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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 neat idea but I think the balancing might be a little out of whack :( I've been experimenting for a little while and I just can't find a way to keep up enough to make enough money that I can start working towards an upgrade. It would also be nice to have an indicator for how impatient someone is getting, and how much time I have left before they leave. The visuals are really nice though, and I like the music and sound design!

Edit: After reading some comments I realized there was a dash, I don't know how I missed that! Maybe a slightly clearer tutorial screen would help there, but either way I was able to get some progress using the dash and get enough money to buy the cycle speed upgrade, but then on day two I couldn't put anything into the washer :(

I'm not totally sure I understood this one but it was cool nonetheless! I couldn't really figure out where to get scrap (I think you might be able to get it from the computers and drones that wander around the overworld, but I was never able to kill one because the moment I started shooting at one I would get dogpiled by every other enemy at once haha). I tried fighting the boss without getting any upgrades and the first phase went by without me taking any damage, but during the second phase I would try to peak after the laser fired and it seemed like it wouldn't do any damage anymore, but every time I did I still took damage. I really, really dig the concept however, and the world looks really pretty. I like the subtle VHS effect. The sound design was also really nice. Great job!

Cool little Vampire Survivors type game! I would like to have some projectiles when shooting instead of just an invisible raycast, as the strange perspective made it hard to tell how exactly I was aiming incorrectly when I would miss. I like the different enemies, and the fact that there were bosses and stuff. Would have loved more stuff to spend my poker chips on, as pretty quickly I had way more poker chips than it felt like I could ever spend. All the art was super cute too. Great job!

Cute little game! I think I would have preferred to be able to hold a button to steer instead of spamming, as it got a little tiring after a while. I really liked the safe minigame though, and the hitbox to pick safes up felt appropriately generous. There was another jam game I played with a similar idea, but in that one it was much more difficult to determine if you were going to run into something, it feels way better tuned here. Great job!

So cute! And it was super easy to pick up and understand too. I think the only issue I had was that just spinning in a circle and doing nothing else felt a little too effective of a strategy for how brainless it was hahaha. All the art was adorable and the sound design was nice too. Great job!

People who use my computer make fun of me for how high my sensitivity is 😭 it's entirely possible it just broke for me hahaha

Yeah haha, it had already taken several minutes to get there and the speed increase from all the upgrades felt marginal at best, so I was just kinda feeling defeated at that point unfortunately :/

Thank you! Glad you had fun with it :)

Thank you so much! I would definitely recommend checking out Fez, it's great! (If a little cryptic at times hahaha)

I believe the last upgrade I bought was the driving glove

This is so cute! I raised a couple rats as a kid so this hit close to home :) I think the only issue I had was that I felt a little too busy a lot of the time, like there was never any moment (except for maybe during the first few minutes) where I felt like I had to just sit there and reap the rewards of building up my rat empire. I always had the money to keep pushing forward, so I always felt as if I needed to be doing so, or else my goopy goblin gamer brain would yell at me for wasting time hahaha. Maybe making the rat shop's costs steadily increase over time, or even adding some sort of cost for rerolling at the shop could help as a money sink too (I found pretty quickly that I was just constantly rerolling until a blue rat came up, then I would buy it and immediately continue rerolling). Other than that, I loved this. The detail with the building slowly upgrading over time was a great touch, and a really good reminder of the progress you've made, the music and sound design were adorable and the art was fantastic. Great job!

I'm so glad I gave this one a try! What a weird, thought provoking game. It knows what it is and it does it perfectly. Love it, great job!!

This was really interesting! Though I'm not sure how well it works as a puzzle game hahaha. It felt to me more like trial and error until I got it rather than solving puzzles. I also really found myself wishing that you could do a soft-restart and keep your spinners in place when you "lost" a level, instead of being forced to do a full reset. But I really like the idea of throwing rockets around, and the visuals and audio were nice. Great job!

This is neat! I couldn't really figure out what was making the spin meter increase, I tried a few different things and no matter what it seemed to just increase randomly. I also couldn't really tell if there was any reason no to hold down the shoot button. I try to follow the rule of thumb that, if you tie an action to a button press, there should be a reason not to press the button, otherwise there's no reason not to make that action a constant effect and remove the button press entirely. The visuals were neat though, and I liked the crunched up crowd audio, felt very sci-fi. Great job!

