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Wendrul

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A member registered Jul 13, 2020 · View creator page →

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This is just incredible. Everything works so well and looks so good. And the popups damn the popups. Thanks for this gem

Tried to make losses. Ended up making more money than I've seen in my life. 10/10

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Empece a jugar y me dije "Muy entretenido el asunto" Pero luego "Boss fights?? quee??". Muy bueno el juego, y me gusta mucho el tema, muy buen trabajo a todos!!


Yeah, we didn't get time to do more explaining in the game, but during chess the ref will tell yoyu a price to pay, which you pay in cards, and then solve the chess puzzle. Right click to discard any cards if you need different cards for paying the cost


Thanks for playing!

I love the llama! and there's so. much. content.  just love it, thanks for making this!

Proper rage game. The countodwn mechanic actually enhances the experience, forcing to make quick decisions and failing to avoid the often pretty obvious traps. What I noticed is that I ended up developing a fear of empty spaces and was jumping like crazy at the end of levels to avoid any hidden traps. 10/10 would rage again

Honestly beautiful. Just like others, I was not understanding it fully on the first couple of playthroughs, but once you understand the dodge mechanic you're set. The countdown of the blessing was very present and sometimes forcing you to make very interesting decisions between taking damage, wasting one blessing to dodge, or trying to attack hoping you had enough dmg output. Even though I agree with others that the art is the clear strength of this game, the game loop and grind has definitely got some potential. I think some very simple effects like shakes, dmg counters, even just blinking text that pulls the attention of the player to the relevant parts of the screen at the moment of effect, would help the essence of the gameplay that you already have, truly shine (you already have really good sound effects that partially remedy to this problem though, and they're great!)

Couple opinionated takes:
- the three attack types feel more like upgrades than different types, maybe they don't necessarily deserve different slots on the skill bar.
- the last skill feels too expensive or poorly integrated, I ended up beating the game without using it because of this. Also it doesn't combine well with the dodge because of this (skill -> dodge -> only one turn to make a big hit unscathed | total cost 5 blessing)

The rest of the skills feel pretty well balanced overall, and honestly  very good ablancing probably requires hours and hours of playtesting, so congrats for managing to do such an entertaining experience in this 90ish hours! Thank you for making this and congrats!

Hey thanks a lot! Honestly for the chess part we just simplified the problem at its core, that's why there's only puzzles. In reality we have no chess engine, just a list of problems with the correct move, so anything else is counted as wrong, and there's nothing stopping you from doing an illegal move. So there's the trick for you ;)

The contrast idea is very interesting, and it makes for a very graphically pleasing environment I'd love to see more of it. Like other said, it was not clear if the attacks were connecting, so it made fighting a bit uncertain, but I think it fits the vibe of the game better, prioritizing the hiding rather than being an overpowered samurai katana zero style. In that direction I would have liked to feel a bit more like the character is weak and incentivize me to avoid fights, rather than feeling uncertain about if I'm doing it right, i think some polish there would elevate the experience a lot. More generally I left wanting to see more of it! Congrats and thanks for making this! 

It's a nice idea! and it was challenging but satisfying to finally reach the top!

Yeah, it's not well indicated but you can discard cards with right click. Thank you so much for playing!!

it's just great, i could stay here for hours

I love another boxing game! It was fairly challenging and the sound +  art art on point. I agree that it would have been nice to have more introduction to some of the interactions in particular to dr wormhole in the end. I ended up punching them until I got the victory screen but I'm unsure if I could have gotten away with just dodging. The punch is pretty satisfying 
Also love Dr. Wormhole lines 
Thanks for making this, and I'm curious to know what the other boxing game you wanted to make is!

Hi, thanks so much for the feedback! We didn't get enough time to add indications or tutorials, but basically if you right click you can discard any card. The idea is to manage your resources knowing that if you run out of cards you loose, or that sometimes keeping the 12 for boxing might cost you a lot of discards on the other cards. Of course for the gameplay loop to be solid it would still need a lot of balancing and play testing that we couldn't do haha, Thanks for playing!

This is so polished and fun, definitely feels like a blown out professional publication! I love the pun in the title, the art, how smooth it feels when the sky moves for every hour you move, the music and sounds are also insane, and o course all tied up with a very clever level design that takes that limit of 12 moves and looks at its every side. I'll definitely come back to it when I'm no longer sleep deprived because this is worth playing to the end (if that's even possible, the description did make me a bit scared about chapter c)
Congrats to all!!

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Haha yes, we noticed that just before submitting but forgot about it. As you may have noticed the level design did not get the time, attention nor love it deserved. With some better time management, there are a couple of things we would have liked to work on a bit more.


Thanks for the feedback! It's an honor to have the capybara guys give us some advice!

Those are some really nice ideas. We definitely wanted to add some element of pressure that would force the player to think / act quickly to avoid exploiting the editor mode too much. I like the idea of a lifespan to the platforms placed, maybe make them glitch out to make it coherent with the theme. Our idea was to have some incoming danger like the blue screen that appears in one of the rooms, but generalized to the rest (forcing the player to escape and thus not taking too much time placing 100s of platforms). 

Thanks for the ideas and the feedback!

yeah, definitely would have liked to balance the character more, but had to get started with level building before there was no more time. In the end we sticked with a very floaty character with big movements to try and experiment with using the editor mode while in the air in slow-mo. I think many of the ideas given in these comments would help turn this into an actual fun game rather than the experimental state it's in. Thanks for your feedback!

hahaha I'll give it another try then. Thanks for making this game!

