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Walrusware

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A member registered Aug 15, 2018 · View creator page →

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This had some very dark atmosphere that I really enjoyed. I did get all 3 endings but I struggled to see what I did differently to get the 2 different wake up endings. 

There are so many ways you could expand this if you wanted to take it further so well done on making a really solid protoype.

The art is gorgeous, the premise is really cute. There were a few moments of frustration but nothing that bothered me enough to stop playing. Well done on creating this in such a short time.

This was a real joy to play. I loved pieceing things together and seeing the text change with different decisions. There was one part where I got frustrated because I didn't know what the game wanted from me. I had entered "Dr Helen Ziman" and it didn't register anything so I tried 4 or 5 different things before I tried "Helen Ziman" and it got accepted. That was the only point of real frustration though and I very much enjoyed it. There was one other odd moment where the character says "Targets, what do you mean targets?" But the word "targets" had not been mentioned, so that was a little odd but hardly gamebreaking. 

Well done on creating this, it was fantastic. 

This was an enjoyable prototype. I can see the concept and I think it has legs, but this needs some work. Obviously this is a jam game so you had limited time and couldn't include things like a full onboarding tutorial, however I think with just a few more tweaks the first couple of puzzles you had could have served that purpose really well. I hope that you take this further because I think it has loads of promise and you were only a few tweaks away from something really strong here. Well done. 

I really enjoy the green and purple aesthetic. Unfortunatey the controls on this character were a struggle. I'm sure there was some coyote time and jump buffer which helped, but I found that the chaaracter seemed inconsistent in behaviour when wall sliding. Sometimes it seemed like jumping for a wll gave a small amount of height and sometimes it would leap up like a whole new jump. 

Also I wasn't sure what the consequence was for running out of time for a portion on the game as I didn't see the ghost, but it also seemed like you had to run out of time at points to cross gaps. That may be me playing the game badly/incorrectly. I appreciate this is a game jam and you were limited on time but it would have been helpful to have some onboarding that introduced those elements a bit more clearly. 

Well done, its a proficiently made prototype. With some tweaks and polish this could be an excellent game. 

incerdible voice acting, no notes... I mean some notes... but well done. "Dear Count Down, WHAT?" makde me properly laugh. 

The gameplay was fine, I loved the pixelated killing and the little pixelated corpses all around, it was a nice touch. I wish there was a way to dash or to become bats or something to get away from the torchlight but spawning back at the coffin worked fine. I would have liked a small indicator to who what direction the coffin was in as sometimes I ended up getting turned around between the buildings. Also having to step right on top of the coins was occasionally frustrating, a slightly larger collection zone would be a huge quality of life feature. 

Onto the cutscenes. The voice acting was great, the countess just being higher pitched was great and as I said her confusion made me laugh. There were some spelling errors in the text, I could understand it fine and it wasn't a huge problem but it was a small thing that I noticed. 

Overall this was very enjoyable for multiple reasons. I could see this being expanded very easily with needing to gather more coins, and more obstacles like narower strees with more lights and such. Well done on making a fantastic prototype. 

This was an interesting little narrative. Sorry to repeat what so many others have said but I definitely felt myself wanting to speed up the text in some places and did not realise there was a way to do it. If holding space speeds the text it would make sense to allow space to move the game on as well without having to click, that would make it playable with keyboard only which might be a good QOL thing for some people. 

I thought it was well written witch some nice ending text. I did press "gamble nothing" in the hope there was a short ending of something like "you turn down the opportunity and will never know what could have been" or something and I was a little disappointed when it just didn't let me press it but that's not really an issue. 

I also felt like sometimes the text was dispayed centre aligned and sometimes left aligned and I found that a little jarring in some place. Again it wasn't a big thing and not enough to detract from the game but I found myself noticing something feeling off with the text at one point. Sorry for the vague and nebulous description I'm not sure how else to put it. 

