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thesquaregroot

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

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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. :)

This was neat! The random names and characters designs were fun, as well as the audio. Nice execution of the A Capella wildcard!

It got a little frustrating at times because of how random it was, but I ultimately just sent a bunch of people to their death until I had like 10,000 gold and then spent all of it on the next person, ha ha. It took some thought not too be too wasteful, but still didn’t really feel earned if that makes sense.

Still had fun with it though. Nice job!

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

This was neat! As with others, it took me some time to really “get it” but once I did it was pretty satisfying.

Nice job!

The Linux version worked fine for me (Pos!_OS), and it looked great (the sky and the water in particular both looked awesome)!

I also really enjoyed the music.

It would obviously have been nice to do some more, but in terms of a game that’s just trying to create a vibe and get me to sit back and chill for a minute, I think you really nailed it.

Great job!

This was really neat! The dialogue and art was all well done.

I didn’t really understand why I had to pick my next location, or why my options were so limited. Maybe there was an indication as some point that that was how it was expected to work and it just didn’t register for me, but it felt like my options were frequently weirdly limited, both in terms of destinations and the amount of time to get there. Maybe being able to answer both questions (and maybe also see the map) at the same time would be useful?

Regardless, the concept here was great and I could really see a full version of this having loads of interesting characters and twists and turns. Nice job!

Thank you! Thanks for playing!

Thank you!

The A Capella wildcard was a part of what made me want to enter this time, so I’m glad to hear that that layer worked!

Thanks so much!

I can see what you mean, it’s hard to know what people will have trouble with, especially when you’re trying to make sure they’ve understood the implications of the mechanic. Thanks for the feedback!

Thank you, I’m glad you enjoyed it!

You’re definitely right that that’s a key strategy, and one I didn’t really expect to be so effective when I was getting started. Happy to hear it was ultimately satisfying though. :)

Thank you!

And yes, I started down that path a bit early on, but I wanted to try to get some interactions across mechanics and decided to hold off. If it revisit the game down the road, though, that will definitely be something I explore more.

This was really neat. I was worried this was going to be combat-centric when I first saw the game (not my thing) but this is way more my style. Lots of interesting decisions to make, thinking about all the information give to you.

Great job!

Gotcha, that make sense. The audio bus stuff is cool, and very flexible, but a lot of it is definitely not documented well at this point. I also get the feeling that many of the effects were chosen/designed to fit some more specific purpose and don’t always work well in the general case as you might expect from similar features in other audio software.

Regardless, kudos for giving challenging yourself and making something unique!

Finally got around to this! The opening was neat, but probably too long for something like this. It kind of just made it feel like we were missing out on a bunch of cool parts of the character’s story.

The battle was also a bit too challenging for me. I was grateful that once I got through a phase I didn’t have to start over entirely, but I still gave up in the end.

Regardless, clearly a lot of thought and effort went into this, so nice job!

Nice concept! The visuals and audio were solid as well.

It seemed like it jumped from too easy (normal load) to too hard (heavy load), but it was still fun to run through on it with a normal load. With the heavy load it seemed like before I fully felt like I had a chance to adjust, I would get the falling over animation and then it would reset and it felt like I was back to square one.

Still, nice job!

This was neat! Getting to all the bells was a bit harder than figuring out where they were, which is I think is a good balance. I think everyone’s had the experience of looking all over for something only to eventually randomly encounter it in a ridiculous place, or looking it up and realizing you were never going to find it. I green glow helped with that, so nice job there.

The floaty super jump mode was well executed, although I did find myself falling behind places, or inside geometry that was clearly not meant for me to be there, and I actually soft-locked myself one on the edge of a platform (on the far side of the first valley to the right, after I fell in and was trying to get back up).

Regardless, I enjoyed this. The visuals were great and the music and sound effects felt very appropriate.

Nice job!