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MONKEY MODE! (what a great soundtrack)

help

The game presented itself as a very well made game, with cool art and really extensive level design. I actually liked that you introduced the mode mechanic later on because it took me by surpirse. A completely differetn artstyle? Music and sound changes?? That's crazy and it all changes pretty smoothly between the two modes.

I've been playing for maybe an hour, this is great! I also tried the hard mode but I'm convinced it's impossible after the first checkpoint (or maybe i'm just not worthy of the capybara martial arts yet..)

In any case, great job everyone, very solid game

Love the spin on the classic minigolf games. The art is great, the game works perfectly, the setting is hilarious and the levels are fun! Great job everyone. Like someone else said, I guess the biggest weakness of the game is not representing the theme as strongly as other games might do it, but I'm betting you'll be killing it in all the other categories. Amazing work everyone!

It might be a problem on my side, but when I play it on the browser, the player sprite is not in the same place as it's colliders. Might be some issue with scaling or something

I still managed to play through the first few levels and wow is the game looking good. The player movement feels awesome and the magic mechanics are great! I love the feeling of wieght you give to the no gravity with the acceleration it gets, it's really polished, looking and feeling great! Congrats!

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Incredible! Really amazed at this, had a lot of fun playing. The explosive punches, the sound design the particles. This game FEELS good and it's both funny and fun.

The only thing that will probably impact ratings is the Theme category. It personally feels like a stretch to say this is survival mode and thus represents the theme. But to be fair, I didn't like the theme so much either, and this is one really fun game.

Whether it is success in this game jam or elsewhere, I wish you all the best, you clearly know how to make games. Congratulations on this one!

Also, I was surpirsed with the big mole/bear thing destroying the walls of my cabin, was not expecting that but it was real fun!

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Wow, everything is so detailed. The ambience you create is so well crafted. From the writing the the extraordinary sound design and use. The lighting was spot on. This definitely felt like a good horror shortfilm and I loved it very much! Congratulations on making this great game/experience, i can't believe you made it in little over a week!

Only thing that might affect your overall ratings is how well this fits the theme of mode. It feels like you were already planning on building this and tried to find a justification to fit it into this jam. Still, it doesn't change the fact that you should be proud of what you made, and I wish the best of luck for your next projects!

Nice and fun concept! I'd love to hear more about what you mentioned about into a roguelite. Adding some more complexity and utility of the different modes would be cool!

What I thought could be cool is having the gun use the different modes at random so that the player has to adapt to the "gun's choice". Every mode could also have a disadvantage, like the car could make the enemy faster but has to respect the direction and flow of the roads or something like that.

The point is, if it got me thinking this hard it's because it's a nice idea and proof of concept, congrats to all of you!!

I really like the game over pictures, they are really funny andI'm so bad I really managed to take a look at all of them hahaha. Congrats to you two, it's fun!

Just wow. We had a similar idea for our game, but the way you brought to life is amazing. From the interface, to the mechanics to the levels themselves! Everything is just amazing, I'm truly in awe. 

I have so many questions I want to ask, how is everything so clean? You can drag windows around, the levels and options are tabs that are functional. And everything seems to work with no bugs. Incredible, best game in the jam so far

Was definitely expecting something else from the title. Very smart and creative writing, congrats!

I really laughed at the different sound effects and the game felt nice to play. The thrust mechanic felt pretty reliable and responsive. Great job!

While the gameplay is simple, you really managed to recreate the chrome dino game experience and its responsiveness. What truly shines in this game though, is the environment you created around the minigame. I'm not talking only about the amazing art, but also the little details, the dog pressing the spacebar when you do, the desk explaining the character's personality and lifestyle, and the little storyline this small game is telling us. I particularly appreciated the interactive typing into Croogle as an introduction to the situation, it's a really nice touch!

Congrats on this game!

While the gameplay is simple, you really managed to recreate the chrome dino game experience and its responsiveness. What truly shines in this game though, is the environment you created around the minigame. I'm not talking only about the amazing art, but also the little details, the dog pressing the spacebar when you do, the desk explaining the character's personality and lifestyle, and the little storyline this small game is telling us. I particularly appreciated the interactive typing into Croogle as an introduction to the situation, it's a really nice touch!

Congrats on this game!

Really fun little game, would love to see more levels that take advantage of the different characters. O is my favorite, I love how he spins around hahaha. It's very cute and with a nicely designed level. 

Also, not cool pointing signs towards the spikes (that was hilarious)

Love O! haha, I wanna see someone do the whole level using only O. Great job!! it's a really fun little game

Really clean and polished, I especially love the chat. Great job everyone!

At first I thought Mode was meant in the sense of fashion, but it was interesting to discover that the music was meant to be a central part of it! I find the concept very interesting, even if I wasn't able to really use the music to play (relying only on the visual icons), it was very interesting to hear how the music changed with the different styles. Maybe a slower game would have allowed my not-very-musically-inclined ears to participate in the experience more.

The idea definitely caught my attention and I'm sure the merging of the different music tracks must have been a non-trivial technological problem. The art assets as well are very complete and cute! Congratulations to you all and I hope you're proud!

love it!

Very much of the increible. Buen trabajo a todos

Incredible game

(jk 0/5)