Thank you :)
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Nice game. I like the idea; it is fun and simple to grasp. My main problem was predicting the trajectory of the jump, it would be nice to have a trajectory trail to see where the jump will lead me. I think this will make the game a little less about trying multiple times to find the best point to jump and more about planning and reaction speed. Also, the box gets pushed back if it hits the top or bottom of a wall, so it sometimes feels frustrating. I suggest making it bounce naturally according the surface normal instead of pushing it back. I couldn't finish the whole game so if you didn't add moving obstacles in later levels, I think they could be a nice challenge for good player (unlike me :D ).
How about making a weighted karma system? The new Karma system looks only at how many games a participant rated so they can rate all the popular games to gain karma and ignore ones that actually needs ratings. I think we can weight the karma so that a rater gains more points if the game they rated had a low number of rates at the time of rating. Therefore, the participant will be incentivized to not only rate others but also rate the games that need rates.
A lot of the games I played in this jam were fun so I will only mention my most favorite 3 games:
- TowerBag was really amazing. It mixed 2 of my favorite genres in a nice way and the levels were easy but still challenging enough to not feel boring. The art is also so cute and lovable.
- Einnsámr: The Lone Warrior is my favorite turn-based game in this jam. The game concept felt intuitive and the puzzles were nicely ramped from easy to challenging.
- Sarah and the Lonely Key was really overwhelming at first sight since the whole game is one big puzzle. However, after struggling for a little bit to know what I should be doing, it felt really rewarding when everything fell into place.
I just wanted to say that this would reverse the ranks. For example, if they got all 5s (Design: 5 Theme: 5 Originality: 5) then the sum will be 15, after dividing by the amount of ratings (73), it will be 0.205 so the final will 4.795 which is lower than 4.932. This means higher scores will lead to a lower average. Anyway, by the time I wrote this, an overall ranking has already been added which is calculated by averaging the three scores: Overall = (Design+Theme+Originality)/3.
It's cute and calming. At first I was frustrated by the fact that I don't know what the upgrades do but I got if figured out later. I still think that adding clues (text, signs, etc), that tells what the upgrades do, would be helpful. Overall, I enjoyed this game. Nice work.
That is really clever. I love that you made the bullet gain power the longer it is outside the barrel since it incentivize the player to rely more on the magnet and less on just shooting. The art and the music are also great. Amazing work.
Thank you. The problem with level 7 is our fault since it relies a lot on timing and not on problem solving (attacking at the bottom enemy right after the top one attack then quickly launching upward before the cool down time is over). It can also be solved by chance if the physics misses out on the vine-vs-bullet collision. I redesigned this level to have more problem solving and less reliance on timing which I will upload after the jam ends.
That's a really creative idea. The game is nice but hellishly hard for me. It seems the key to winning is using efficiently using the highlight feature. I won level 1 and 2 only but I will hopefully keep trying and win the rest too. The art looks cute too. Great work.
Wow, that was really challenging. At one point, I kept progressing but forgot the key behind so I had to undo a lot to go back and get it. I kept wondering for a long time if all the doors except one were for misdirection but they turned out to really useful for exploration (followed by a long stream of undo bcz I still need dat key). Overall, this is one of the best puzzle games I've played and solving each part felt very rewarding. Amazing work.
Nice game. It took me some time to realize that the gray cube are my dead bodies. However, the levels teach the mechanics nicely, so by the end, I understood how everything works. Well done.
Thank you. Yes, some levels can be won in multiple ways. Unfortunately, most of the level are just introductory level and I figured out later that they could've been done better. I originally thought the last level had only one possible order, but It turned out there was another one and there could be more. I will make sure to enhance the level design after the jam.
If you add a leaderboard for the death counter, I will be in first place. This counter has reached a value in a very short time that I can never reach with the score counter in my whole life. The game is cute but it could benefit from making it easier first (less obstacles, lower evil snail speed, etc) then ramping up the difficulty as time goes on. To reward hardcore players, you could add stars or coins in some locations that increase the score so that newbies can ignore them and focus on surviving while hardcore players would seek to both collect the coins and outrun the evil snail. Overall, good work.
That is really clever. When I first played this game, I was confused about everything works. After playing 2 times, I understood the game but had no idea how to win. After losing twice again, it all became clear and I was seriously amazed. This is one of the most fun turn-based tactical games I've ever played. It is also fun to replay since you can try to start differently and see if you can win with a different strategy.
The controls are really well polished. I was amazed when the character held the tile edge. It is rare to see such polished controls in a jam game. The game idea is really nice, I tried to be sneaky and turn back but it turned out that you handled this case. Nice work.
Ouch, this one plays on my weakest brain function "Memory". Still it was really fun to play even when the levels were too complex for my weak brain. One suggestion is to add short detours which contains an item that will show the level again for one more second so that the player has to quickly decide whether to memorize and go to the detour and see the whole level one more time or rely on his memory and go for the end directly. Also, taking detours will increase the time needed to finish the level so it will penalize players with short memories. I attached an example (green=start, red=goal, yellow=item that will show level one more time). Overall, the game is really fun, the visuals are pleasant and the music is also really nice. Great work.
The art looks really cute. I really love the levels, they were much fun to play. The hardest level was level 3 IMO and I don't exactly know how I won it, I failed multiple times then one time I was focusing on platforming in one quadrant for a little bit to find out I have reached the cupcake in another one too. Overall, this game is awesome and well polished. Excellent work.
Nice game and I love the idea. The levels are well designed and the later levels are hard. You can add higher difficulty elements such as wind, gravity fields or water. I enjoyed the game a lot, great work.
Thank you. I am glad you liked it. You are totally right about the "jaw-worm things" and the screen shake. I have actually re-tuned their parameters in my local version which I'll later upload as a post-jam version. About the last level, you are also right, I never thought about this problem since I am the level designer so I knew the whole level layout beforehand. I will add this to my post-jam fixes. Thanks a lot for the elaborate feedback.
Amazing. This one is extremely fun and the game mechanics are simple and easy to understand. The levels are very well designed. I really hope to see more levels added since the game left me craving for more.
I really like the art of this game and the soundtrack is great. The gameplay is nice and simple but I never was good at rhythm games. I felt that some bits were a little bit out of sync with the music beats. Overall, it is nicely done. Good work.
Nice, short and hard. The timer really makes the game very hard in some levels but still solvable. It needs good precision to perform actions correctly in time. Overall, it is a really fun game. Nice work.
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Sorry, you failed. How could you name the game "Number 32" while you are only allowed to use "Only One". Disqualified.... Just Kidding. The game is really fun. I initially had no Idea how to point my angles toward the incoming the triangles but after some training, it became much fun and a lot easier.. at least till the triangle grew too big. I also love the minimalism in everything here. Absolutely great. It only needs some music and it will be beyond perfect.