This is an interesting idea, but I'm not entirely sure the movement you have matches with the bullet-hell gameplay you're going for. Once the patterns started I was just completely overwhelmed and totally at a loss hahaha. But the idea of hooking enemies and completing the little sequence of inputs is neat, and the art is great!

This is so good!! I think the only real issue I had was that I felt what I loaded my revolver with didn't matter a whole ton due to the random selection, so I eventually just resorted to filling it mostly with whatever hahaha. Maybe if there were some items that could kinda influence which round is chosen the next time you shoot or something. But the art was cute, the writing was really funny, and the sound design was totally on point. Everything felt juicy and responsive as well. Great job!

Interesting idea! I wish the grappling hitbox were a little more generous, and that there was some "double tap protection", where the game would prevent you from immediately releasing right after grappling. As it is it's pretty tough, and I couldn't get past level 2 hahaha. Maybe also a sound effect and a slight visual change when you enter grapple range with something would help too. But the visuals are nice, and the screaming was funny too. Great job!

This is an interesting idea, though I see in the description that you're intended to spend "hours" on this game and realistically I just don't really have the time to do that when I'm going through jam games hahaha. Even with that said though, I also couldn't really see myself doing this one action for very long if I'm being honest lol. The visuals are nice though, and I do appreciate a good clicker game (spinner game?). Great job!

This was cool! I think the biggest issue I had was that there wasn't really any feedback for when clothes had been dried enough, so I was mostly guessing when to drag them into the basket. It also would have been nice to have some sort of incentive to turn the machines on and off, as I couldn't really find a reason I would ever want to turn them off after turning them on for the first time. It was surprising to me how frantic the gameplay was though, very fun trying to keep up and learning to stay organized while multitasking. Great job!

This was so cute! I loved that the little guys played a song together. I did find it a little difficult to "plan out" a puzzle in my head beforehand, which I think is really just a result of the mechanic itself. Maybe it would have been nice to have had a couple puzzles that were just one shape, to get used to the idea of using blocking objects to find the correct position, then a couple puzzles with the other shape to show that different shapes behave differently, and only after that getting puzzles with both of them. I really enjoyed this though, and the puzzles were clever. I loved that the triangle could climb onto the square, but not the other way around, made for some really fun puzzling consequences to explore. And you even added some extra, optional puzzles at the end like I did with my game! Love it :)

This was cool! I was able to get pretty far without needing to move much at all hahaha. I wonder if, instead of having the asteroids be totally random, there's a guarantee that every like 4-8 asteroids (chosen randomly) spawn on the lane you're currently on, just to make sure there aren't any long stretches of time where the player doesn't have to move. Otherwise I really liked this though, the visuals felt really polished for a PICO-8 game and the music was nice too. Great job!

Thank you so much!! I spent a long time polishing and trying to make it feel nice, I'm glad it paid off and that you liked it :D

This was fun! It's kind of an interesting take on the incremental idea. I'm sure luck was affecting my odds in some way, but it really didn't feel like it was, even after getting it above 60. I wonder if a more intuitive way of doing it, so that there's never any question that it's helping you, would be to add a little bit of highlighted space around the green area, with its size based on your total luck, and if the pointer lands within the highlighted space, the wheel moves forward/backward into the green area. I really liked the drink system, and I appreciated that you could freeze the shop, though I never did so hahaha. My favorite detail had to have been that the whole bar was modeled, really made it feel like one big cozy space. Great job!

