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Tonyl

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A member registered Aug 02, 2019 · View creator page →

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Thank you so much, I really appreciate it :)!

Thanks again for the feedback :)! As I was still learning Godot, I didn't have much time for it, but next time around I'd love to put some more attention to the aesthetics. Cheers!

Very fun and frantic :)! All that is missing for me is a bit more feedback – what are the ranges and areas the player is impacting, how the timer affects the economy, etc. Nicely done!

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Pretty visuals and a clean, efficient design! I like how the different ships explore different shooting cone shapes. Maybe the bullet holes could be a little more visible and there could be some feedback for what speed you're flying? Great entry, thanks for making it!

Took me three attempts but managed to get to the end without hints. I enjoyed this a lot :)! I would appreciate a few more QoL features like ending a command prematurely or quickly erasing the whole line. But I love how faithfully each element supports the real terminal feel! Thanks for the challenge :).

A lovely adventure, nicely crafted all around :)!

I enjoyed this a lot :)! The minigames are quite intuitive and fun to do quickly. Thanks!

A beautiful game and a nice twist on Is This Seat Taken? :). As a puzzle game fan, I take issue with some screens being unsolvable, e.g. "likes being on the left" and "close to the landmark" when the landmark is to the right. I love the visual feedback for character satisfaction! Though there are a couple visual distractions too, like the flashing lives lights or the seemingly clickable camera UI. But overall a really great execution, thanks for making this :)!

Plays nicely :)! The action tests feel great and I enjoyed preparing drinks.

Given the bar layout, my actions were very linear: ask, prepare, and deliver, handling each customer one-by-one. Some mechanics to break up this pattern and force me to strategize could make this more interesting! Some little things that could also improve the experience would be instant feedback for how well you served a customer (so you can quickly learn and adapt) and highlighting what action is selected (instead of having to read a text prompt while rushing).

For a first jam game, this is very impressive, well done :)!

Many thanks for the feedback :)! Sorry for the glitchiness; I tried to add some quality-of-life features but I agree the interactions are still quite finicky!

Simple idea that is easy to pick up! The colour coding helped me remember which balloons to focus on. I would love to hear the audience cheer the numbers or have other elements hype up the party atmosphere :). While there is a time limit, it is not very apparent, so I didn't feel too much urgency. Nonetheless, nice little game :)!

I really like how you use the tight timer and colours on the text to enable a unique kind of experience of frantically assessing paperwork – taking shortcuts instead of careful reviews :). I would love to have some audio on the countdown since my eyes are already way too occupied. There is also good feedback on how you did, but not on how well you should do. I like the hands-on tutorial. Overall, nicely done :)!

I spent way longer playing this than I intended, haha :D! It's easy to learn but challenging and hard to master. I especially like the extra strats from the Tips section, as well as how the different tiles work together (e.g. brittle blocks form traps, metal tiles push).

I found the slam without a cooldown didn't quite fit the rest of the moves, but I see it's a known bug. If there is one thing I would love to see for polish, it would have to be particles when blocks break and coins spewing from treasure chests :).

Very fun and well crafted, thank you!

The combat feels good! I like the ticking music; if only it was also synced up with the countdown :D! I also like how the game is quite straightforward to play without being hand-holdy. Nicely done!

The abilities and visual feedback feel very juicy :)! Going out of frame when changing direction was a bit frustrating and I struggled a lot getting past the early gap. Still, a nicely satisfying game!

Unfortunately, there are some balancing issues which demotivated me from interacting with the systems. Why slowly train when I can work and buy characters with better stats? Why fight at all when I can sell for unlimited profit? With a few tweaks though, it could be interesting. Congrats on your first jam entry and if you intend to continue working on it, good luck with the iterations :)!

A simple and clean puzzle game :)! All elements are nicely introduced. I liked the deductions with parity. Thanks!

The backstory hooked me well! I didn't quite see how the gameplay connects with the narrative though: the story is about trying to reach a hospital, but what you need to do to proceed is instead collect all souls. Regardless, congrats on your first jam entry :)!

