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arkicade

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A member registered Oct 31, 2016 · View creator page →

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I really like the concept of using time as a resource which can be distributed amongst different objects! There was a lot of polish added to this game (particles, transitions, trailing line) and consideration on player movement being very smooth. I appreciate the level difficulty as this game paces the introduction of new mechanics well across each level.  I struggled a bit with overflowing time on objects reaching max capacity. Overall, good job!

Love the concept of this game and the artstyle! It's so cute that you have to prepare the house for guests before your mum gets home. I appreciate the item list being crossed out when tasks are done as I didn't notice the bathroom door on my first playthrough (and knew something was up since I thought I had collected all the hamsters). The tasks were fairly intuitive (aside from the bathroom temperature) and I appreciate the narration which added some clarification. I immediately recognised the colour palette from LoSpec! Fantastic job :)

Such a cute game! I love the story/framing of the game about going to see grandmother and how the kid names all the little dew drops and how each day has a different obstacle to switch up the game play. Good use of sound effects too for the raindrops. I often found myself just picking raindrops near a pre-existing streak (but away from an obstacle) and just clicking them as fast as possible to ensure I could get as many races as I could during the car ride. I managed to get a score of 1550 in the end. Fantastic job team!

I really like the unique interpretation of the theme! Having each balloon have its own countdown and being able to pick up other balloons made me feel like I was versatile as just as when I was on 1 balloon I could slowly swerve to another balloon in time and still keep the momentum going. Having both spikes and horizontally obstacles meant there was always something to dodge but I managed to get up to around 133000m in the end. Having large balloons with longer count down times means they're easier to get but also easier to pop (a minus) but the surface area is such a plus that I often find myself not bothering to get the 15 second balloons or lower. Overall, very nice game! :)

I really like the use of audio/sound effects! I've seen the idea of counting down time but the fact that you have to count down multiple objects in parallel make this game more complex! I appreciate the shading of blue or burnt to indicate whether I counted too long or short so I could adjust for the next menu item. Deceptively difficult, nice job!

A great first-time game jam entry! I liked how you could use your horizontal momentum to carry yourself over from one platform to another (which is stronger than vertical jump distance which I haven't really seen). The game is logical and I appreciate the beginning cutscene (which is pretty funny) and adds context to the narrative. Best of luck for anything you all do in the future, good job team! :)

Thanks for playing (and for sharing the funny joke)! Very happy to hear you enjoyed the concept, art and audio :) The scoring is mostly punishing if you don't put in a word but aside from that we tried to skew towards the game being easier rather than harder for a game jam. 

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Thank you for playing! For a game jam we tried to air more on the easier side, our original version was quite difficult (scoring was punishing) so we made jokes more balanced. I'm very glad you noticed the touch on Yasmin being in Ollie's brain :) That is a pretty good joke!

Cute game and it's very enjoyable to play! I appreciate how the physics were deterministic, so instead of "hoping" that the launch would work as it did in previous runs, I could focus on tweaking the final part of the sequence (i.e. move one block) to ensure all the ingredients were met. Having the limit of matching the amount exactly made for some really interesting puzzles. Well done :)

Very fun it's definitely a game that hooks you more as you play it over time! Sweeping in the guys was very satisfying and the game is intuitive/well-explained. When sweeping, I just put my mouse/cursor in the centre of a circle and then pressed to sweep the guys always in that direction (much easier than rotating my mouse/adjusting for each guy was just to keep the mouse still). Great job :)

Strangely addictive and really fun to play! It was euphoric every time I hit a +100 bubble. I was curious if you considered allowing the player to "hold" the arrow which, upon release, makes it move faster which could add more complexity. The fact that you can only do one input/press it once really asks the player to be precise and get it right the first time and I appreciate the delay in regeneration to prevent the player from spamming the throw dart button. Overall, great job :)

Incredibly well-executed and polished with amazing pixel art! I appreciate how when you die you only restart on the same screen/level and was surprised on how much the team managed to extend the mechanic. A great puzzle platformer, I wish there were more levels!

Such a catchy soundtrack and the graphics really fit the theme of the game! I really like how there are multiple minigames to "save" your computer which freshens up the gameplay (the error messages on the screen were also quite funny)! For me, I ignored the error windows and just tried to enter inputs whenever there was an opening into visibility. I like how the music signals when your time is almost up as sometimes the windows cover up the amount of time you have left. Overall, great job team! :)

Absolutely love the collage art style, the typewriter sound effect and aesthetic of this game. It was a very good choice to take a picture of previous attempts as that really helped me solve the puzzle (to directly compare). Also having the sprite of the ingredient be different from the ingredient plated was a nice touch!

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Thank you for playing (and for sharing your joke)! It was a stretch at the last minute but I wanted to include some story about how they ended up at the comedy club ^_^ We also really wanted to do a tutorial to ease players in to the game.

Thank you so much for playing! We're very glad you noticed the extra polish and it was something we were focusing on. I guess you're right in that there are two "count downs" in our game (the first preparation and the second to ensure you speak the words on time). The evaluation of words is based on our word2vec embeddings :)

Thank you so much for playing! Good suggestion on having more words to choose from. Our scoring was based on word2vec and we wrote a script just to create the embeddings for the relative word scores. The tutorial mentions how the punchline should "match" the setup meaning the words chosen should be similar. Glad to hear you liked the concept :)

An incredibly relaxing game! The smooth transition from the floating objects/art assets to the final picture really sell the cozy experience. I also appreciate how going from largest to smallest naturally has a built in difficulty increase (found myself chasing the smaller objects using a trackpad). Could be expanded in interesting ways by introducing new patterns or new rules to consider when clicking.

