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Two Separate Gorillas

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A member registered Jan 12, 2019 · View creator page →

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Fantastic game! When it hit me what was happening it hit me like a flash bang. Lovingly presented and I think it would be great extended out a bit more. Great work.

I like the concept. Choices felt like the didn't matter that much overall and there were parts where I was just choosing the same option over and over. I appreciate it's to try and show how sometimes you fall into routines but is there any way to make each choice feel a bit more meaningful?

It's a shame about the movement bug, I wanted to see the rest of the game!

I think I broke it as I took the lift up to the bridge then fell off so the lift was stick up there

The game looks fantastic and the music is very good aswell!

Main problem is I didn't know what I was doing. I didn't know you could "skip" balls until the second round and the shop overview doesn't give you much of an idea as to how many balls you have of each colour. Plus there were a ton of different ball types! Maybe stagger the early levels to introduce different ball types?

It definitely has promise and I hope you refine it!

I like the concept, but to know when something is "wrong" you need to know what the standard conditions are. Loading into the first level I didn't know if the blocks were switches or what the "rules" of the universe could be. It's got promise, just need a bit of tweaking the internal logic!

I like the premise of sailing the seven seas and fighting for control of islands! Wasn't clear what I needed to do to "save" an island or where they would spawn so I ended up beating it without seeing any card choices! I will say the ally boats do push you along which can be a bit irritating when trying to stop for a power up.

It is presented fantastically and I love the precision falling bit where you had to land right on them or get hit by the hunters. The final "boss" I couldn't figure out as they just charged at me and killed me all the time despite trying to dodge. That aspect ratio is a bit rough on a standard laptop. I had to zoom out a lot to get it all in screen! Great work overall.

Full disclosure: I used Batari Basic for this one so while it can run on a 2600, it wasn't the original 6502 Assembly Code.

Main limitation is you are allowed 5 things on the board: Player 0, Player 1, a missile for each and a ball. Any game which shows more than that has to do some very quick switching out which flickers to get it all on screen at once. The second player was the dog and it's why the feathers were lines. Music is doable (a bit) but a pain so I just kept it to the SFX.

Main complaint people have is the collision which I will try to fix. Thanks for playing!

Interesting concept! Would have liked a button to cycle through the games you were carrying instead of having to drop them and pick them up again.

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I enjoyed this one! Some of the colour choices are pretty close to each other (Black/Brown, Blue/Purple and Red/Orange) and that's what kept screwing me up in Rounds 8/9. Maybe add some texture/words to the wires to differentiate easier?

I like the concept! I think the next improvement you can make is being able to use each input more than once (e.g. Up thrust, the left, then up again to avoid a wall or something).

Love the attention to detail on this one to truly capture the idiosyncrasies of 90s PC software. The game had a great sense of humor and I could easily see it be expanded upon. Great work!

The clue mechanism wasn't working for me! Whenever I tried to "type" nothing happened.

Really like this entry.  I love the presentation and music! The game looks beautiful and I like the idea of playing Peggle against the CPU in a narrative game and all the twists that it could have. Main criticism I have is that I wasn't too sure how close I was to winning at any given point so it would have been nice to have something on the UI indicating that.

Great work!

I like the concept of surviving rounds and then changing what your boon is, but I never saw half the colours for the abilities?

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I like the idea of scouting before going on the hunt! Playing the wolf felt satisfying when you got a trail and could hunt a knight down. Played in browser and audio started lagging a decent chunk for me as I presume it tried to load hundreds of NPCs at once?

Great game! I love the combined puzzle of having to route the rope and then actually go in with the robot.

I love the idea using the minigames to convey the story and their current state. I did have some lagging when minigames were completed sometimes but that can probably be fixed. I had fun and would like to play more. Great work!

Very complex game to pull off in a game jam! I like the addition of a planning phase (which is a touch these sort of multiple agent games normally don't have). Would have loved the clones to be numbered 1, 2 and 3 though as I got mixed up a lot and sometimes deleted the wrong one.

Good work!

Completed it!

