sick game! This was a lot of fun, with some good puzzles and absurd humor. One of the best I've played so far.

Darn, shame you didn't get that much time to work on this, I can see a pretty interesting idea here. Nice job for essentially one day though.

I think with the given speed there needs to be a few adjustments to make things less precise, but overall the idea is well implemented, very well done, especially for what appears to be a solo project. The graphics were incredible. The music was good, although it probably should have not looped every time the player retries. I also experienced a bug that automatically just farmed points as long as fuel was spawning on the two planets I was auto-jumping between, and got a score of 59000 lol.

Pretty cool! A problem I ran in to was that the pace of the bell can't outpace the ghost coming to attack you, so if you are unlucky with your bell notes then you'll die even if you are doing the ritual, that was a little frustrating. Other than that, I like the idea a lot!

Would have loved some ambience, other than that the spooky vibe was on point. I could not figure out how to get out of the loop where there are two doors saying "Requires a key?" Was totally stuck there.