Overall, well done, this was an interesting piece and I enjoyed playing through some of the different outcomes. 

Sadly this game is not easily playable on a laptop with a trackpad but I worked my way through some of it.  I found the movement a little janky but that could well be to do with my hardware and not the game. Also a small nitpick but the subtitles did not match the audio in some small ways. 


Well done on getting this done for the jam, sorry I wasn't able to more fully experience it. 

I found it a bit difficult to tell when exactly the bomb was going to blow up and so I found it difficult to tell when to shield myself. Maybe something like the bomb flashing or the music speeding up would be a good clue. The game premise is fine however I am not sure how expandab le it would be into a full game. Perhaps if it was multiplayer with friends it would be funny for a few rounds. 

Its a solid protoype for a mechanic, well done

Unfortunately this is no very playable on a laptop with a trackpad due to the controls. I tried to give it a fair test on the first level though. I can see the concept, I think it needs some work. A few QOL things would be to add the ability to use arrow keys, and have a key for attack instead of the mouse, that would make it a lot more playable for my situation, although I realise I'm in the minority with the trackpad. 

All in all it's a shame I couldn't properly experience this game but well done for making a solid prototype. 

I really enjoyed this game, I found the randomness of the tile numbers a little frustrating at times especially when I was blinding looking for witnesses but I still enjoyed it. It did take me a while to realise that I could actually click on the gun as well. Another good quality ofo life feature would be to have the character light up when hovering over their statement, or let the player hover over the character and have the statement light up, The map lights up tp show what the statement is refering to, whcih is absolutely awesome help, but the character doesn't. There were a few times when 2 characters were in teh same room and I couldn't remember which was which. 


Well done on making such a polished and enjoyable game. The art is also fantastic. 

I enjoy puzzles like this so I was having run working out whic rocks to move to in order to line up my escape. I'm not sure whether i like being able to throw more stuff while travelling or not. Aesthetically having jimothy be greay on the dark background was not the best choice as it was often hard to see him, especially when there are lots of rocks around. Also it would be a great quality of life fearure to be able to press R or something to restart the level so that you didn't have to sit through dumping all t he trash once you realise you messed up. 


Overall well done, the game could use some tweaks but its a solid concept. 

Nice concept, the bat was a bit fiddly to control at times when trying to get through small gaps which led to some frustration. Overall a generally enjoyable game

This was an interesting game and I can see it becoming something fantastic. I feel there are positives and negatives to the randomness, one the one hand it makes trying to wait for the right moment to lanch interesting but also you can't actually stratigise about placement. It would be great if there were some ways you could corall the people in some ways like street blocks or something to limit their movement and allow you to be more deliberate about rocket placement. I only played a few levels so this may come later. The last thing that really bothered me is that the whole game is played iwth the mouse and only the mouse, so why do I have to press E to move to the next level? Why can't I click the box? 

Well done on this, it's a great prototype and with some work this will become a great game. 

This was an interesting concept that could definitely go far with some work. I enjoyed playing through a few times to see if I could get any firther but I never made it past the first few days. The aesthetic is nice, the different simple poses showing the mood state were good and the basic icons made things easily readable. 

There was some jankiness with how the cards came onto the screen but nothing that affected playability. Also the whole thing could do with some polish. things like some soft tweening when the cards are interacted with, and the default engine buttons being replaced etc. Again this is a good concept and I think it could go far with a bunch of work. Well done. 

This was fantastic. Its a super simple mechanic and allows for so much freedom to play. I had great fun letting the runner almost escape and then hammering the time down to make him fail, and then ticking the snail's time down quickly only to stop on 1 second and wait for him to get through the portal. 

The artwork and sounds were fantastic, such a simple aesthetic does everything it needs to and the characters are so expressive. This game is going in my jam favourites collection for sure. Well done for makingg such an awesome game.

