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thesquaregroot

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A member registered Jun 07, 2020 · View creator page →

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Thanks! This was for my first game jam, so it was a big learning experience, but I was happy with how it turned out overall.

Just (finally) posted an update that I believe should address this. When you can, please try it out and let me know if it’s fixed.

I think I took the large amount of space as a kind of inventory, so I was surprised they weren’t grabbing already placed objects in the space that I thought they wanted. If it had been labeled as a “pick up” area or something, that would have been better. Or even just a simple tutorial for the first customer.

Alternatively, if I had been able to move around the already placed objects, I think I also would have figured it out more quickly, and that would have generally been a bit more in line with my initial assumptions, while still requiring me to figure out what the customer wanted (or at least guess quickly).

Oh okay. I must have been doing something wrong then, ha ha.

It did take me a while to realize I was supposed to put the items on the green mat (after reading the description on the page more carefully), so maybe I messed something up in the lead up to that.

Took me a bit to get the hang of it, but found it pretty interesting by the end! I liked having the choice between the two different decks, it really gave a sense of control that I often find lacking in other card games, while still keeping the randomness factor.

Obviously some better visuals would have been nice, and there were a number of situations where the UI seemed a little buggy, but nothing that prevented me from progressing.

Overall, though, nice job!

This was interesting. I’m not sure if I didn’t figure it out or just couldn’t tell of I successful sold the items, so some more feedback in that regard might be good.

Otherwise this was a neat concept with some fun art!

This was a neat take on an idle game, I liked the inclusion of a story layer.

I do wish there was a way to speed it up, or maybe more options to buy. It didn’t really feel like I had a lot of choices, and I ended up spending quite a bit of time fully maxed out just waiting for enough salt to upgrade the city again.

Given the story, maybe I was just too greedy, but if that’s the case it would have been nice to have options to spend salt that improved my relationship with the land/nymph, and possibly led to a different outcome depending on the balance between the two. In that sense there was definitely some ludonarrative dissonance here, as the game scolded me for expanding the city, but the only other option (as far as I could tell), was to sit there and do nothing.

Again, if you could speed up the passage of time it would make waiting feel more of an available option.

Regardless, this is a great foundation for something that could be really unique. Nice job!

The rainbow-y shader was pretty cool, but I wasn’t able to figure out what was going on beyond that.

I just ran of the edge of the platform a number of times and enjoyed the trippy view. :)

This was interesting. It seemed to work, but I was admittedly able to beat it by kind of just spamming different blocks along the ground. As a result, I’m still not entirely sure I understood what was going on.

Reading through the description though, this sound like an interesting concept, and I could imagine this getting tricky if you were able to put together levels that forced some more careful consideration of which blocks you were placing where. I could imagine it making sense to have the player progress the time (e.g. with space) rather than having it happen automatically, so they have more time to see how things are unfolding and consider their actions more carefully instead of just guessing because things are already happening.

Really great vibe/visuals/music. I really tried to figure out the substitution, but it was a bit too tough. I imagine I just needed to figure out one word that I could latch on to but after trying to look for various keywords from the sticky notes and having trouble nailing anything down, I gave up.

Regardless, there was a lot here that kept me interested in figuring it out, I think I just needed something to be a little more obvious to get me started. Or possibly a simpler version first, to give me a bit more confidence about what information was important.

Great submission! Some of the levels were a bit tedious at times, but I generally found it really compelling.

Having a single action undo (usually Z) would have been really nice, especially given the fact that many of the levels seemed to require quite a few actions, but at least there was a reset button.

Overall, great job!

I liked the concept here, but was a bit confused about how the turns worked and the 1-9 buttons. It’s possible with a bit more content it would have clicked more, but it was hard to really get a sense of what was possible and where it might be headed.

Also, for what it’s worth, it did seem to work fine via Wine on Linux.

I really like the core concept here, though I found it difficult to figure out what I was supposed to do, and ultimately felt a bit limited by the keywords. Obviously doing proper sentiment analysis (not just keyword-based) would be ideal, but for a game jam I think this illustrates some interesting possibilities for a game like this.

A future version of this with better sentiment analysis and maybe specific prompts for both content and overall tone, could be pretty cool.

The corruption aspect was especially interesting. I like the idea that if you hit a certain note too much, there’s a kind of knee-jerk reaction that forces the story in the other direction. Especially if you were trying to meet a certain length/content/tone for a given piece, I could see that being a unique negative feedback element.

