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abigdinosaur

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A member registered 54 days ago · View creator page →

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Always leave 'em wanting more, it's simple marketing. I definitely didn't run out of time and have to cut the rest of the levels, noooo no haha that would be so silly, no it was just really good marketing... I could have had 10 levels and a boss encounter if I really wanted, I just didn't want that, who would want that?? aha. ha... :(((

Enjoyed this a lot. Great work on the music, really setup the vibe and felt very cohesive with the visuals.

Nice simple puzzles that didn't outstay their welcome too, I got antsy having to wait (only up to a minute to be fair) to confirm my theory about what I'm supposed to do though! But once that became the established pattern it was a smooth ride.

Very atmospheric and satisfying puzzle game, thank you for submitting this!

Hey no worries mate, understandable. Puzzle games with unfamiliar mechanics that aren't well explained + tired brain is not a great match!

I can guess where confusion came up because of how it evolved during development... the unintuitive part is that there are 2 separate interactions distinct in their use but mechanically similar: first you have the numbered beats, these define when an enemy will attack and when you can draw a contradiction (which you select via the numerals), then there is the timeline scrubber (just below the numerals) that you use to preview the outcome within the context of each beat, you can use this to line up your redirects precisely and get a full idea of how your plan is shaping up. 

Basically the beats were the original design and the scrubber came later to solve some annoyances and I didn't have a precedent to fall back on for how to setup the UI/HUD to make this clear and simply ran out of time to properly figure it out! Tried my best with the page description, but yeh - apologies!

Super fun game. Very fleshed out and polished for a 4 day jam.

The art is impeccable, sounds are satisfying and coherent without getting too annoying. Took a couple of levels before I realized the limitations of their short lifespans and demand for more forward unit production.

Overall I enjoyed it a lot, and would play angel zerglings again.

I love the illustrations, and the concept is novel. Very smart mechanically to pull this off, seems simple on the surface but can tell there's more going on once you think about the perspective shift. Difficulty progression seemed pretty comfortable but noticeable and I enjoyed the gradual morph into puzzle game.

Probably one of the photos of all time.

I loved the count's art, especially his different poses they kept making me laugh when a new one showed up. 

The gameplay was very simple but satisfying, reminded me of the old bubble wrap popping simulators but juiced up. I think the "special bubbles" maybe could have done more to differentiate themselves gameplay-wise, it didn't feel like I had to treat them any differently than the first click big one it explodes into lots of different ones.

Music went TOO hard. This isn't a criticism.

Great job!

If you saw the development process you would know I did not keep anything together hahaha

But thank you very much for playing and your feedback. I'm glad you appreciated the mechanic, I know it wasn't not clearly presented so I appreciate you taking the time to figure it out!

Oh god I'm so sorry for waking you up, I hate waking up, that's the worst part of sleeping!

Thank you for playing despite your sleepy brain!

I'm glad it made you think and also partly relax haha. That's a good mix I think.

Thank you for playing!

Thank you for playing! It was worth the wait, we do it for the love of the game!

Hi Tim, Tim here, thanks for playing and your kind feedback.

Loved watching you play and how much it resonated, I guess it really is Tim-coded, wish I could've provided more levels for you to enjoy!

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Thank you so much for playing!

Agree with your feedback, the lack of control clarity/intuitiveness is definitely the biggest disappointment for me. It traces back to the timeline/scrubber addition which wasn't part of the original design (it was just the beats originally), but I think is what really makes the core mechanics shine... So I'm glad it's there, just wish I had thought of it from the start so the HUD/controls were better considered as a whole!

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What a banger. Love me some legally distinct pod resonance racing!

The controls felt really good, I wasn't quite sure how to handle the ramps in the early game without getting bounced, but I brute forced through! The lineup of characters, different vehicles and tracks felt massive for a 4 day jam and I was excited to unlock them all to get access to the best part - the voice acting! Can tell you had a lot of fun with this one.

I think it was the second to last track (?) with the figure of eight.. that one was a little confusing at first, I had to override my instincts to crush my enemies, and instead wait for them to show me where to go lol. I wish the jam gave you a little more time to polish the tracks and add some visual fx, but 4 days to put this out already seems like a hard crunch.

Oh and the little touch in the character portraits with them reacting to your boost/turns was great.

Galactic entry dude, looking forward to the next one.

Thank you for playing and also for seeing the vision; there was a lot I wanted to do with this to progress through levels and difficulty.

I'm willing to accept at least 50% fault. There were definitely  a few choices made that didn't help get more levels/polish in. The rest was simply the will of the cosmos, lets go with that.

Thank you for playing and your feedback!

Fun game! Felt like herding cats trying to keep all the parts on my ships lol.

Tons of levels for a game jam entry, and a bit of replayability involved trying to get more stars. 

The artwork seemed a little sci-fi which is odd because the mechanics are obviously very realistic and this is definitely what happens during normal rocket launches.

I think the only thing that felt a little off to me was sometimes you'd just get screwed by RNG with too many things falling off too close to the launch time (at least for me!).

