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Tolviere

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A member registered Dec 08, 2019 · View creator page →

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Super addicting! The difficulty should definitely ramp up over time though. Once I got a handle on the mechanics, getting a high score was a marathon. The mechanics are pretty much perfect, but I do have some minor gripes. I think sometimes my hands got stuck, even when I wasn't holding the button down. I can't tell for sure, but I think it freezes the game for a split second when you hit a target. It's either that, or the screenshake is too intense. Something with the impact juice needs to be tweaked down a little bit. I also didn't love how the coin bounces off of the walls. Other than all those very minor problems, this was amazing! The foundation you have here is great, and I'd love to see it built on in the future.

This was so much fun! I managed to get my spinner stuck and I don't know if there's a reset button, so I only got to level 5.

I managed to beat it! I absolutely love the idea, and the controls feel amazing most of the time. It felt so good to quickly slow down the vehicle for a precise turn, and then speed them back up to race to the oxygen tank. There were quite a few moments where I tried to turn left and died because of it. It feels so natural to be able to move in all four directions, but I understand that's just part of the difficulty of this game. Great work!

I don't think it's intended, but the beyblades sticking to each other sometimes as they collide was pretty cool. I liked figuring out what items were good, but I think some balance is definitely needed to create some cooler decisions. Good work!

I never thought I'd see another Rubik's Cube in this jam! This is really cool, but I think the only problem I have with these puzzles is that I'm too dumb. I completed all the levels, but that was mostly through floundering around aimlessly. Just by the nature of it being a Rubik's Cube, there are so many decisions that the player can make at any time that it becomes incredibly difficult to plan anything out unless you're really familiar with these kinds of puzzles. I tried to make my game a level-based puzzler like this with the Rubik's Cube, but I couldn't figure out how to make it easier to understand besides making it a smaller cube, so I made it a more arcade-y game. When there's so much information to process (all the different tiles and how you can interact with them), and so many decisions you can make with that information (rotating the cube), it becomes near impossible to come up with a multi-step solution unless you're a mad genius, or you painstakingly go through each possible move. It felt like the complexity of thinking through the puzzle as intended grew exponentially with how many moves were required to solve the puzzle. It's so easy to feel overwhelmed and give up on thinking through the puzzle methodically. I still had a ton of fun playing around with the cube until I found a solution though, so clearly it's not that big of a problem. Feel free to disagree with this ramble, I've just been thinking about this a lot because my game has the exact same issue. There's a solid chance that I'm just terrible at these puzzles, and none of this is actually a problem haha. I hope you turn this into a full game, I'd love to play it!

This was just fantastic. Great job!

Best I got was 116,769,133,048. I feel like if I give it another hour I might get the high score, but I think I've played this one for too long already.  This is insanely fun, great work!

WOW. This completely blew away any expectations I had. The mechanics weren't intuitive for me, but once you figure them out, the game becomes so much fun. Initially I couldn't tell what made the ball go a certain direction. My first thought was that it would go whatever direction I'm moving in, and then I thought it was random, but I finally realized that where the racket was facing and the direction I'm moving in both have an impact. Not only that, but those rules also apply to the CPU. After I realized that, I beat the Hard CPU with 30 health remaining after a couple tries. It felt incredible to predict where they were gonna send the ball. My one and only complaint would be that after spawning an extra bomb, it sometimes felt like it was impossible to hit both. Great work!

I forgot that the spin could affect me, but I managed to whittle the population down to around 30 mil haha. The narrative here is very engaging because it's led almost entirely by the player's choices. I also love how detached the player is from the people left remaining. To us it's just a number until we become one of those numbers. Great work!

Very satisfying, but it felt more like popping bubblewrap than playing a game. That's not a bad thing at all if that's what you're going for, because you did extremely well at that, but I didn't feel like I had many meaningful decisions to make.

Got 60 for the first day. The core mechanic is great, and the theming is really charming. I liked the constant decisions of who to attack, but you could lean even more into that decision making. Nice work!

This was pretty fun! I like that you completely focused on the gameplay rather than the art with the very little time you had. I'm also not experiencing the weird collisions everyone else is talking about, so it could be something like lower frame rates causing inaccurate collisions, but that's just a wild guess.

This is pretty much perfect to me. I really don't have any criticism for this at all, except maybe to make it more visually clear that an exit is different after rotating, but I feel like that would take away from the joy of figuring that out. Amazing work! I can't believe one of my favorite games from this jam would be made in less than half the time everyone else was given!

I like the idea. There's definitely some things to polish, like having a button to skip all the waiting. What I think is more important though is that the jackpot and the mini-games should be better connected to each other. As far as I can tell, the jackpot can change the speed of the games when you roll the boosts. I don't think I ever found out what the mushroom does, so I'm sorry if some of this feedback is unfair. I really wish that you took that idea a bit further and added other modifiers or events that change the mini-games depending on what you roll for the jackpot. Just to toss some ideas for modifiers: fake popups that you have to close out to focus on the game, or a cat you have to pet every five seconds. Rather than automatically taking away or giving health immediately based on if you roll the skull/heart, you could give that health if you succeed at the mini-game with the heart, or do double damage if you fail with the skull. Anything to tie the mini-games and the jackpot together would really help the idea shine. The mini-games also felt very repetitive. Once I succeeded at them once, I succeeded at them every time. As it is, I don't feel any tension, relief, or suspense with the jackpot because it is pretty much a luck-based timer for when it tells me to stop playing. I did enjoy the game, or else I wouldn't have written all this, so take this wall of text as a compliment!

