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XYZT

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A member registered Apr 16, 2021 · View creator page →

Creator of

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Wow! I never thought I'd play a game that somehow perfectly captured the feeling of what the employees in Severance do in their job. The algorithm that freezes numbers into clumps when you are collecting them is genius! It really reinforces that feeling that you can suddenly "see" the data -- hunting down 1 number at a time would ruin that feeling. In my opinion, this is the best example in this entire jam of providing an great intended experience without ruining it with "too many gameplay mechanics".

Great catch! That is indeed a bug in the jam submission. I'll push a bugfix once the jam ends.

I find your art really appealling. It's like a more upscale XKCD vibe. With gameplay: I wish the feeding area was a bit more permissive, there were many times when the mouth opens but then doesn't eat :( What a fussy eater!

This is incredibly ambitious for a short game jam, what a triumph! My best was only 9.6k meters.

I tried to think further about what bothered me about this game. I deleted my previous comment to provide better feedback:

It's always difficult to make a game fun where you deny visual feedback to the player. The first playthrough of a level is essentially random because the player has no information at all -- so it's not very interesting to play. I realized that I made a game with a similar concept before (Rob 'Em Blind). It has the same idea where you play a level in the dark with two key differences: The player has a very faint sliver of vision around them which reduces some frustrations, and the player can practice the level with full vision beforehand. Of course, I am not suggesting you should copy both those ideas -- your game is different after all. But perhaps it gives you some ideas on how to improve the feedback provided to the player. Perhaps, the lights are on at the beginning of the level and turn off after 0.5 seconds.

Of course, you could also add many auditory elements that the player can touch/graze to make sound like grass, windchimes, etc. This would help the player form more accurate auditory map of a level while using the metronome for a sense of time.

I am so bad at platformers, I couldn't get past the first level for 15 minutes. Very well-made and polished!

Thanks for the feedback! I am working on punching up the visual feedback for the post-jam updates. Do you think color would help? The thinking state is still white, same as the playable state. Or do you think it should just be "louder" somehow?

I don't think chess GMs lose as much :'(

This is an amazing idea, so simple yet so fun! A little feedback: I would limit it to 10 or 15 seconds -- the long levels can get boring very fast. It was more fun trying to guess the ~5 second levels and get within 0.5 seconds, than doing the 20+ second levels.

Inspired by the classic game "Don't Shit Your Pants" on newgrounds?

Very pretty visuals and great music! Great job!

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Hey, this wire is not connected on level 2, yet it totally works! (I hope screenshots show up in comments)


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Very fun idea! I wonder whether the game would be improved (or become worse) if you allowed chaining multiple operations in a single turn.
I couldn't make the "Damage by null" perk work for me. I kept getting "0 healing" and then nothing happened. Maybe I misunderstood the perk?

Cute game! I would love some more visual feedback. I was getting a some audio issues on Chrome.

Did you consider letting the player pick operations more than once? Currently, it feels like the last choice is not that meaningful if you made a mistake earlier.

Fun game! My first playthrough there was a weird bug that prevented any inputs from being accepted. Might want to look into that!

This is a very interesting inverse twist on 2048 / Suika game! Very polished too.

Really one of the most stylish games I've played this jam! Fantastic art and great application of the theme.

Very impressive for a first jam entry! Would love to see it expanded with more mechanics and QOL features.

The UI was very overwhelming at start!

It was very stuttery and unplayable for me on browser :(

Nice physics-based game. I wish the objectives and restrictions were more clear.

Cute pixel art!

Absolutely insane to make a full-fledged Slay The Spire like Chess roguelike in 4 days!

Cute game! I wish there was a break between levels (also, because mouse input carries over on level switch).

A very cute sokoban game!

Pretty and well-made.

Cute art!

Not the whole arena! I would start with pulling back the camera by at least 2x and see how it feels. Right now, I can only see 1 second of travel in each direction. That means, I reach the edge of my vision in ~1 second. I think it should be at least 2 or 3 seconds so the player can plan ahead.

Another great "Tick Tock X" game! I had a lot of fun with this one. I wish there were level numbers so I knew how far into the game I was and how many levels were left to play.

Thanks! This is definitely the first capsule/cover image I've made that doesn't look absolutely terrible.

My personal best right now is 71 wins. I almost got my timer up to 50 seconds! If someone locks in, I am sure you can keep going for a very long time.

The computer is very self-conscious and thinks faster if you play other boards!

The wiggle your arrow does while moving and shooting backwards is very funny. I wish the game was more zoomed out. It feels a bit claustrophobic.

The lens distortion effect is cool! I wish there was a way to see how much HP the enemies had left.

I like the countdown theme concept! Clones with expiry dates!

Woah! I think you mean "blackboard", haha!

Well very made and polished!

Super cute sokoban game! It was probably easier for me than it should have been since I just finished Patrick's Parabox.