This game made me laugh a handful of times and I really enjoyed following the story :D! Pulling the timer felt a little awkward at times and I thought the abilities did not add very much to gameplay (in terms of decisions / my behaviour). I still had good fun though, thanks a lot for making it :)!

A truly hilarious premise! I loved the quirkiness and would love to see it built up even further: the producer panicking audibly, the final screen showing your failed attempts… The stretching was a bit finicky in that it not always wanted to move when I pulled. Regardless, very funny :)!

P.S.: I'm curious how you're handling the score calculation, care to share :)?

The first run was quite frustrating as I had little time to look around and kept losing money each round :D. But once I understood how to use the towers, that I can sell them to get some money back, and that the multiplier is powerful, it was quite fun to figure out strategies! An upgrade I found very powerful is the "Squares replenish time" – especially if you have at least two, you can easily attain infinite money by repeatedly selling and placing a square. Albeit a flaw, it was fun to find :). Thanks for the game!

Nice and chill :). I was surprised I didn't have to return back to the surface before my oxygen ran out. There were unfortunately quite a few bugs: my oxygen tanks kept doubling in count (I had some 44!), I was asked to make the suit after already having it, I couldn't interact with the hatch. But I still had some fun and appreciate the story tidbits :)!

Thanks for the feedback :). Glad you liked it!

Thanks for the feedback and sorry for the unclarity! My aim was to let the player explore and learn about the world on their own aided by feedback systems, but I realize an explicit tutorial would have been safer.

The vampire nodding to the beat is amazing, haha :D. I found it quite difficult to control the offsets enough and in time. However, I really liked how the game's theme comes together! 

Very pretty how the light changes! I didn't quite get why I should increase my light; the game can be won by staying still. Nonetheless, I enjoyed collecting a few more fireflies :).

For how much randomness there is, it felt surprisingly fair! The drops are well-telegraphed. I like the theming and overall enjoyed this one, thanks!

I hit about 67 seconds on my first attempt and beat it later with 139 once I realized I can also jump diagonally :).

Chaotic but well communicated! I appreciate the step-by-step tutorial :). I drew only swords for my very first hand which makes me wonder if the randomness could use a little more uniformity? I like how the song's pace reflects your HP. Well done!

What dictionary are you using :)? It missed my "bane". There could be a bit more feedback on whether your answer was accepted or not, but overall well replicated!

I love the art! Unfortunately I can't seem to play this – I keep getting stuck on the ground, unable to jump (is that a bug?).

P.S.: Please tick the Windows checkbox on the upload so that it's clear what the game is built for ;)!

Simple idea with quite a clever execution. Well themed to the classic!

This is very nice :)! I love how systemic the game is, especially with the task management. The PC environment feels immediately familiar and intuitive. I also like how there is feedback when you fail. And finally, the connection of counting down to the FPS is very clever. Cheers :)!

I love the silly character and its animations :D. The camera didn't always frame where I had to go (especially when descending), but thankfully the levels were mostly straightforward. Thanks!

I like the progression of continuously getting stronger and able to reach new areas but found it difficult to get very far even when I prioritized the battery. Constantly replaying the beginning got quite repetitive. The limited colour palette is a nice touch (although it was sometimes a little hard to see walls).

Nice inventory system! I also like the cute pixel art and the dynamic background :).

I think the backpack size has not challenged me in a very interesting way: at first I could collect without much penalty… then later, when I got too tall, I lost motivation to keep exploring, knowing I would need to throw things out and have little room to keep collecting. Interesting concept though, I like how intuitive the growing backpack is :)!

The system works quite well :)! Would be nice to have more feedback on the validation.

Happy to see a fellow image editing program :D. This is incredible, I love it so much! It's very clever how you can keep using the tools until you release and having most of the puzzles be open-ended works super well! Hats down and thanks for making this :).

I couldn't stop listening to the title theme :D! Okay, I did press start eventually :). What a charming game with a fun enemy and solid controls! It was a bit strange getting some collectibles for free and others after a challenge, but the ending was well worth it :D. Super nicely done!!

I like the animations and lighting :D! The smallest size sponge was a bit frustrating to control. I find it very impressive that this was written in Java and I think that really gives it a unique feel and vibe :). Well done!