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Dark Muppeteer | Atomic Elk

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A member registered Jan 03, 2019 · View creator page →

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Thanks for letting me know about the visual issue, seems like a couple of people have been hit with it. If possible could you let me know what browser you were playing, that'll hopefully let me track down what's causing it (I suspect it's related to the poor framerate in that build) .

Thanks for playing and letting me know about the caustics issue, if possible could you let me know what browser you played on, I've not seen it on the few I've tried so far? I suspect it's  related to the terrible framerate which  is 100% due to me adding too many fish towards the end . I've got a better performing build ready to go once the jam is over.  Download version should play and look a lot better. 

Thank you for playing and the feedback. You're right, the jumping isn't explained, but you just need to be moving fast enough as you reach the surface, so using boost on approach is the easiest way to do it!

Thanks for giving it a go even with thalassophobia, hope it wasn't too much on the horror side <3.

Glad you didn't get hit as much with the webgl per issues, I've got it performing a  lot better now so the build after the jam should run a lot better. I'll have to look into the distance UI bug, it's not something I've seen my side before. For the info text I'm planning to have a section in the menu that gets populated with info for all the things you discover so you can read them whenever you want aftre unlocking them. I've also added more control options so there will be full mouse control including steering and more button options for sonar/interact.

Thanks for playing, I actually tried setting up some procedural turn anims but the models rig is a big weird so I couldn't get the looking great. If I continue with it I'll be looking at some orbiting cam options, I went pure folow cam for the jam to keep it simple for myself. 

Hung up clothes, watched them dry, no lies detected! After the rain started in day 2 it never seemed to stop again but on subsequent days it didn't affect the clothes drying. On later days when you have more peoples items to dry it definetly got more difficult to track/remember what beleonged to each.

An enjoyable top-down, roguelite, had me playing a bunch to see if I could get a better run.

Ran around and killed ALL the things, nice old-skool feel with the sprite based enemies vs 3d world.

This was amusing, woud be a great rage bait game, especially if the controls stayed as is. Being able to skip the dialogues after the first run-through would be nice though.

Interesting concept, the animations made with the artwork were really nicely done and the almost ASMR style lobster facts were on point. I got hit with the freeze bug a few times but after some experimentation I managed to get to rhythm and complete it. 

The level looked nice and had plenty of critters to hunt, of which I nommed several over my couple of plays. The controls were a bit fiddly at times (Malbers animal stuff has always been a bit weird so to be expected) and the thirst and hunger felt a little quick to depelete but I think it makes sense for the shorter jam loop. I tried a few approaches but won by wrecking stuff in the camp to scare them.   

Neat thematic spin on the programming games genre and scratch style blocks kept it very accessible. As others have commented I wish I had a better understaning of the distance units so I could make more educated attempts, and that it was a little faster, but I'm guessing this may have been partly a choice to enure you can get out of the way when the programs start running.

Pretty awesome little sim that's more of a sandbox at this point, but mechanically felt great to play with.  Though I have apparently forgotten how to drive a forklift since the last time I did back in the last century :p.    

Gorgeous art and atmosphere but man that camera and aiming, there was some ik weirdness with the arms when holding rifles  (I expect exacerbated by the camera issues) and the run speed didn't seem to work properly on the second level, but I can see what you're going for and looking forward to giving future builds a try.

Thanks for giving it a play, and yeah the web build performace suffered from me adding a bit too much towards the end and running out of time to optimize for it. It does play significantly better in the windows build but I wanted to add the web build aswell as I know not everyone has windows or wants to download anything (possibly to my detriment).

Thanks for playing, the sonar currently has a 60m range but I think it feels shorter now as I increased the base move speed so you partially catch it up if you use it while moving, I'll definetly be looking to increase it. I'd planned to have a bunch more things to discover/interact with to mitigate the "dead time" but ended with about half of them to get it submitted in time. 

Thanks so much for giving it a try, and for jumping through those extra hoops to get it running. 