The levels are so well designed. It's perfect for speedrunning, but I think I'm satisfied with all my extremely slow records. My only complaint is that the movement almost feels too responsive. I'd want to just slow down in the air or stop moving, but when I swapped directions it would maintain all of that momentum I had. I think this is intentional, but it didn't feel great for me. 

The puzzles were nice and simple. I think with these mechanics, it's very easy to make ridiculously difficult levels, but very hard to make easy puzzles with intuitive solutions. Good job!

This is definitely my favorite game from this jam that I've played so far. It's weird and rough around the edges and confusing, so I love it. The double jump took some getting used to. It wasn't too bad once I realized that I keep most of my momentum in the air when I stop moving. I didn't get motion sickness, but I can see that being a problem for a lot of people. I liked the platforming sections as nice interludes, but if I didn't get that antenna section on my second try, it would've severely slowed the pacing of the game for me. Besides minor nitpicks, the writing is great, the environments are unnervingly peaceful, and every bit of this game is packed with charm.

Got to the end in time by exclusively playing the card game. I think if the choice of what game to play was a little more nuanced then it could be a lot more fun. As it is, the card game is just so much more reliable than any other choice. Even if the other games were better on average, I'd still pick the card game because I can control the odds.

This took me ages to beat. I think I was playing for an hour or two and I kept getting the worst luck of all time. I picked the wheel of addition ten times in a row, and all ten times I hit the negative side. THAT SHOULD BE A 0.01% CHANCE. And that's not even counting the chance for the wheel of addition to show up that many times. Anyways, it was a lot of fun figuring out what wheels to use. I didn't realize how good a certain wheel was until I did some napkin math, but once I had the right strategy, I won in a couple tries. Super addicting, great job!

This was really fun! I did have a lot of times where I had to play it safe just to survive, and that's not nearly as fun as running around stabbing everything you see. Maybe you could implement some kind of risk/reward mechanic that encourages a faster playstyle?

Awesome stuff! I don't think it's too hard at all! The main difficulty was figuring out which burner I was selecting. I really enjoyed this, I just wish that the difficulty ramped up more over time. You could maybe start out with four steaks, and slowly add in more burners to manage.

There could be a lot more feedback whenever you get some cookies. It wasn't that satisfying to get more cookies because I could barely even read how many cookies I had haha. It still scratched that cookie clicker itch though!

This is great! I love how some areas have a lot more beer than others, so the more you get to know the map, the better you get. My reaction time isn't quite good enough to dodge a police car coming straight at me though.

Definitely one of the coolest ideas I've seen in this jam, but also one of the hardest to execute well. With such a unique control scheme like this, it could take the whole length of the jam, if not longer, just to make it feel good to play. I love how ambitious this game was, but unfortunately it fell flat for me. It felt less like puzzles, and more like fumbling around until I stumbled into the goal. The music fits perfectly though. Speaking from personal experience, it's very hard to make music for a puzzle game that isn't distracting, but you did a great job.

Great work! I think if you want some difficulty, then you could make it more of a puzzle to figure out what the customer wants, but I honestly think it might be better like this. It was definitely a good break from all the harder games! The art is also incredible.

I don't think I fully understand how the elevators worked. I just kept moving them around, and sometimes it happened to be where they needed to be.

I don't want to even imagine how insanely difficult this must have been. The craziest thing is that the game underneath all the lag actually seems pretty fun. This is exactly the kind of thing that I would play late into the night and forget about the time. 

The windows felt really sticky to control, but I liked the idea. I think the goal could be communicated a little better, but that's not easy in a game jam.

I like the idea, I think it could make for some really cool levels, but there needs to be level of control over what direction you spin. As it is, I'd just spam the spin button until I land on the direction I want. I wasn't the biggest fan of restarting at the very beginning. Especially with the randomness of the spins, it made it pretty frustrating. I think with some more work this could be a really great game but it just needs some more time than a jam allows.

It's a simple idea, but it has close to perfect execution. There are some slight polish things that need work, like dying bringing you directly back to the main menu. Other than that, great work!

Super tough, and well executed! If I wasn't stuck on a trackpad right now, I would grind this out for a bit longer, but this was a lot of fun! I loved that you slowly added in all of the different tasks, rather than throwing them all at the player right from the start. Only complaint is that I didn't get to read all of the great dialogue because I was too dialed in on multitasking.

I got stuck after I got to the house, just wasn't sure what to do, but I like what you were going for! With platformers, polish matters a lot. If something doesn't feel quite right, players will pick up on that immediately. For example, no coyote time and camera flickering. That stuff is hard to get right within a game jam though! I think the ideas in here are good though, especially that puzzle with the disc.

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Not exactly the most polished entry, but I think all its flaws make it a bit more special. The movement is slippery and the sound effects are extremely repetitive, but I wouldn't have it any other way :)

Awesome idea! My mistakes led me to create stories in my head about what was going on. An AI suddenly talking to you about a pitch deck after asking it to do your taxes is funny by itself, and works even better when it just naturally happens as a result of how I interact with the game. Great work!

The controls feel a bit wonky but I like the idea. Just needs some more polish

I got 18 swag 😎
Pretty fun game, it felt really cool to chain together all the parries. My only complaints would be that the music can get very repetitive, and the spin faster button could be even faster. 

I still do not know what a beaver looks like. Only thing that's taking away from this masterpiece is that there are no gambling sound effects.

Cool game! It's super polished, and choosing the perks is pretty fun, but I felt like I was waiting around a lot for the wheel to spin (even though it's already kinda fast). I might just be impatient though :p

Thanks for checking it out! You're definitely right about the difficulty curve. I usually like my arcade games to get difficult super quick, but in a weird little puzzley game like this, it makes grasping what's even going on at first waaaaaay harder than it needs to be.

Thanks for the nice review! There should be a link in the description now.