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Airk0n

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A member registered Jun 20, 2022 · View creator page →

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I got 960  and he got 1027 I think. I'm not bitter about it. Honest.

Really good, well executed, cute graphics with the whole digital thing. 
Unfortunately I died at 960 because I landed on a rotating thing which kept chipping away 20% and I couldn't do anything about it :D

So I would suggest making it so each trigger can only get you once, disables itself, probably disappears as well when it's been activated (like even if there's 3 and you get 1 of them, the other 2 should also disappear).

Really cool though, I've challenged someone to a competition, they're setting their high score rn

Really nice, charming, cosy. As Paper Shape said your real timer isn't reset (I used a stopwatch and it did indeed game over at the time the first timer would've ran out).

I like the idea of Minecraft on a timer. I like that each of the environments are different, one going downstairs, one going upstairs and being more rocky. It's a well designed level (obviously if you had more time I would say the collision map should be separate from the prefab models, because it was quite easy to get stuck on carpet of all things :D ). The sound selection was very good, the music was a bit 'static' in that it was the same level of intensity throughout, which is kinda fine, but it 'droned' on a bit. 
Cool idea, I would like to see what happens when you win but I can't get there due to the timer bug.

This does give me the idea of the ship game (the one you reviewed for me thank you) to have some way of 'releasing coolant' to increase the countdown or something like that :D

Hey, thanks for the feedback :)

Can you define 'Although the game didn't work at all' could you not move? not click?
You go on to say it's well designed and polished so I'm not sure which one to believe :D 

I'll give your game a review

(2 edits)

Hi Mirko,
Thank you very much for the detailed feedback, for playing, and for persevering through the frustration!

So you've essentially spotted that I failed(ran out of time) on one of my original design goals, so you're completely right.
The goal was that you would die a few times figuring out how to get each of the sub-systems to be correct. 
However there's nothing feedback to you that you got a sub-system working in the game I released.

Almost immediately after the Jam ended I added these lights(they also make sounds when they turn on) under the launch button that turn on when a system is complete.

So now the loop is more like:
1) Figure out how to activate each system
2) Realise that you can't do them in any order (there was meant to be more timing elements like the fuel, in this version as long as you start with fuel you're good).



3) Apply your learned knowledge of each system as well as how long they all take to get the ship going before it explodes.

Glad you got an ending. I wonder if you got the 'I wonder if they know I'm out here...' or the 'you were picked up and returned safely' ending.

I think I've rated over 20 games for the GMTK now. This is probably up there for me!. So this feedback is minor details:

When I complete a level and click retry, next time I die, I should still be able to go to the next level. I was only retrying to see the dialogue again which didn't come up.

The collision is a bit unforgiving.

I did love the little explosion, the camera panning over, the lil guy floating about. The simple art style that is consistent. Very very good and the burns fits the theme in a more creative way that what I did (I did time of course!).

I like the concept. The time icons don't appear to give me any additional time :D

I like the idea, quite good for the countdown idea. I couldn't get the game working though, if you could give more instructions in the descriptions and/or fix the audio/visual feedback then this would be better. 

I liked the controls, the RTS style of movement. I like the idea.

I didn't like the click sound being so loud compared to everything else, I didn't like the lack of feedback for the countdown. The countdown theme is a bit vague here.

Thank you, yeah agreed!
Originally I planned on having lights in the centre console that would turn on when a system is primes. So you knew you'd done one. And perhaps one of them was on to start with so when you turned it off by mistake you'd learn what the lights do.

As for time, yeah that's a balance I would definitely tweak. I was aiming for 'enough time to do the correct sequence of events, but not enough that you would be waiting around once you got it, with a bit of time to play with things.' 

I like that we're very directly playing with a countdown here. Good job.

Interesting idea with the nerfed stats

That was pretty surreal, I think I enjoyed it? Good work!

We actually have very similar ideas, a countdown to a disaster, you have to operate terminals to get there.
Mine was less wordy, more trial and errory :D
Good job! 
https://airk0n.itch.io/self-destruct-activated 

First

Did not run in my web browser unfortunately

For 3 hours this is pretty amazing, 20 minutes well spent on the game over animation screen was well worth. The ai did feel different from one another and I liked the clouds being visible through the map to give the impression of height (with the shrinking sprites when you fall through it 

I'd say this is the best game of the jam!

That's an insane amount of content in 3 hours, I'm not sure I would've been able to come up with the cases alone in that time :D
I will have to know, how do you know the difference between a tick and a cross?!
Also Jennifer is giving me criminal vibes.

No advice, I just love it :)