At least on Windows 10 Home, I wasn’t able to exactly re-create this. However, I did notice some similar issues whenever interacting with the game window, especially when in windowed mode. For example, it was difficult to move/resize the window since the mouse would get captured as soon as you started interacting with it.

I was able to avoid those issues by explicitly detecting when the window is unfocused and changing the mouse capture behavior until the game is focused again. I think it’s pretty likely this will address what you’re seeing as well.

This fix will be included in the next update, which should be coming soon, once I finish up testing.

Thanks for this report! I’m wrapping up some other changes and am hoping to get another update out soon, so this is good timing. I’ll let you know when I’ve had a chance to take a look at this.

This was neat! The last couple levels were tricky! The second to last one just took me a bit to figure out, while the last one was more tricky in terms of not messing up the solution. Having some kind of undo function would have been nice for both of those.

The helicopter movement was pretty smooth and it was a really refreshing take on the sokoban formula. Great job!

Thank you! I’m glad you enjoyed it!

And you’re right, that is a strategy that is probably too effective. If I expand this more in the future I think the next mechanic I add would probably be something that created pressure toward larger triangles. Maybe shape will multiple target points (or just linked spheres) that have to be captured at the same time.

I was starting to think about that, but I was running out of time and had a clear vision for the ending, so I decided to just go for that instead of potentially wasting that time an idea that might not pan out.

Anyway, glad it was still enjoyable!

Thank you so much! I’m glad you enjoyed it!

This was neat! The art was cool and everything generally felt very cohesive.

I didn’t realize items were an option until I saw the other comments here and then took them into account. It felt like the success rate bar was trying to tell me that I needed to significantly up my stats but I didn’t see a great way to do that. It was never clear to me if it was possible to get new party members, or generally how to gauge the risks involved, so I think I kept waiting for a clearer sign. I think the player would need to feel a bit more free to make mistakes in that regard before they would really engage with that system enough to figure out the best paths forward (at least given my experience and what I’ve seen from skimming through the comments a bit).

I also wished that something other than the mouse button was mashed as I found that a bit awkward with my specific mouse.

There’s a really solid foundation here, though, for a complex game that requires you to really consider your actions. Nice job!

The art was solid and the audio was fun.

The gameplay itself was really repetitive, it didn’t feel like I had a meaningful choice the vast majority of the time. It wasn’t terrible, but it would have been nice for there to be a little one more major action I could take each turn.

Overall, though, nice job!

This was fun! Learning the map and trying to figure out where the different butterflies were was neat, but the changing music and lighting with the time was a great additional touch.

The hexagonal effect when staying up past midnight was cool, but otherwise that event was kind of underwhelming given how much the dialogue built it up (which caused me to explicitly wait for the event). I do get the need to prevent people staying up all night and turning in the butterflies the next day, but not making such a big deal out of it and just having a simple character-driven dialogue event (e.g. “I should really get to bed, I’ll just release these butterflies and head back…”) would probably have made more sense.

Regardless, this was a impressive entry and felt very well polished. Nice job!

I’m not great at this kind of game in the first place, but it also just seemed really hard. Normally in more combat-centric games I can rely on just taking it slow, or focusing mostly on dodging, but I’m pretty sure the enemy projectiles were following me, not just going in a straight line, which felt unfair for a base-level enemy. Maybe it’s just good at anticipating my movements though?

Regardless, I was able to move around in bit both at land and sea and that was all pretty smooth. The procedural generation also seemed pretty well implemented, so kudos on that!

Overall, nice job!

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This was really well executed, especially visually. I wish there had been some music, or maybe some more ambient sound that would help further set the tone, though.

It also felt like I always had plenty of time to collect all the resources in an area and there were never any real threats. It would have been cool if I had been more to make harder decisions and/or take more risks. For example, maybe larger amounts of resources were behind traps or a difficult to navigate area, making it likely that you would not get back in time if you failed to get them cleanly.

Regardless, the gameplay was smooth and the whole thing felt really polished. Great job!

The Linux download didn’t have the PCK file, but I was able to steal it from the Windows zip file.

The idea here is interesting, but unfortunately there were too many snags. The game crashed on me a number of times and I didn’t understand that I was support to click the map to mark the targets. I think the fact that I couldn’t see the builds and other features on the map made me thing I wasn’t able to mark them yet?