Overall a solid entry, great work.

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Fully agree about a tutorial, as much as I hate them it probably needed one. Part of the problem was the original design only had the beats, it wasn't until 2 days in I realised how painful and silly it was to have to manually hardcode the charger position/timing separately for every level to make sure they were hittable mid-charge (while also being extremely tricky to line up the shots) so I added the whole timeline scrubbing system. 

Then I had the issue of two similar, but mechanically separate, concepts and no existing plan to distinguish them to the player, plus a lot of time spent adding a fairly complicated system to my "basic input mechanic" plan lol. I just didn't have time to properly rethink the onboarding/HUD to make it nice and clear.

This is so much fun!

Love the voice acting and the rest of the audio is perfect too. The art is excellent, and the gameplay is so so addictive.

It's extremely well made for a jam game, I think I played it longer than any other so far just trying to push my cows further and further. I couldn't really figure out how to deal with the imbalance if you have any tanks not in the middle line though, I tried to stagger them between left and right but would always end up spinning out of control! My poor poor cows.

Great submission, thank you for making this!

Fun little game, can tell you put some effort into the atmosphere, it's very well done.

Obviously not a lot of audio going on but I really liked what you did with the pitch shifting, didn't feel quite as panicky as the classic sonic drowning, but gave me similar vibes and feedback about the timer.

Thought it was a bit odd not rotating around a central pivot, but you get used to it pretty quickly and the movement feels satisfying once you get an idea of the level design and can plan ahead instead of blasting into every wall lol.

Great job, solid submission!

Such gorgeous art and colours, beautiful work! I especially loved the transitions revealing the black on yellow version of the level art, so well executed.

The gameplay was simple, but with a surprisingly tricky difficulty curve, the king hiding some of the notes on a long sequence was brutal.

Only constructive feedback I can think of is that the upgrades felt somewhat unnecessary with the amount of levels, it didn't really feel like much was effective apart from healing if you had messed up earlier rounds.

Fantastic submission, thank you for making this!

I had fun octoing around and mostly dying. I did have to mute the sound because the death noise was going to kill me irl though.

The movement was very responsive which helped deal with the high level of difficulty, and I liked that there were multiple routes through a lot of levels (even if some were TRAPS). Definitely has some speed running potential.

Good job on the entry!

This is so well made!

The art is perfect, really nailed the cardboard cutout look, I would say the audio was good but there was too much booing, I assume this was a bug because I played perfectly... yes, definitely bug.

The progression felt a little shortened, but that probably makes sense for a jam so you can play with all the toys quickly.

Charming, well executed entry, great job!

Intriguing game, can tell a lot of thought was put into the cards and peoples abilities/effects.

Presentation is very nice, the art and music are great. I did encounter one issue the second time I played I think... I had the middle room and both side rooms filled and locked the door between middle and greenhouse. Then the game gave me cards for 2 people in the middle room so I was unable to move them anywhere or continue as far as I could see.

Overall a very good entry, great job!

Thanks for playing and your kind words!

I had a lot more thoughts and plans to expose the narrative in the ways you are describing, but those are more or less all that made it in without getting cut to finish the game itself haha. The idea was that the opposing entity is acting through declaring inevitabilities and reality manifests it via the beats (which are called edicts behind the scenes but I didn't get round to a good way of revealing that without it getting confusing) which you then contradict.

There was supposed to be a "boss" level and everything, but you know, jam and life things happened lol. Glad you vibed with it!

I hate it when cats and aliens mess up my room.

Some of the interactions were a little unclear and fiddly, but the timer was generous enough to make it through.

The art was fun and well made, and the audio might be the best I've ever heard. Nice entry!

Some cool movement ideas, I enjoyed the speeding around. Maybe a little too responsive sometimes with the jumping off a ledge grab, I had to bounce around a few platforms trying to land on it lol.

The character art is really well done, and the sprites looked good but were hard to see clearly with the constant vibrating as you ran.

Music was decent but that and the SFX were a little loud by default and I couldn't find a setting to turn them down.

Unfortunately, I died due to being stuck on one side of the map 7000ft from the nearest civilian and struggling to climb a big vertical wall, but I saved the cat so that's a victory in my opinion.

Fun entry, some cool ideas in there, good job!

Burt is a MENACE. Oh sure bud, you just keep "finding" all these bombs do you? Nah, Burt is creating weapons and engaging in illegal disposal of volatile and hazardous materials.

For the first 4 or 5 levels I was thinking the timer was maybe a little too generous and then the one with the planks and all the other remaining levels told me that no, in fact you are a monster.

Some of the game over obstacles felt a little harsh, like the red forcefield things I can accept blowing up the bomb instantly, but them also teleporting you so you can't recover from any slight mistake was rough and the spikes at the end of the tubes...

Overall I did have fun, the cute art and music really did a good job hiding the horrors that this game portrays. Burt can not be allowed to escape his containment.

