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A member registered Jul 05, 2023 · View creator page →

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Satisfying, but a little too simple to hold my attention for long. I like the art, the little TNT apples were very cute

There is a lot of good effort on display here. I like the art, and the main menu music is really good, I just wish there was music during the game itself! I think the map was cool, and wandering around, while it's unclear where to go at first, really does feel like exploring a strange, unknown world. That said, I wish the player controlled a little more fluidly. It feels fine enough, but it's very basic. Some acceleration, some coyote time, maybe additional movement options like a double jump, could have made exploring this world all that much more enjoyable. But for what seems to be the majority of the teams' first game (at least on itch) this is good stuff. Keep it up!

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Fun and simple. Under 24 hours is an accomplishment! It's difficult to make anything, let alone a puzzle game this satisfying, in that time. Great job!

Very hard but very rewarding. I think the weaker puzzles were the ones with heavy "traditional" platforming, like the spike room and many of the laser rooms. They aren't bad, just something that could be in any game. That said, many of the puzzles are very clever and well designed, I had many "aha!" moments with this one. I didn't finish it, but I did play it for 40 minutes straight, so that should say something!

I appreciate the honest feedback! 12 is better than my best of 10. It's unclear to me if you reached this part, but just to be certain I will tell you: there is more to this game than just the Pong Clone part. If you lose and stick around for a bit, something might happen.

I appreciate the feedback. I was trying to get you to play more of the game so you'd find it on your own, but I will just tell you: there is more to this game than just the Pong Clone part. If you lose and stick around for a while, something might happen.

Hey I really appreciate the sincere feedback. I was trying to be cute about it before, but I will just tell you: there is more to this game than just the Pong Clone part. If you lose and stick around for a while, something might happen.

I'm starting to suspect that there may be a bug in my AI as well. What score did you get?

Thank you for playing. I've found that as well, but it seems to only work to a point. If you think you can beat it, I'd encourage you to try! I wasn't able to...

Thanks! I think I may have made the AI a bit too hard. Let me know if you can beat it.

Very cool! You nailed the C64 vibe! The music was surprisingly catchy, especially the song that plays when you're nearly out of time. I think the proc gen could use some work, on one level I spawned like 5 blocks away from the exit. Also, I wish you could drop weapons in order to pick up new ones, I found myself having to use up weapons that were half used in order to pick up a new weapon. But the combat itself is good, if simple. It's brutal and short, a bit Hotline Miami-like in that way.

Cool little game. Web version didn't work properly, as others have mentioned, but the download version worked great. I got 4971, which I felt like was much further than anyone was meant to get lol. Objects started clipping into the belt or each other, making grabbing them difficult. But overall, looks and plays great, and the music fit the vibe very well.

Thanks for playing! Yeah the profanity filter I used was a bit too aggressive, I had to add back a lot of words, even ones that don't make sense at all like "lop" and "food", but I guess I missed "mad".

Thanks for the feedback. A pause button would compromise the design of the game as-is, since pausing the timer would give you extra time to think of words (even if you can't see the keyboard). Now, an options menu and the like, I can do, but I'm lowkenuinely undecided on whether I'm going to continue working on this game.

I did consider having you be able to queue up a bunch of words, but I couldn't find a clean way to visualize it. I also feel like if I went down that route, the skill ceiling shoots up really high, because then it's just as much a "come up with a word" game as it is a "how fast can you type" game. I'll have to think about this, thanks for the suggestion.

Thank you for the detailed feedback. I'm very happy to hear that you tried out easy after struggling with normal, that's exactly what I wanted people to do! But now that you've conquered normal, you should try hard if you think you can manage, it's a real mind bender.

I will make you a small promise: if this game wins this jam (it won't) then I will CONSIDER doing a post-jam update.

Glad you liked it :)

Thanks, glad you liked it. There was a lot of focus on the visual elements, less so on the gameplay.

(btw the game does technically work on mobile, it's just kinda slow in my experience)

Thanks! And trust me, you really don't want to see it lol. It's an absolute mess of spaghetti code. That said, there is one system that is reasonably polished, and that's the item system... which I basically copied directly from this video (source in the description of the video).

Glad you liked it! And yeah, that's fair. There was a point very early in development where I just stopped reading the quotes entirely lol... I considered giving the quotes more of a... ceremony to introduce them, with them being read aloud and the letters dropping down, but ran out of time for that.

This was so much fun! Great choice of music! I loved the ending where there was like a hundred things to pick up and i was like "hell yeah". Surprisingly hard, but rewarding!

For a first jam entry this is really good. Balancing was a bit strange, I found. Like the game got way easier after a good round. Would probably be best to put a maximum on the amount of trash per round, maybe double the requirement. One round I was about to pick up over 100 pieces, despite only needing like 10. Putting a cap would force the player to play more rounds to collect everything while still rewarding good play. Idk just spitballing ideas here. Still very good for what it is, loved the upgrade images (Chad is my favorite).

