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XMoby

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A member registered Apr 28, 2018 · View creator page →

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I like the retro vibe, including the visuals, audio, etc. A bit less a fan of the one-handed keyboard controls, but that’s probably a “me” issue there.

Simple to understand, short enough that it doesn’t overstay its welcome, and I really like the cohesive UI and color palette. Good job there!

I like the art, but I wasn’t able to shoot even one plushie. Aiming or not (with RMB), anywhere I shot (~10 games by now), I got nothing. There’s probably some way to adjust the aim to make it work, but with no feedback on where my (missing) shots land, it’s kinda hard to do.

Minimal, but cute and complete. To make the game loop a bit more interesting / long-lasting, maybe have some rolling total (e.g. the last 3 games), or at least display the top score we got (so we can aim for 18 and have a screenshot to prove it 😆)…?

Thank you! Yeah, we realized that not all levels were numbered. This is already fixed in a version we plan to release after the voting ends, as not to skew results or anything.

Nice game! I can see a lot went into it, with the different needs, avoids, etc. Super cute too! And by looking at your user page, I guess you were not too sad to see this jam was horse-themed. 😉

Nice game, really nails down the “one hand controls” aspect! I like how the MSPaint art style comes together, with those saturated colors and all, I almost feel like playing a Windows 95 game here! (no sarcasm here BTW, I really like it)

Thank you! As you see in the submission details, we reeeaaally stretched that short amount of time as much as we could!

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The music, the art, the colors, all very soothing. Good job there, very nice presentation!

Simple and polished, it was fun! I also like the fact that you went over the “one hand controls” limitation, and made if a proper “one button control(s)”. Good job!

Thank you! The sound menu comes from a template we’re building and augmenting from jam to jam (and as a nice side project between those jams). The level selection was a brand new experience though, but Godot made it easy enough. I really had fun with the prompts and the first eight levels. The real difficulty indeed starts at level 9 and above, which were created by Chozoid with full carte blanche. I was not able to finish all of them myself, haha!

Thank you! We made sure to limit ourselves to a single assets pack (albeit a massive all-in-1), trying to find as much as possible inside something like three subpacks of that pack (if it makes sense). The intro and level select backgrounds being the very obvious exceptions here, haha!

Thank you! It took way more time to create the puzzles than we anticipated, so we needed to cut corners in other places in order to offer more than two or three basic levels. Glad you liked them!

Very nice presentation and game flow. I like how you went all-in with the betting terms and concepts and all, I feel like I learned (a bit) by playing the game (thought there’s no way this could turn me into a gambling person, haha!).

One small addition I would suggest, if you’re open to it, would be to have some kind of indicator on the horse the player bet on…? It would make things easier to follow, but then again, maybe it would break the immersion, I don’t know.

Thank you for trying the game, even though puzzles might not be your cup of tea.

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I was able to light the “request screen”, but was not able to fulfill the requested score there. I just went back, and by carefully choosing what to put on the conveyor belt, I successfully unlock cheat drag mode. The new graffiti-like indications were definitively helpful!

I proudly got a plushie on my first try. “This is so easy!” Yeah, didn’t get any after that, lol.

I feel the second screen (from clicking the down arrow) is a bit too easy too miss. To me, that down arrow felt like “this is where you drop your plushie”, not like a clickable element.

Other than that, nice presentation, very quite, and as frustrating as those claw machines can be in real life, haha!

Very soothing experience, which turns to… something else. Considering it would be easy to quit before (“objective is 1000, I do 1 per horse clicked, OK I get it, bye”), I’m not sure how you could entice players to stay until the end (because yeah, I think it’s worth it).

Thank you for taking the time to reply, much appreciated! Hope you’re having fun with our game now. 😉

Nice simulation game, and solid presentation. I took me some time to find the “Next Day” button, I was waiting for the time to advance, hehe.

Very nice concept, even in single player mode. The horse foot sound is sooo satisfying when you get the rhythm right. I’d be curious to try that with a second player, I can only imagine the kind of chaos and laughter there, haha!

Super chill experience, nice cozy and cute atmosphere. The mini game was simple to understand and not hard to play. Not a bad way for this horse to start this new chapter of their life, hehe.

Thank you! You seem pretty active there too, good job! :)

Thank you for your feedback! We might try to make things clearer once the rating period is over. The confusion around the gameplay seems to be a recurring comment, so there’s definitively something to do here.

Thank you for the kind words! After 72-ish hours fully focused on the game, I guess we didn’t notice how things could be that confusing for first-time players. That said, we have a couple of ideas that could help make things clearer. Maybe in a new version once the rating period is over, we’ll see.

Oh, that’s troubling. It’s a normal Godot web export, nothing particular I think. Can I ask you a couple of questions, to help troubleshooting? Like, did you try to play in browser, or use the downloadable version? On which device (mobile, PC, Mac) and browser? Thanks in advance.

Thank you! We tried to ease the player in with tutorial-style levels, but it probably misses some more visual cues to better understand what’s happening. If you happen to reach level 10, you’ll see a hard spike in difficulty. We split the level making between the two of us: I created the first tutorial-like ones, and my brother was given carte blanche for the later levels. He went all in, I was not able to complete all eight of them myself, haha!

Thank you! Even though the puzzle mechanic made sense on paper, it took a while before we were able to test that in proper levels. Glad it turned out as interesting as it did in the end.

Thank you! Sadly, most of the art isn’t ours, we use the Kenney Assets all-in-1 pack. As programmers, we had to focus on our strengths and find ways to compensate for our weaknesses, haha!

Nice word play, with horses playing horse. The gameplay is not bed either. The audio volume was very low though, and I couldn’t find a way to increase it. I felt it would have added to the experience to hear what you put in place there.

I like how the main menu is also used to teach the (basic) movements, makes it easier once in the game.

Cute and short loop. Like another commenter mentioned, it took me some time to understand how to place a bet (1-6 on the keyboard, for people reading this comment). After bashing my keyboard enough to find that, I placed a couple of bets, and lost them all. Reminds me with I don’t gamble, haha!

Cute and short loop. Like another commenter mentioned, it took me some time to understand how to place a bet (1-6 on the keyboard, for people reading this comment). After bashing my keyboard enough to find that, I placed a couple of bets, and lost them all. Reminds me with I don’t gamble, haha!

How to take a very simple concept, the endless runner, and make it something so far from vanilla that it brings everything to a whole new level. Solid and coherent art and style, I liked it! (but couldn’t play for too long, sensory overload, lol)

Simple, but fun game. The music and sound effects bring it to life. I like the limited color palette and retro aesthetics. It would have been nice to see the same in the “you lose” screen.

Thank you! We spent a lot of time developping game mechanics and puzzle elements, and were left with not enough time to polish and create more levels, or a better flow through those levels. Right now, it really goes from “we hold your hand” to “good luck, haha!”. We do have a list of things we’d like to do to make it more polished, let’s see if the motivation is still there after the jam. ;)

Solid presentation, nice mechanics. I like the rewind time thingie with the path being displayed, it help in understanding better why I failed a move. Good job there, I’d like to play that with a game controller someday.

Super cute art style, simple gameplay, clear instructions. I was able to bring 5 friends (and a half) back before those giant millipede thingies tore down the barn.

The mechanics are nice, I like that kind of games. With a little coat of paint, I think there could be something here.

I wanted to join the room with all the horses (they seemed to have so much fun), but some meanies were blocking the door!