Pretty neat game and I appreciate the polished UI! I mostly relied on the heartbeat sound effect in order to time my duels (roughly 3 seconds for every beat but I may be wrong). I'm happy that I managed to get to round 7 in the end and found the controls/animations satisfying. It would've been cool if the clouds were scrolling in the background (maybe a floating tumbleweed too as you wait to draw your pistol). Good work :)

Quite a cute game! I like how each number has a different "minigame" you have to play in order to catch it (which spices things up). The art is wonderfully cozy, props to making all this as a solo dev. Well done :)

Amazing interpretation of the theme and a very well-executed entry. Was very impressed when I realized the  momentum could be exploited in previous runs to allow for further reach/distance when the countdown ran out. Some puzzles require knowing exactly when to get a cog as to not kill yourself before the respawn so a restart button would've been nice. Overall incredible job!

Cool game with an interesting theme (being based on Dante's Inferno). Good interpretation of the theme as well, I appreciate how each floor was thematically relevant to what happened in the text (e.g. the "winds of lust"). I didn't know the objective at first (tried to jump on the ghosts/dash into them to kill them) but then when the second layer happened I knew the objective was just to survive. Good job!

Very soothing game it's intuitive and relaxing to play! I enjoyed the animations after the puzzle was completed and was happy to find that going to -1 is marked but doesn't count towards the objective (which makes puzzles a bit more complex). I just wish there were more puzzles! Great job team :)

Amazing polish and art style! I love these wario-ware style games and I felt that each minigame used the mouse controls in a unique way (sweeping the room does overlap with washing the soap but the context is different enough to not notice). Fantastic job :)

Update: I just added a "WILD" mode where you can change the length of the timer and the number of suspects. Thank you for your feed back :D

Amazing juice on this game! The purple/green colour palette, star particles and 2D drawn hands make for a memorable art style. Also very fun to play. I appreciate the leaderboard as it encourages me to go back and get a better high score. I was wondering if simple names like "Sam" award you less points than longer names.

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Did not expect to see an FMV game and was pleasantly surprised! Loved the cinematography and sound design, it really adds to the atmosphere and immerses you in the scenario. Someone feigning apathy at the situation whilst meticulously trying to leave without any faults or regrets. I had no idea that such a feeling could be expressed through a typing video-game. Phenomenal job!

Thank you for playing and the feedback! It is possible that you don't actually have to read everyone's statements in order to deduce the culprit. I am considering adding a "WILD" mode where you can adjust the length of the timer :)

Thank you for playing!! It makes me really happy to hear you enjoyed the game :D

Glad to hear people are liking the mystery theme :D It took a long time to of decide how it would work. Thank you so much for playing! I tried to add more polish in this time compared to previous game jams.

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Thank you for playing! Nothing wrong on your part, the game is quite hard. But once you figure out how it "works" on multiple replays, you can expose the killer pretty consistently :)

Thank you for playing!! I'm contemplating about adding a "WILD" mode where you can decide the timer length, number of people, and number of rooms (possibly)? 

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Thanks for playing and the feedback! It was a bit difficult trying to make it procedurally generated but that means the puzzle had to be a bit simpler, so the time is what's challenging. Happy to hear you like the graphics and theme ^_^

Thank you so much for playing! I'm so glad you managed to catch the killer.

Also thank you for the suggestion! Luckily, even if you click on them it doesn't do anything (or hover over them). I just wanted to space out the instructions to ensure the player understood how to navigate between rooms :)

This game was surprisingly difficult! I appreciated the "stunning" enemies after one was defeated mechanic. The monster design was well done and intriguing (reminds me of the sprites from Yume Nikki). I also really liked the "font" used in the logo, considering it was made in PICO-8 you'd have to have made it yourself. When there were multiple enemies at once, it would be nice to choose which one to "hone in" on but I know that the monster that's the closest to you is the one selected by default. 

Wow so much polish in this game! The tutorial was incredibly elegant in how clearly it communicated the mechanics and acted as flavour text. I really like how relaxing the music is (I think it's a loop from Trois Gymnopédies but I could be wrong). It contrasts with the strange atmosphere of fighting these monsters. Fantastic job :)

I adore the hand-drawn graphics and the pencil/sketchy brush you use for the artwork! It's very charming. The gameplay is very intuitive and easy to pickup. One thing I noticed is that in the web browser, the game's window is stuck to the upper left-hand corner (or maybe at least for me in my web browser). It could either be (1) needing to set the dimensions in itch.io correctly, (2) if you're using Godot the stretch mode should be canvas_items or (3) something else I don't know ^^' Overall very cute game :)

Thank you so much for playing! The game is definitely on the more difficult side but once you know it's tricks, you can reliably figure out the culprit quickly :) Also I really like your profile picture.

Great typing game it was very fun to play and the UI/gameplay was very intuitive. I also love the design of the main alien girl and the flavour text/cutscene before the game :)


One thing I will mention is that when I played this in a web browser the game was shrunk to the left-hand corner of the screen. In the game itself, the border would overlay on top of the game so some of the words were obscured (I just had to go through each letter individually and use intuition). Most likely you can change the embed size of the window in itch.io settings. But if you're using Godot, it could be you didn't set the stretch to canvas_items. But overall really cool game!

Fantastic art! It's always lovely seeing hand-drawn sprites. The fun little gags (e.g. the guard in the bathtub) are incredibly charming. I did not know you could go "off-screen" at first (I only went into the door on the right and left or the queen) but I eventually figured it out given I exhausted my options. Overall, a fun game :)