Loved the art and relaxing music and sounds. Chill vibes, perfect for a short idle game. Very impressive for "like 2 days" of work!

I was surprised to see the Blue Prince-style map building, that was a real treat and was done very well here. Visual style, audio, and gameplay are all up to the usual ace_of_4s standard (meaning really, really good). The only thing I would criticize about this game is the fact that I cannot pull up the map before choosing a direction. Aside from that, it's a damn good jam game!

Sorry about that lol. As it turns out, the game I made in 4 days isn't super well optimized, who would've thought? Thanks for playing!

This game has similar aesthetics to mine, with the black UI, menu-focused gameplay, and a concept surrounding atomic particles decaying. I think yours looks way cooler than mine though! The CRT effect on just the particles gives a really "science-y" effect, like I'm looking at the output of some scientific instrument. I probably wouldn't play it for hours at a time, so I appreciate the option to finish the game early lol. Very unique!

Thank you for the detailed feedback, and we're glad you liked the game! We are considering doing more with the game, so stay tuned!

We've been testing in Chrome on Windows, I just tested in DuckDuckGo on Windows and it worked for me. I unfortunately don't have a Mac to test on.
Looking into it a bit, the best guess I have is that this is a result of the shaky compatibility between Godot's web builds and macOS. In particular, there seems to be an ongoing issue with web builds that use multithreading (which our game does), but the best source I could find on this is this note from the docs. In retrospect, we probably don't need multithreading on this game lol, thanks for bringing this to our attention.

Sorry to hear that the game crashed :( What browser and OS were you on? Perhaps we can troubleshoot.

Thanks, glad you liked it! As mentioned in the game description, we used this pixel planet generator for the planet visuals. The generator uses shaders, but also allows you to customize a planet then export it as a sprite sheet, which is what we wound up doing. We did somewhat regret going this route though, as our sprite sheets wound up being huge (Saturn's sheet is over 51 MB... after compression).

This is the game us Horace Heads have been waiting for. Some might call it "derivative", "not even really a game", or "a scam", but us TRUE and HONEST fans see the ART in SUPER FIGHTER X. I am currently writing a more detailed review, including a 9-page deep dive on the symbolism and subtle (genius) story telling in SuFiX. But first, I have to get back to drawing trees (very important).

I just released a game where we used this. Thank you!
https://cache31522.itch.io/project-kardashev

I didn't see a license included in the files, nor one mentioned in the description here. I would really appreciate if you could add some kind of license that explicitly allowed for other people to use this, something like the MIT license, or a Creative Commons license.

I just released a game where we made heavy use of this generator as well as your space background generator. Thank you for making this!
https://cache31522.itch.io/project-kardashev

I just couldn't stay away. I used some more of your music for a game.
https://cache31522.itch.io/project-kardashev

Thank you! I went back and finished the game, it's so incredible, thank you for making this.

I think the issue with the second argument is not that it's confusing, more so it's that there are just so many options that made sense to me. I was pretty sure it was the calendar, but I wasn't sure which statement (and I really did think I tried "I never wanted this" + Calendar, but I guess not). But in my desperation I tried like 40 different combinations, trying to link together the words of statements and the objects, like how the aquarium is described as "empty" in the statement but clearly had a fish, or at least an image of one. Anyway, clearly I was just overthinking it.

Originally we planned on doing different types of guns that you could switch between, but unfortunately we didn't have time to implement that. As for why we have the player hold down the mouse button, it's because 1.) not all of the planned weapons would be fully automatic and 2.) there is some subtle knockback to the player when shooting, and we figured players wouldn't want to be constantly being knocked back with no way to stop it.

Thank you for your feedback and ideas!

I'm in the same boat. Fantastic game, but I couldn't figure out that puzzle, even after like 20 minutes of guessing. I would gladly play the game again just to see what happens next if someone posts a solution though.

Very cool, always love reading about people's creative process. "Cookie Flicker" is such a good title, even though this game has little to do with Cookie Clicker (aside from cookies lol).

I was wondering: why the switch to Godot? I made a similar switch from Unity to Godot, though it was before I started doing game jams. For me, I made the switch because of the changes in monetization policy for using Unity. Even though they reverted those changes since, it makes it harder to justify using a piece of software when they've demonstrated they have no issue changing something as major as that at the drop of a hat.

This was so good! Love the art style and music, and the gameplay was a lot of fun. It's a pretty straight clone of Ballionaire, but a good clone with a lot of its own ideas. It's a shame you couldn't get a web version working. The non-.NET version of Godot does support web builds, did you try using that? Obviously if your code is written in C# that won't work, but just a thought.