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tuunaa

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A member registered Dec 20, 2018 · View creator page →

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This is such a fun idea for a clicker game, I can't believe I didn't think of it! I like that it's basically a normal clicker, but the thing you click has some sort of random chance tied to it. I'm not sure how much I like the fact that you can roll a negative value, but I also understand that that's probably part of the whole gambling aesthetic hahaha. I liked that the values on the wheel could change (and that you could roll an upgrade unlock!), but maybe it would have been nice for these changes to be tied to upgrades instead of entirely to random chance. You got the loop down really solid though, I spent a decent amount of time with this game and really enjoyed it. Great job!

Neat idea! I found it a little bit confusing that space was contextually used for both pausing and preparing a hit on the ball, since I wanted to use space only when I was trying to pause. I also avoided the jump pad entirely in the second to last level, because I thought it would be easier to get past the pit by rotating, so maybe having a static platform that's very difficult to miss somehow would be better for tutorialization. Otherwise though I really enjoyed this! I like that the pause mechanic had more utility than just being used for rotation because of the fact that it would kill your momentum entirely, so you could stop in place if you needed to. Really fun! Great job :)

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This was so cool!! As a horror game enthusiast I was really excited to see a horror entry in this jam. I think the only real problem I had was that the sensitivity was really high by default, though I never went back to turn it down so that's kinda on me hahaha. I also found it was a little confusing at first which doors I could go into and which I couldn't, but I quickly realized that an unlocked door would have a monitor next to it with text in green. The time travel idea was really clever, and the puzzles felt very succinct and required just enough brain power for a game like this. The atmosphere was great to, I loved how much tension the random footsteps added (also, am I correct in thinking that "Ian" is supposed to be you? Like there's a meta thing going on where you can't see other people, but they can see you? Cause everything Ian does is stuff that you do at the time he did it). Loved it, great job!

Thank you so much!! Yeah, I considered making some sort of prompt to show when the player died, but ultimately decided what I had was okay for a jam hahaha. Glad you enjoyed it!

So cute!! I love the music and the art. It was pretty tough, but that definitely seems like the point, with the Flappy Bird style gameplay and whatnot. The dog's hitbox felt appropriately generous for how floaty the controls were, and also the controls were just floaty enough to really sell the idea that you're just floating through the air. I also appreciated that the dog wrapped to the top or bottom of the screen if you went off the edge, made dealing with certain patterns a lot more interesting. So much fun! Great job :)

This is an interesting idea! I found it pretty hard to aim my shots, maybe it would feel better if you could shoot with a button press instead of shooting automatically at regular intervals, though once I started to kind of figure it out it did make for an interesting challenge I think. As a screenshake enjoyer, I very much appreciated the heavy screenshake whenever a shot was fired, though the projectiles felt a bit small for how powerful they otherwise felt. I liked it! Great job :)

This was super cute! I did find the controls a little tough to grapple with, but otherwise I loved it. The art is really nice, and it has a great atmosphere and a surprising amount of personality for how short it is. Great job!

Really compelling take on the Vampire Survivors idea! I think the only issue I had was that the enemy hit sound got a little tiresome to listen to after a while, but it wasn't nearly as bothersome as I would have expected it to be. Making it as satisfying as possible to hit and kill the enemies was definitely the most important thing for you to nail, and you absolutely did! Very well executed all around. Great job!

Hahaha yeah the black and white + dithering were chosen deliberately as a crutch for me because this was my first game jam solo and I have no eye for visuals whatsoever 😅 so I agree that it has issues, and I would definitely bring someone else on to help with the art if I continued working on it. I'm glad you liked it though! Thanks :)

Aw thank you! I'm glad you had fun :D

This was so much fun! I think the only real issue I had was that the controls for placing gears could have used a little bit of polishing. Being able to pick up a gear and move it immediately without needing to remove it first and reselect it would go a long way, and being able to right click an empty spot while holding a gear to deselect it and remove the icon would be nice too. Also sound effects would be great, but I'm an audio nerd so of course I'm gonna say that hahaha. Placing gears had a lot of good feel to it though, and I really appreciated that they spun at a rate that matched their RPM. The indicator at the bottom that broke down the math and made the ratios easier to check at a glance was great too. I had already seen one gear-based game submitted to this jam, but ratios didn't play a role at all in it, so I was really excited to come across a game where that was utilized! I really enjoyed all the puzzles, played through and finished each of them. There's a lot of content here, great job!!