I enjoyed the way you used both the chicken and the egg to be useful in different ways. The visual language was very clear with the different terrain being safe for the egg or not, although sometimes my egg would be rolling along and then sudden break and I couldn't see what had broken it. 

Well done, this is a great start to a very enjoyable game. 

I can see the concept and I know this is the sort of game that is going to grab many people instantly. The puzzle of lining up the shots to get the most out of the bullets and things is going to be some people's favourite type of game.

Unfortunately it doesn't work well on a laptop with a trackpad so I was unable to really enjoy it, however I see the idea and I appreciate it for the game it should be if it weren't for my limited hardware. 

I was a bit worried when I saw this as I'm playing on a laptop with a trackpad, so I thought I would just play it for a few minutes and get the concept then rate it... i finished the game. 

This was really enjoyable, there were some occasional hiccups where trees and especially toadstools would spawn clipped into the edge of the area. It wasn't too hard to deal with but the toatstools really needed some precise aiming to get them. I also think its very funny that the toadstools were much harder to destroy than the huge rocks. 

Well done, this fully pulled me in and kept me playing. 

I don't know how you managed to code this, it's pretty cool to have a global thing going on. Nice colour scheme as well. I am ashamed to admind I was pounding on my wireless keyboard for a while wondering why I wasn't doing well only to realised I had turned it off. So congrats on making a game that made me feel dumb lol

This game was a whole thing. It started off genuinely enjoyable and silly; I had my counter upside down and there were watermelons casing me, it was a fun chaos. However once I got myself into a situation where my numbers where kind of balanced going back and forth positive and negative I found it a bit of a slog. It was fun when I was doing well and it was also fun when I was doing badly. My number were skyrocketing at one point and I was having a good time, but the stagnation brought on an air of frustration. 

I'm not sure how I managed it, and I'm surre its extremely hard to replicate but I was just stuck for a while not really moving in either direction and waiting for the next upgrade to arrive was so long that I was considering just turning the game off and coming to rate it. I did push through and finish in the end, and as i say t he game was overall positive. It's just a shame that its possible to get caught in that middle ground. 

Also with the UI the colour of the font on the peach backgrounds is very hard to see. Also it would be nice if the countdown to the next tick was actually a progress bar that ticked down as well as t he number as it would be easier to tell with just a glance how close you are when dodging bids and watermelons. 

I know some people are going to love this. I enjoyed the bulk of my playthrough, but push coming to shove I just don't enjoy the "lol random" style of chaos play for an extended amount of time. Well done for making a playable and absolutely bonkers game. 

This is a really cool idea. Obviously you already know that the web version lags but I'm not able to download the game at the moment. It was also quite difficult to play on a keyboardd with a trackpad as mouse clicks don't always register while pressing other keys but I struggled through for a while and had a good time. 

I really hope this game gets a post jam update irorning out some of the stuttering and jerky movement as this was definitely a cool idea. 

I'm losing my dexterity in my old age haha. I kept losing the ball of the edge of the map and also something about the grid being tilted messed up my head like I wasn't sure if the ball was going to follow my true direction when I pressed arrow keys or if it was going to move that direction relative to the grid. 

I'm sorry to say I really struggled with this even though the concept is very clear and understandable. I think a lot of people could have a good time with this for sure. 

This was chaos and I had a great time. Well done.

This is a nice twist on a well known mechanic, well done. It is definitely the sort of game that people could play for hours with some polish. Aestheticlly the UI could do with some work and some extra sounds would make it really pop but this is extremely playable and I enjoyed it. 

One small issue I had with the mechanics was that to drop the block you need to hold down, whicvh makes sense, but I couldn't hold left or right to push the blocks across, I had to just keep tapping the direction repeatedly. Its a tiny thing but I noticed it when I was trying to get blocks onto different stacks across the grid. 

I love the bobbly wizard so much. This game looks great and I enjoyed struggling my way through the first level. Sadly it is not easy to play on a laptop with a trackpad but I can still see how this could become a very engrossing game that someone could lose hours to.