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This is so sick. Really satisfying mechanic. I found myself jumping on the beat too and got so in the rhythm I couldn't tell if you had timed the air time to fit the beat, only that it didn't stop me starting it off beat haha.

Graphics were great, I did miss a little bit more feedback when hitting enemies, I think only one of the models really had an animation for it that I could notice in the chaos, the blue guys?

Pickups were nice and plentiful, never really felt like I had to worry about managing resources, ammo or hp, too much which is nice when you are focused on the primary mechanic. The music is absolutely top tier and the boss music in particular was very cool, but first play I wasn't satisfied with how quick it died on its first phase so next time I only meleed it and had a great time boppin. 2nd phase is great, very chaotic.

My only major gripe was the settings menu bait, I really needed to lower the sensitivity!

Overall super solid entry, very fun.

No need to apologise, all feedback is good! If you have time could you explain what in particular felt too finicky? I'm guessing the deflection aiming? There is a little "aim assistance" going on with that, but I noticed too late that it had got a bit out of whack with the charger enemies after I changed their scaling and forgot to go back and make sure it accounted for that.

Very cool puzzler. Made my brain hurt and my soul having to sacrifice so many of myself to the cause.

Really good job introducing new mechanics, made the game feel purely difficult from figuring out the right strategy rather than not understanding how things worked. You managed to fit so many levels in without them getting boring or repetitive too, what an effort!

Some of the levels needed so much planning and thought to schedule both your previous and current actions, it gave it an almost assembly line/factory builder feel.

There's really not much to criticize, I think the only little thing that occasionally bugged me was the collisions with walls above your character felt a little harsh. It felt like I should be Y-sorted in front of them and not get blocked by my cap touching it. It only came up a couple of times, but in tight timing situations it meant wasted timmy.

Overall, excellent work, super well designed mechanics and levels, cute timmy. Great entry!

Thanks for playing and your feedback! 

The beat/timeline distinction is 100% my fault, not your brain, it was a core design change and I just didn't do a good enough job of making it clear. I'm glad you enjoyed it once that was figured out though.

Really good idea/take on the theme. Quite stressful haha!

I'm not very familiar with guns so I wasn't very sure what order the bullets would be fired in, which took some trial and error but once you know that there is some interesting strategy involved in selecting your bullets/target combos.

Damn this game is hard, but very satisfying. The physics felt punishing and realistic without feeling unfun or unfair and I loved the time dilation in the music, that worked really well.

The UI and overall UX needs a bit more love, but this is was a fun submission!

Sorry about that. Totally valid to be a bit lost, the mechanics got a little out of hand from the original simple design aha. I tried to get some onboarding hints in late and just hoped that + the guidance in the description would be enough.

It's so good, I had to force myself to stop playing to come and rate. Gorgeous artwork and music, the SFX are all spot on.

The only real constructive feedback I could give is that the UI could be a little more refined, my first few playthroughs I found myself searching a bit too long for buttons and explanations of the information I was being shown.

Oh and the shop.. even if you keep the gamble of pick 1 card, it would be nice to see what you "missed out on" for the simple reason of showing off the card art more, because it's awesome!

Incredible entry, well done!

Fun little game. Great job on the difficulty curve, felt very natural in the mechanic progression and was well paced to learn then properly.

Only slight issue I had was the red and magenta mice being a little too similar visually which made me pause mid-action and reassess which was a little interrupting when you were in the "flow" of gameplay a bit. I was both glad and a little disappointed the magenta mice didn't show up on the final level for me! Good rng hah.

The art style is cute, and the music is very well made (if occasionally feeling a little out of place for a cutesy mouse game).

Overall a really fun entry, great work!

Yeh I ran out of time for the more significant optimisations I had planned had to stick with the most "safe" ones to avoid breaking anything just before deadline, sorry if the performance wasn't quite up to standard. I did add a windows build at one point in case people wanted to see it run better, but I wasn't sure if that was allowed after the deadline so I took it down. It was the exact same build as the web version with no new content etc. but yeh... wasn't sure.

Anyway, thanks for playing and leaving feedback!

Hmm, I'm starting to think this hitler fella might not be a very nice guy.

The colour->damage mechanic was really cool and unique, it could be hard to use effectively with the speed you needed to shoot but I really liked that.

Great portrait art and everything was visually clear, killing nazis is a video game classic, can't go wrong with that.

Fun entry, good job!

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Really fun puzzler concept, very engrossing with the hypnotic music too. Quite difficult without becoming frustrating (except when you are 2 pixels off the end, BOUNCE FURTHER you little byte).

The only thing that didn't feel quite right was the friction when bouncing?  It felt like I lost horizontal velocity a bit too suddenly when hitting the ground with decent speed, was expecting them to go a bit further each time, especially the round byte

Overall a great entry, good job!

(aww I was hoping to come back and finish the last 2 levels later but now I see it doesn't save, it could have that too!)

Uh, you were the first person to comment on my game 3 days ago! I already rated and gave feedback on yours lol