This is such an interesting idea! Although I'm not sure how much it relates to the theme, I still found myself enjoying it a lot. Some explanations for each of the key types would have been great, as I still don't really know what most of them do. I was also just generally a little confused at first, but I think that was mostly because I got perfectly countered the first round, and I assumed that was just how the game worked, I didn't realize the opponent was choosing keys randomly hahaha. But there was a surprising amount of strategy here, and it felt genuinely satisfying to feel like I was "outplaying" my opponent by reading their keys and determining how likely it would be for them to use one over the other. Loved it! Great job :)

Thank you so much!! I'm glad you had fun despite it frying your brain hahaha :D

Thank you so much! Yeah, a lot of thought went into providing clear feedback and giving you lots of tools to help better understand where you are, but it could definitely still use improvement. Color coding was something I thought of and would have loved to do, but the dither shader I used for the project forced everything down to just two colors 😅 thank you for your feedback, I'm glad you enjoyed it!!

Thanks! Glad you liked it :)

This was so much fun! The only issue I really had was that I think the game could use some more feel, so like more feedback when hitting enemies with stuff like knockback and a white flashing effect (maybe also some screenshake when the bombs go off but I'm a screenshake fiend hahaha). The enemy variety made for some really interesting decisions about when to prioritize attacking and when to prioritize stirring. I felt like the game was at the perfect speed for what it's trying to be, though maybe projectiles could move just a liiitle faster. I felt like I needed to use each weapon type to be successful, and I had to think carefully about how I should deal with particular patterns of enemies. Great job!!

Thank you so much!! I'm glad you had fun with it :)

Thank you! Yep, Disasterpeace is exactly what I was going for with the music. If I continue to work on the game I'll do something more in my own style, but it was fun to experiment with for a jam :) Glad you had fun!!

What a funny idea hahaha. I think I would have preferred for the attack hitbox to be a little bigger, but overall combat was really interesting. The elevator chairs were confusing, but I figured it out pretty quick and thought they were kinda funny. Unfortunately, I think the final boss was bugged, the potions would unlock maybe one or two of its hearts, but the rest just stayed white the whole time. All in all I really enjoyed it though! Great job :)

Oh no, there's supposed to be background music! It does fade in after a randomized amount of time (I think I made it between 60 seconds to 3 minutes?) then that timer runs again each time the music ends. I guess it's possible it didn't load correctly or something, hahaha. Thanks for playing nonetheless!!

Was not expecting gear-based Balatro, hahaha. This is such an interesting interpretation of the theme! I think I would have preferred if there were a little bit more visual distinction between the gear sizes while they're in your hand, and a tutorial would have been cool too, though I was able to figure out what was happening by checking the description. I was expecting gear ratios to play a really big role, but it seems like the whole puzzle is just trying to place gears in such a way that they don't break, which is cool too! I like it :)

This is great! Probably the most interesting twist on the top spinning theme I've seen so far. I did find the second to last fight was really tough, and while I tried my best, I couldn't beat the last fight after like ten tries hahaha. I also think I would have preferred a more obvious visual indicator on which top is your own, though maybe that's meant to be a part of the challenge. I loved the visuals though, and the music and sound design was really nice too. Everything felt pretty responsive, and the dialogue had tons of personality. I also really appreciate just how much detail there was in pretty much every aspect of the game. Great job!

This is such an interesting take on the theme! I found the camera controls a little difficult to contend with, and the game quickly got pretty tough, mostly because of how much progress you could lose by failing, but otherwise I really liked this. It looks great and the sound design is cozy. The interactions are pretty responsive too! The whole game just has a really nice vibe, so even though it was hard, it felt impossible to get mad at.

Ah, the coveted lobster trophy! How flattered I am to receive an award of such prestige.

Thank you for playing, I'm glad you enjoyed it!

Wow, what a chaotic journey hahaha. This is a very neat idea for an incremental game, I think the only issue I had was figuring out that the little squares were for the grapple hook mechanic, since it had been so long since I read that tutorial text that I forgot about it entirely. The fact that it made sound and changed size a bit when you got in range helped a lot in trying to figure it out though. All of the art and visuals are super sleek, and while the button click and select sounds were a little to loud, all of the sound design was really satisfying. Also the ending cutscene was fantastic! RIP me, I made a noble sacrifice. Great job!