This was really cool! The movement felt really nice, it was at a good speed and the acceleration/deceleration was tuned just right imo. I think the biggest problem I had was that the shooting felt a little bit off, the main reason why probably being that reloading takes a very long time. With how often you have to do so, it kinda makes it feel like most of the game is waiting around until I can shoot again, and I'd rather just be able to shoot more often. You can always tweak other things to make the game harder if you feel shortening it would make it too easy. I also would have liked a special sound for when you try to shoot with an empty cylinder, as well as some UI indicator to show how many shots you have left, as I was a little confused at first why I couldn't shoot anymore until I thought to try reloading with R. Maybe it would be nice too if trying to shoot with an empty cylinder just automatically started the reload, that's a pretty common quality of life thing in games. Also, I don't know if there's any input buffering on the shooting, but it didn't feel like it, and that would help with the feel quite a bit too. As a composer and an audio nerd, I loved the music and the sound design, the tone was perfect for the game. The art was fantastic too! Great job :)

So cute! I like how straightforward this is, though I'm not totally sure how big of a fan I am of having some puzzles that can be solved without any objects at all hahaha. I think all of the mechanical additions in this game were spot on, they created a lot of interesting consequences which themselves made really interesting puzzles. Great job!

This was cool! Some of the audio mixing maybe could have been better, a couple sound effects were so loud they were like jumpscares hahaha. But I liked the cute little story, and the riddle was surprisingly clever lol. Great job!

Sweet! I'll be sure to check it out after the jam is over since I'm interested in seeing what else is here :) Yeah, 2-3 seconds is how long it takes for me, which feels much too long. When you consider that both the fade out and the fade in take 2-3 seconds each, suddenly that becomes 4-6 seconds for the whole fade, which seems unnecessary to me. In addition, because it's so slow, it isn't immediately obvious that it's fading out because it takes a second before there's any noticeable visual change on screen, and that combined with the fact that certain inputs are disabled during the fade can make things (such as the main menu) feel strange and unresponsive. It's a nitpick to be sure, and I do kinda have an unreasonable obsession with responsiveness, but I thought it would be worth pointing out anyway hahaha

As a rule, I don't find mazes very fun, since they're more of an arbitrary challenge than they are an actual puzzle, and the physics toy idea isn't quite interesting enough to make up for it in my opinion. It's an interesting idea though, and having the randomly generated mazes of varying complexities is a nice touch. Is the description AI generated?

This was so cute! I loved how weirdly it controlled and the bespoke intro and stuff. I got all the way to the ice cream truck level where I literally couldn't figure out what I was meant to do, so I gave up hahaha. The visuals are great though, I love this stylized, glossy 3d look, and the SFX are nice and give really good feedback. Great job!

This is really interesting! I had kind of a hard time getting the different websites to load properly, I'm not totally sure why, so I couldn't really access the cheats website, which based on the screenshot seems to be some sort of upgrade system? Other than that, I think the biggest problem I had with the game was that the fade in/out was really long, and every time it triggered I felt like I was just waiting around. Otherwise I really enjoyed this though, the music and SFX are really nice, and the visuals are great! The intro also has a lot of bespoke stuff going on it seems which is really cool. Great job!

This was such an interesting concept! The fact that you have to press a button to hold the sword up and can only do so for a certain amount of time adds a surprising amount to the baseline Getting Over It mechanic. Unfortunately, I did find the controls were really out of whack and unpredictable. I understand that part of the point with a game like this is to be unwieldy and strange to control, but it didn't feel like that so much as the sword just bugging out and not doing what it was supposed to do. It would routinely try to spin all the way around the long way towards my mouse instead of taking the shortest path, which would result in it digging into the ground and sending me flying, usually in the direction of some spikes. Other than that though, I really enjoyed this. The platforming challenges were interesting, especially with the addition of enemies, and the SFX and art was nice as well. Great job!

This is a really interesting idea! Works very well as a minimal high score chaser. It was fun to get the hang of, especially trying to take advantage of the momentum from grappling onto a new node and turn it into more revolutions. The visuals were really sleek and the audio was nice as well. Great job!

Cute little platformer! I think the biggest issue I had was that there wasn't any indication for when you were moving fast enough to get a spin jump, which made getting the time down very difficult. Having something like an animation change and a sound effect would help a lot there (Pizza Tower would be a great reference for this I think, where you have to be moving at max speed in order to do certain things like plow through enemies and break through blocks, and it takes a long time to get to max speed so it has good feedback to indicate when you have). I also found the worm in the level on the far right to be a really difficult encounter for the first time seeing it, it would be nice to have some more introduction to the spikes to teach you how to get around them while wall jumping before it got quite so challenging. However the idea was neat, and there's a lot of personality here. I thought the signs scattered around were funny, and the main mechanic was satisfying to get the hang of. Great job!