Very well made and the traversal of the map felt satisfying with the movement tech on offer. One criticism I have is shift dashing into a wall jump and getting launched miles backwards while still holding the same direction was pretty annoying. Maybe having it not bounce you back as far would work? Also having off screen spike cycles you can't predict when you are hurtling towards them is pretty unfair.

Only small gripes though. Great work!

Love the presentation! The voice acting was great. I would have loved an outline on the medicines though as it was very easy to lose them in the dark.

Fun game! Definitely needs a bit of lookahead though. Also if you max out the speed you can get stuck in walls. Would be nice to be able to sell stats as you can make speed a bit too fast for yourself and sort of kill your run right there.

Cats!

I love how whimsical it is and you managing to get a good 3d feel on a Pico-8 game. Good job!

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Thanks for playing it! Might need to make a "hardware" version which is a bit more forgiving because the penultimate room feels like it might be either impossible or at the very least a very big challenge on a proper joystick.

Sorry for ruining your sleep!

Love the intro! Main issue for me is not having a mini map which leads to going down dead ends. If you are being chased by cops this can screw you up without it ending the game. Good work!

Great work for a first game! Seemed to lag whenever I moved between rooms or checked the checklist. I like the hand drawn art!

Fantastic! I love everything about it but especially the reference to Rejected by Don Hertzfeld. Great work!

I like the concept, but the nature of a random deck of operations means you can just get stuck with a bunch of duds that don't help, and you are unsure of what will be coming up. Maybe if you were always guaranteed at least 1 subtract/divide/addition each to ensure you have a bit of variety?

I like the twist on the theme! Felt like there were some cases where I couldn't play cards I should have been able to (I noticed it on the Ode cards) and sometimes mood going up on negative mood cards? Looking forward to playing it again with those things ironed out!

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Presentation is fantastic! I love the Dada-esque photomontage style of the game! Main critique is it felt short (definitely a good problem to have for game jam game) and I would have loved some feedback when I got a person "right" before the end screen. Maybe some more dialogue explaining that person when I get the portrait right? Maybe some more exploration of who I was?

Great work! One of my favourites of the jam so far.

I am so bad at this game!

I tried on the number row and was awful. I tried my number pad and was a bit better but still bad. Skipping numbers in the first song is a very cruel thing to do! Second song is a bit easier as it doesn't skip numbers.

Main issue I think is hit detection is a bit wonky and having 9 possible inputs with very little reaction time makes it very difficult.

Apart from that the art is fantastic and I love the music! I love that it's CC0 aswell. Great work!

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I love the concept of a quick detective mystery, but I was confused as to what I was actually looking for? The messaging happens so fast that, without spoiling anything, the message stating the ttraits of Count Backwards can get easily missed.

I think if this was to be expounded on, sending images to the player and the like would be a very neat way to expand on the world.

I definitely enjoyed playing it though. Good job!

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Great work on getting CPU players going in the time frame! I like the concept, but the physics glitches where balls fly off screen randomly kills the fun a bit, unfortunately.

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Love the feel of it, however the cozy feel is lost when I try to place a plant, fail, and then the day is gone, the rare sequence is missed and I can't plant that plant again for a bit! I would really love a confirm of some kind on placing plants, or perhaps if you are holding a plant and fail to place it, it doesn't roll the day ticker over?

Aesthetically it's fantastic and I love the music choice setting that nostalgic tone. Great work!

Love the presentation of it! Would love to be able to adjust points once I've played them and undo line placements. Definitely see scope for increased numbers of connections and other fun challenges!

Fun 3d sokoban game! I like the twist of stacking boxes and using them as stairs in addition to the countdown element. Some of your hotkey choices could use work though (Escape takes you out of fullscreen mode, and ctrl + r is reload for most browsers).

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Yeah I think you beautifully summarised what all the people are thinking!

Just think of it as a "precision" Adventure-style game!

Pulsa la barra espaciadora para transformarte de humano a murciélago. El murciélago puede acceder a lugares demasiado pequeños para el humano. Los perros perseguirán al murciélago. Debes mover a los perros para recoger las plumas.