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AmeliaAltor

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A member registered Sep 09, 2024 · View creator page →

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Lots of fun and great art and audio! I noticed in one of your comments that there's a bit of a Balatro inspiration here. I feel like I would have liked to see scoring goals rather than the objective being to just get a really high score. But given the time limit, adding levels might have been too large in scope for a week long jam.

I also was confused by the mechanics and this made more sense to me!

Really lovely art and music. I didn't feel like the occasional shaking of the planet and the fade to white really added anything. At least nothing I could see. I didn't seem to lose any items. It might add to the time?

Lovely art. It took me a bit too long to realise that I needed to hold down the M key to be able to properly mix up the drinks, however. 

Really enjoyed this. I feel like I could even play it as a full game. I noticed that after a certain point in the day the music cuts out. I think I might have been too good of a worker because I found myself with nothing to do around the end of the day. But I might have been having to much fun. I actually had to stop because my wrist started hurting from running my character around. If there's anything I feel I would add it would be the potential for the copier or coffee machine to break, which would slow your ability to get tasks done as you have to wait for repairs. 

I felt that the world was quite large and made it difficult to locate the pizzas. The timers were very short and made it difficult to bring them back before they went boom. I think it would've been nice to have at least 20 or 25 seconds. Also, after a certain amount of failures, I found that my car was just phasing through the pizzas and health pick ups.

I had some of the same issues with crafting and hitting the win condition even when I should've lost. But it was fun. Made me think about the show Pinky and the Brain. The font used is nice but I feel like it would've been more at home in a medieval style game. And maybe this is more a personal thing but I kept thinking that I would've liked to see this a laboratory setting. The big thing though is I feel like I'd have liked to see the unstable theme used more. Obviously, the characters are more than a bit unstable and they're creating a dangerous weapon but I feel I would've liked to see the creation of dangerous compounds used more instead of simply crafting something that you know is unstable. But great job! Hopefully this doesn't come off as too critical or anything.

Very cute art! I would say that the UI needs a bit of tweaking. I felt that the sliders in the options menu were getting a bit lost in the pastel background. The pause menu buttons needed to be bigger. I think I would've preferred the menu to be an overlay over the game itself. It would've made it feel less like small buttons in a huge empty space, if that makes sense. The dialogue text could've used a darker outline so that it could pop out more on the dialogue window. I did find there was a bit of difficulty spike with all the hills. I kept trying to go over the hills as carefully as I could but there were several times where I would push a button and the cart would go flying. I would've liked if there was more a gradual build up of hills as you go through the level so that the player is given more time to slowly build up their skills with navigating the cart. But great use of the theme!

I really loved this. Highlight was a run where I was about to fall into a pit only for the monkey to grab me midair! Sure I got eaten, but I was rescued as well. The one change I feel I'd make is for there to be an option to restart right away instead of having to add my name to a leader board every time.  I tried this multiple times and I only managed to get to about 40 or so. The different animations for getting eaten, or electrocuted or falling in a pit were nice as well. Great job!

Loved the transitions between the levels! I admit though that I only made it to level 2. I feel like there was a massive difficulty spike. I was trying to carefully tilt the table to avoid the giant pit in the centre only to realize there was a time limit. I don't mind hazards but I feel it would have been better if the pits start off smaller and more easily avoidable and then when the player gets the hang of things, then there could be bigger traps. On the other hand, I could just have a lot of difficulty with stuff like this. It might be that this is quite easy for another person. 

I was not expecting the dark humour from the doctor when a patient died. I do think that it would nice if the game would pause while I was trying to check the systems, but on the the other hand, maybe the time limit helps with the theme. I did manage to cure two patients so that was nice.

Had a lot of fun. The only issue I was having was with the font sizing of the UI. It felt a bit too small. Also, and this might be a personal thing, but I feel like the camera could have been placed a little closer so I could have a better look at the art. I loved seeing all the blocks form the dungeon.

This was a lot of fun. I loved how even the controls would change. I feel like you really incorporated the unstable theme in all aspects, not just in the gameplay. I was surprised when I saw the GDevelop logo, as it's not a game engine I see used often. Honestly, it's a really good example of how you can make something really great with visual coding engines.

Really enjoyed this. Not sure what the win condition was. I believe the description said about 50 metres? I got to about 31 metres. I wanted to mention the pause screen because I don't think many people would see it. I liked the tv screen effect. I did feel like some of the fonts were a bit tricky to read, however.

It reminds me of games like Coffee Talk except for the fact that there's no narrative in this and the focus is on making drinks instead. I do feel like more could have been done with the unstable theme. It seems like the unstable aspect came with the potential for making the wrong drink and that means that if you make all the drinks perfectly, you don't run into the unstable theme. But I think the art is really nice. It looks like the photo in the tavern might be based on a real photo? Perhaps with the people making this game? Fun addition if so.

I really like this take on the match-3 game. The rising magma gave it a nice amount of intensity instead of the typical match 3 game where you you have a limit of turns to complete a level. I would've liked to have seen different abilities for matching different objects. Maybe diamonds could've halted the flow of magma for a bit instead of just having the water drops affecting the magma flow. Just a thought if you ever want to expand this. But really well done. 

I liked it. It reminded me of Flappy Bird, except vertical instead of horizontal. The birds were very cute. I do wish there were more platforms along the route because they acted as nice checkpoints so that falling didn't feel so punishing. Falling felt a bit punishing as well because I couldn't see a way to catch myself. Though that might be the unstable part of the game coming into play. I also feel like if you removed the ninja elements it could also work as a sort of "canary in a cole mine" situation. I say that as a compliment by the way. I think it's good when it's the game play that sells a game jam's theme, rather than the art or overall aesthetic. 

I liked it. It reminded me of Flappy Bird, except vertical instead of horizontal. The birds were very cute. I do wish there were more platforms along the route because they acted as nice checkpoints so that falling didn't feel so punishing. Falling felt a bit punishing as well because I couldn't see a way to catch myself. Though that might be the unstable part of the game coming into play. I also feel like if you removed the ninja elements it could also work as a sort of "canary in a cole mine" situation. I say that as a compliment by the way. I think it's good when it's the game play that sells a game jam's theme, rather than the art or overall aesthetic.