This is very fun! I especially appreciated how realistic it was. I did find it really difficult, I wonder if a couple of dead-simple levels right at the beginning would have helped me learn what was going on a little bit better. I also found the controls screen a little confusing, I thought the left/right arrows to control thrust were indicating directions to spin instead of actual button presses hahaha. I loved the visuals though, and the music was fun too. The whole game had a great sense of humor, especially the dialogue at the end when you fail the last level. Great job!!

This is really cool! Unfortunately it does have a few issues imo, which mostly result in the game feeling kind of "inconsequential". I think with how frequently enemies spawn, it would feel really good if you could tear through them really quickly, but each enemy has a decent amount of health, and as groups build up it feels pretty much impossible to land multiple hits on any one enemy, so instead of feeling powerful standing up to these massive hordes of enemies, you just feel powerless pushing against an impenetrable wall of dudes. Even with that said though, it's pretty much impossible to die, as it seems like you have to stand next to one enemy for a small amount of time in order for them to do damage to you, instead of them just doing damage on contact. This makes positioning fairly meaningless. If you look at Vampire Survivors, the contact damage works with the generally slow movement and the gems that you need to pick up really well. The slow movement gives you time to calculate how to move around enemies and form a path that gets you to the next group of gems, but here, you just sort of go where you want to go, as long as it isn't the horde of enemies (not saying you have to copy Vampire Survivors verbatim, just that you need to somehow justify movement working in the way it does). I also couldn't really tell what the different slot effects were doing, as there isn't really much feedback to help you understand what's going on, so it all felt the same to me. However, I really liked the idea of rolling a new set of effects every time you reload, and the art and sound are fantastic! With some overall polishing, more enemy types, better feedback, and more juice, I feel like this game could really shine :) Great job!

There's so much going on here! This is a pretty impressive amount of interconnecting systems to have put together for a jam. I did get tired of the concept well before I had gotten what felt like much progress, so maybe adding some more mechanics over time would help keep the interest up. There is also something to be said, though, about keeping the amount of content for a jam pretty succinct, since people are going to be playing through many, many games, giving them a short term goal to work towards means they can finish in a reasonable amount of time and leave the game on a high note. I loved how the game didn't really hold you back from picking up tons of speed and air time, it feels great. The upgrades also feel like they're having a tangible effect on the game as well, which is something I don't always see with jam incrementals. Great job!!

This is such a fun idea! Unfortunately by level 17 my brain was just fried and I couldn't figure it out hahaha. I also found myself really wishing for an undo button, instead of just restart. There are lots of interesting ideas here though. I really liked that you could get a score above 100% (I stumbled into a score of ~111% on level 15 which I'm pretty proud of hahaha). Really neat puzzle idea with lots of cool consequences to play around with. Great job!

This game was so cute it made me want to cry :') The concept was also really creative. It did take me a little bit to figure out what was going on, but all the necessary feedback was there, so I picked it up pretty quick all things considered. The art is fantastic and the music is great too. Love it!!

This was so cute! Only being able to rotate in one direction is a really interesting idea, it made aiming really fun. It would be cool if you could aim 8 directions instead of only the four cardinal directions, might make it more challenging and allow more room for it to get increasingly difficult as time goes on. I also loved that you managed to translate it into multiple languages. Great job!

This is such an interesting idea! The music is a great choice too, made the whole experience really relaxing. I think the only issue I had was that I would have liked if I could click on the example that I had to match to fullscreen it, just to get a better look at it. Also some SFX for spinning and selecting colors and whatnot might have been nice too hahaha. But other than that this was just really pleasant. I like that it doesn't auto-complete when you get the right pattern, and instead you have to "check" it, and the fact that the check takes a little bit of time to do means you can't just spam it until you've gotten it right, you really have to engage and understand what's going on in order to complete a level. Two colors felt just right for me, with three colors I was totally lost, though maybe being able to look closer at the pattern I was trying to match would help there. I also wonder if being able to view the individual colors in the pattern to match would help in a way that wouldn't just take out all the challenge. Really enjoyed it overall. Great job!