Thank you!

I generally strive for teaching puzzle mechanics as minimally/non-verbally as possible. But I’m glad the little bit of “how to play” text was all that was necessary. :)

Thank you! I’m glad you enjoyed it!

This concept was fun, and the music was hilarious. I was a little confused as to why I couldn’t always play more animal turret things, but it didn’t really matter because the enemies never really got that hard and I was having so much fun listening to the music, ha ha.

Nice job!

Thanks for playing, I’m glad you enjoyed it!

Thanks for playing! And thanks for the video, it was interesting seeing your thought process as you worked your way through them. :)

This was neat! By the end it was definitely pretty spooky, though for most it with the generators it was just kind of tedious. It also didn’t make a ton of sense to the me that the generators were silently opening remote doors. If feel like a set of keys would have made more sense.

Regardless, the different areas were impressive and I was not expecting driving a car to be a part of it. I did flip it on my first play through and soft lock myself though. That was probably the part that felt the most unnecessary.

Great job overall, though!

Interesting interpretation of the theme! I appreciated the variety of the distractions, though I do wish it was possible be more active in the distractions yourself.

The visuals and audio were also nicely done.

Great job!

A lot of great stuff here, especially the voice acting and world building.

The actual gameplay was pretty simple, I didn’t really feel like I had to make any interesting choices, just run around and either avoid/kill the enemies or collect samples. It might have been nice if there were clearly consequences to those action (e.g. collecting a sample taking longer and therefore exposing you to attack).

The ending added a nice layer of interesting to story, though.

Nice job!

Was it possible to reach the end of the facility? I went through the same kinds of rooms quite a few times with no end in sight.

Regardless, the general gameplay loop was decent once I got the hang of it, though it took me forever to figure out how to reload… That’s probably just my inexperience with these kinds of games though.

The art was solid, and I enjoyed the audio as well.

Nice job!

This was fun! The visuals were somehow both clean and creepy, which I thought fit the story well.

However, for something supposedly about magic, I didn’t really get a magical feeling. Visually, I suppose, but mechanically it could easily have just been some kind of hovercraft and it would have made just as much sense.

I really dug the vibe, though, and the gameplay otherwise was pretty smooth and intuitive. I think with some additional, more magical, mechanics, this could be really great.

Nice job!

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Neat little game! The flight controls were simple but also felt pretty smooth.

Definitely needed some kind of audio, though, since this kind of game often relies a lot on the general vibe. There were also settings for the audio which made me worried it was something wrong on my end at first.

Regardless, nice job!

Visually, this was amazing. I thought pretty much all of the assets were top-notch and the game generally seemed like it could be a final shipped product.

Mechanically, I probably don’t need to tread too much on the territory already mentioned by others, but me the fact that there wasn’t a clear long-term goal (other than just exploring I guess?) made me feel like even when I was successful I didn’t really know why I cared. I was also thrown off by the fact that some I could go back to islands but it didn’t seem, event-wise, like I was revisiting somewhere I had been before. I was kind of expecting that the point was to go back and figure out what was going on at each island, but that never panned out.

I did really like the core gameplay loop, though, I think it just needed some additional context and feeling of progression.

The world here is great, though, and I’m would love to see a more complete version of this game. Great job!

Thank you so much! It was a lot of fun to make! It helped that I was able to put together a pretty clear vision of it early on, so it was mostly just a matter of budgeting my time appropriately.

Gotcha. Yeah, I think seeing something after the cause of death like:

Speed check: 7 (Stat) + 6 (Roll) < 15 (Target)

Would help make it more clear how much luck or bad stats or whatever else was the cause.

Still, for a game jam this was pretty solid!

There was a lot here! I like the music and a lot of visual effects.

The initial tutorial screen was a bit overwhelming, it would have been nice to learn things a bit more piecemeal.

I also had trouble with navigating the map. I accidentally clicked once or twice on spaces I did want to go to (or even the one I was one) and it immediately thrust into a level without any apparent way to leave other than just completing the level. However, possibly because I accidentally backtracked, the map started moving downward on me and I eventually wasn’t able to make any forward progress.

Regardless, you clearly put a lot of work into this, so nice job!

I was thrown off by the map having more twists and turns than the actual level, but otherwise everything seemed to go as planned.

Glad I was able to at least take off in the end. :)