Thank you for playing!! 

Thank you so much!!! I'm glad you liked it :D

Super cute! This is a pretty unique twist on the theme. I was a little confused when it got to the first gameplay section, and it took me a while to understand that there was a list of ingredients I had to be collecting, so maybe some better tutorialization would help here. But other than that I really enjoyed this, the art was fantastic and I loved the music too! I would die for RATA_2.E. Great job!

Thanks! Puzzle design was definitely the most difficult part, almost every puzzle went through a few iterations based on playtester feedback. And yeah, the Fez concept works surprisingly well when applied to a Sokoban game! Glad you enjoyed it :)

Thank you!! I'm glad you had fun!

Interesting idea! It gets pretty tough pretty quick. I found the controls a little awkward, though I'm not exactly sure if something like A and D would feel better, considering the constantly shifting perspective. I like that you can slow down and speed up time, it adds an interesting layer to whether you want to push your luck and get to the end faster, and being able slow down to get through complicated patterns is very nice hahaha. Overall I really enjoyed it! Great job :)

Interesting idea! One change I would for sure make is to make the projectiles larger and faster. I pretty often see people make projectiles tiny and fairly slow moving, when the opposite feels so much better. Even if they were the same size, if they moved faster it would feel a lot better. You don't have to worry about it making the game too easy, as you can adjust the difficulty of the enemies to compensate (these are all ideas I've internalized from JW's The Art of Screenshake talk, I would definitely recommend watching that if you haven't!) Otherwise, I really like the visuals, and the music and sound is really nice too. Spinning to reload reminds me of Synthetik for some reason, even though that game doesn't use any sort of motion to reload. It's pretty fun! I like it :)

Really interesting concept! Reminds me a lot of Lethal League. I think the sound effects were mixed a little too quietly, I could occasionally hear them a little bit but they seemed buried by the music the majority of the time. It could also be cool to consider how to encourage the player to not just hold down one arrow key the whole time. Right now there isn't really any incentive to be spinning one way vs the other, and you pretty much never want your moon to be sitting still as that leaves you vulnerable. As JW from Vlambeer once said, (paraphrasing) if something is tied to a button press but there's no reason not to press the button, you may as well just take the button press out of the equation and make it a constant effect. Other than all that though, I really enjoyed this. The art was great, and the particle effects and hitstop were really satisfying. Great job!

Cute! Very simple and well executed. I didn't know there was a phonebook until I read the description, so an on-screen indication of that would have been nice. Also, I think the spins get progressively worse the longer you play even after retrying, so it becomes borderline impossible after a while hahaha. I tried completing it in that state for a while and couldn't, then when I refreshed it was really easy to just win right away. I liked the visuals a lot though, and it feels like a very creative interpretation of the theme. Great job!

I like it! It took me a bit to understand that I was winding up the lawn mower, I thought the screen with the count down on it was some sort of tutorial screen and that I would have to do what it was telling me after it went away, so maybe a separated tutorial screen with a more detailed explanation would help here. Of course, a restart function would be awesome too, and remember not to neglect audio as that helps provide a lot of information for the player! Overall I really liked it, and I thought it was a really creative interpretation of the theme. Great job on your first jam!!

Interesting idea! Feels very surreal. The camera could probably use some work, in fact I might have even preferred if it were just in first person instead as third person cameras are pretty difficult to get right. As someone who has tried and never once succeeded at writing my own shaders, I really appreciated the shader on the walls and how they faded in and out of existence, especially with the idea that you had to time it correctly so that you could get past them while they were gone. Great job!

Ah, the freddy five bears 🙂‍↕️yes

Super satisfying. As a screenshake enjoyer, I very much enjoyed the strong screenshake. Hitting enemies in general felt really good, with the sound, the squash, the white flash, and the knockback. The only real problem I had with it was that it got pretty repetitive after only a couple minutes, but otherwise I loved it! Simple, well executed concept, and some of the best feeling combat out of any of the entries I've played. Great job!

This is cool! I should really try my hand at making a PICO-8 game someday. The unpredictability of the aliens (? bugs?) combined with the floaty horizontal controls makes this pretty tough, but the jumping feels just right, which I think is what's important. My high score was 31. Great job!