Controls felt very imprecise but with some patience I could get further through the level, a lot of the platforms were placed so you could get stuck in various parts of the map with the only option being to kill yourself to continue. It felt marginally better using a controller (I was curious if it'd workk so tried) but there was no mapping for shoot. 

I got hit with the camera issues and the occasional audio bug but did find it quite amusing overall, and I apparently don't know feck about Irish trivia.

Great looking, almost serene game, I wasn't intially sure what would damage me so just avoided pretty much everything except the biolume and hung around mostly in the middle. I got most of the way to the end then double tagged by some leaves and a bat lol.

Took a couple of plays to get into the swing of it but was pretty fun, would have liked to see some speed related power ups to help deal with the tasks and then avoidance later (didn't  see any in the earlier levels I played), but it did get me playing it a bunch of times.

Nice little point & click detective game with chill music and really nice use of items for uncovering/gathering the evidence in the various scenes, i didn't solve the case but will be going back for another attempt.

The controls took a bit to get used to (it sometimes just decided to roll a bit) and I wish there was a mouse movement sensetivity slider, but I had fun literally dropping of the various clients, and accidentally killing a few while attempting to pick them up. The score at the end showed as 0 for me but the HUD score was a few hundred.

Thanks for taking the time to play,  the webgl build is definetly not great framerate wise (and I think worse on some browsers too), I ran out of time to get perf fixes in before the deadline (my own fault for adding a bunch of stuff towards the end).

Thanks for playing. Yeah, I tipped it over the edge perf wise for the web build with some late additions, I know a few ways I can fix it but ran out of time to do the implementaitons before submission cuttoff, controls wise it's definetly better with a controller and I think invert has the wrong default setting (at least for me). 

Thanks for the feedback, I intended to have more to discover but sadly ran out of time, I've now listed what's in currently at the bottom of the game since some are tricky to find as they have large roaming areas. I was actually worried it felt too slow so kept creeping up the speed I toyed with a quick turn but couldn't get it feeling nice enough. If I continue with it at some point I might add a speed slider. 

Thanks for giving it a play!

Narrative had enough intrigue to keep me playing all the way through and try a few options, I finshed with the Flee ending on my first playthrough. The audio and images did ok at setting the mood of the scenes but I didn't feel there was much consequence for my choices.

Narrative had enough intrigue to keep me playing all the way through and try a few options, I finshed with the Flee ending on my first playthrough. The audio and images did ok at setting the mood of the scenes but I didn't feel there was much consequence for my choices.

Nice simple puzzle/logic game, the progression felt great and I only needed to use the undo a couple of times in my full playthrough, the VO helped a lot with keeping it interesting.

Fun silly platformer with an old skool flash vibe, the presentation and art was cool and I found a few of the weapons while racking up my discount, though I did find the controls a little awkward.

Fun silly platformer with an old skool flash vibe, the presentation and art was cool and I found a few of the weapons while racking up my discount, though I did find the controls a little awkward.

Loved this, that little dude had a lot character, the controls were pretty intuitive once I understood the relationship of the buttons to the actual movements and the movements of the crane was smooth and satisfying. I know there's a kind of progression through the reducing number of items to grab but I do wish there was a more direct x/y tracker as well.

Nice little Missile Command style score chaser. The sceenshake, sfx and vfx were all on point,and bonus points for the wilhem :p. Quite tricky to get a high score, 1050 is my best so far.   

I also ended up getting stuck falling into the void a few times. The controls felt a little awkward at first but the chaotic nature of the movement kind of added to it rather then be detrimental (at least imo), feels like it could be someting interesting when fleshed out more.

I downloaded the cards and watched the video on the project page, the artwork is very nice and the gameplay looks like it'd be an interesting little game to play.

Ship movement felt great and the chain combos were a nice touch, but I did find the shooting sound to be a bit grating especially given the high fire rate, and the font especially in the intro was not the easiet to read. I agree with the BlackmageUK's comment that a slower attack speed might be beneficial.

Made it to the end with 99 on my first try but was definely playing more carefully towards the end. It was fun zipping around, the artwork is lovely and the sound effects were both amusing and suited the game really well.