This was an enjoyable game to play through. I like how you can see your choices leading to different available options. Nice music and a good tone that made it feel like it was important to make a decision without actually rushing the player. Well done

The name premise of this game are wild and yet it is completely understandable and simple to grasp. The asethetic is gorgeous, the artwork, the way the flowers layer on top of each other in the gerden, it is so peaceful and so absorbing. 

There is a visual error where you can see the bottom of the tree trunk and the flowers behind the shaft of the well but you can't even see it once you get some flowers put down. Well done to the whole team this is an awesome experience to play.

This was a fantastic little game. The aesthetic was brilliant, the only thing that stuck out to me was the dialogue button being the default engine button when all the other boxes in the game are a hexagonal shape but that is a tiny thing. 

I got both the lonely ending and the survival ending. I really liked how the chhoices evolved. I don't know if I just missed it or if I didn't understand but I wasn't sure what the clues did. It's possible I just didn't get enough of them to find out what they did. Either way I had a great time with this well done. 

This is an interesting idea and it looks and sounds great with some nice polish. Unfortunately you can end up in the walls if you walk through the fridge, and once you enter a new room you get softlocked because the spawn point for the next room is behind the transition trigger, so when you move forward to through the room you just moved to then it triggers the transition back to the room you were trying to leave

This was a greeat little game, well done. Great pacing to learn the mechanics like being able to owalk over unpowered wires etc. It also looks awesome. The only thing I found a bit confusing was the wording of having X moves but Y moves until the wire progresses but that was made clear very quickly once I started playing. Another small aesthetic thing was that the explosion flash was very bright after playing for potentially several minutes on a grey screen. 

A great game, well done

This was enjoyable although I had some confusion about what the ball did or didn't have to bouch before it could destroy an enemy. Good onboarding overall though and I had a good time playing some levels.

I found this really enjoyable although it needs some work. The main issue I had was telling when I was getting hit, but the cards were also hard to read on some of the backgrounds. I also wasn't sure whatthe star symbol meant. 

The whole thing could use some polish but there is definitely a functional game here that could be really solid. 

This was very enjoyable,  it seemed that the first level only accepted WASD and shift as controls which I found awkward. However levels after that accepted space bar and arrows which works much better for me on my keyboard. There's definitely a really enjoyable game in here, well done.

This is a really awesome game, well done. The mechanics are clear and the game works well. 

It could definitely benefit from some UI tweaks, the card text is very small and the HP numbers were sometimes hard to read with the colour of background. That said it was very enjoyable and I played many floors before stopping to write this and I will be playing it again. It needs a good amount of polish but there is clearly something very playable here.

This concept is great well done.  You have already aknowledged the issue with the colours for accessibility but aside from that I think this is very well done. Great choice to include symbols and things to help with matching the cards. This deffinitely needs some tweaks and some polish but it is very enjoyable to play and will be fantastic with some work

This game is so gorgeous. The level of polish is fantastic and the puzzles wre great with some really good progression. Well done I enjoyed this very much. 

I really enjoyed this game but I was not very good at it! Well done on creating a really engaging puzzle. 
Its a bit confusing why the dev names are so hard to read on the start screen and they react like buttons with sound cues but don't do anything. Also sound settings would bee good as the music was quite loud. 

This is a reeally well made game. I love the style of the puzzles and the logic of working them out. Well done. 
I do wish that I was abe to put marks on my map as notes for myself. I know I can use pen and paper but as there is paper diagetically in the game it makes sense to me to be able to put small notes. 
I will come back to this as I haven't fnished all the puzzles yet but I have really enjoyed what I played so far.

This was very interesting to play. I have never seen this mechanic before and I really enjoyed playing around with it. I did get frusrated at the beginning that my shape wasn't deforming with the grid but I think that's because I had already filled it. There's defiitely a learing curve to the process but this is super unique and I really enjoyed trying it out. Well done.