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omgbear

169
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A member registered May 09, 2022 · View creator page →

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This was awesome! I had the game-only screen open from the day prior, so went in without context. Was driving carefully until I accidentally hit someone and got ‘Spin right, 1x100.’ All of a sudden, I got a huge grin, and the music made so much more sense.

This was a lot of fun, brought back fond memories of SSX tricky and the like. I missed that you could jump or slam, so maybe some controls fading away at the start would help? But the transition from ‘driving sim’ to ‘snowboarding game’ was great at least once:)

Adorable, and lots of fun! Short and sweet, but I like the mechanics and trying to fly up the leaderboard. The continued upward momentum after you stopped flapping was a nice way to make timing the branches trickier.

Fun game! I thought I was okay at bullet hells but couldn’t make it past the water phase, so maybe not :). I wish the checkpoints were closer together and/or the dash had I-frames. It felt pretty tough to use even on the second level given the enemy density and their patterns – The curving patterns are fun, but take a lot of space and are much harder to avoid that what I’m used to. I like the combination of kinds of obstacles from different directions.

Great work, cute sprites and fitting music.

Very cool take on the theme! Loved the atmosphere, the music, sound, art and story all fit together really great. My only complaints would be some of the pixel hunting was tricky and that some objects only became clickable after other events.

Really enjoyed, great work!

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Lots of fun! Cool idea for a ‘action-golf-platformer:)’ The movement felt good and the platforming had a nice difficulty ramp. I was initially frustrated by the length between checkpoints in some sections near the middle, but pushed through. I liked the sound effect but the music wasn’t as fitting. Something fun to fit the graphics might work really well. I also found the indicator didn’t match the true arc of the jump – maybe just having a directional bar instead of an arc would work – you learn jump by feel anyway.

Great entry!

Fun game! The bird was a bit frustrating at times, but I wouldn’t want it easier. I made it up! Knocked off 26 times, but kept getting back up. Music is a great fit.

Congrats on first place! Glad you enjoyed the sound, I really focused on that for this jam.

Agreed about the hitboxes – There isn’t actually any sprite-based collision, just 16x16 tiles. I left a bit too much empty space around some sprites so it looks like you can fit in places you can’t. I tried to lengthen some of the sprites to fit their boxes, but clearly not enough. Good feedback for next time, or maybe I’ll try using the sprite-collider in an update post-jam.

Fun game! Moving, dodging and shooting were all satisfying. Sound effects really fit the style. I wish the music continued on throughout the whole run.

It felt a bit unfair the enemy shots didn’t break up asteroids, but I still made it home safe!

Cute art! I like the concept. I got very frustrated going back to the beginning though, especially with the fixed jump height and blind drop after the moving platform.

Fitting music for a nice jaunt, I really liked the jump animation.

Cool idea! I like the limited view from the light, and the choice between easy long and hard short route.

The easy long route got a bit boring though, especially with no distance marker to anchor me to where I was going, or fuel gauge to build tension. It would have been nice to know much much longer to go for each section. I also didn’t realize that green was fuel until I read the devlog.

Fun to play, and the tension building after I inevitably hit a few things was great!

Very trippy! Cool idea for a climbing game. Took me some time to figure out how jumping to the next grip worked. I fell all the way to the bottom and got frustrated, there’s a reason I don’t free solo!

Fun, and good atmosphere. Neat to have the dynamic jumps.

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Cute idea! I liked the light narrative and seeing where the story would go. I think the strong signposting of mechanics hurt the puzzle feel. Maybe layering in more routes, or have an ordering you can fail – e.g. have to hit the lever before going down a one-way would deepen the experience.

I also got a bit frustrated at the ‘you can’t rotate the tile you are standing on’. Better to not let me enter that tile.

Cool idea and great cast of characters! Was fun to talk to them all.

Thanks! The name came pretty late in development, but lands miles closer to home than all the other candidates:)

Thanks for playing! Glad you liked the scoreboard, this is my first time adding a global one and I’m glad I did. It’s so cool to see other names on there :D

Cool idea but the recovery mini-game got too difficult for me and I couldn’t finish the maze.

I like the maze part, and some mini-game to refresh your energy is a fun change of pace, but the purple lines were going way to fast to dodge. I filled maybe 50-70%?

Maybe not losing as much energy on hit if you want to keep the fast pace, or just not speeding them up as much over time?

I’m have a lot of trouble with the keys :( I can’t really get past the first dash section, when I press dash it just moves me to the right. One time, maybe I was sprinting, I started dashing up instead? But then when I got to the goldberry, I couldn’t eat it, and my dash always went straight up.

Would like to try again, but not sure what I’m missing.

The art and animations are really beautiful, Ursa Major rolling is quite fun.

The gameplay of charging, going in for a quick attack then running felt very rabbit-like and was fun. Some more variance in the enemies/attack patterns might help here. Or maybe a level with obstacles so I couldn’t just run to avoid the earthquake so easily. More enemies with lower health would likely also help the feel.

Great job for just a few days!

Fun and intense! Watching my pilots dogfight without being to do much is quite nail-biting. The theming is great and I really liked the sound/music. Good looking cruiser, and the radar display for the battle fit really well.

I did find the second round of in-battle choices to have the same odds quite often, so would’ve been nice to have more influence (or not show them), but the route and pilot selection was a fun puzzle.

Cute game! I like the idea of only following the lines to get home. I got a little frustrated at the hopping speed, especially with having to go back far sometimes if the shoe went a bit too far into the road. The aiming distance also felt a bit strange to me, it seemed like it should match my mouse movement, but was much more exaggerated – a small move changed changed the position a lot.

Cool idea, and I enjoyed the music/theming!

Fun game! The added pressure of finding water helped with with some added danger. Might be nice to add some variety to the zombies, some easy, some harder. Having 3 shots per zombie was nice for planning, but meant I knew I could always handle 2 then had to run.

I also got stuck on the terrain a few times and had to wiggle to free myself, but staying away from door frames helped. The music fit the desert theme well.

Clever idea! I liked the audio clues, and the theme is spot-on.

I felt the game could be a bit faster paced – either more stuff happening or just fewer transfers. The alien minigame was fun the first few times, but would be neat to have different icons to look for, maybe different UFOs or kinds of aliens.

I liked the creeper in the back making noise and getting slowly closer, but being unable to clear him until he got right behind you. Scary, and good pacing. Maybe a reason to keep looking forward, like not missing your stop, could also help to build some tension.

Thanks!! I’m glad that the feeling of Amsterdam came through! Pretty much every sprite is based on something I saw during development. I focused mostly on sound/art this time over systems design, so glad it was appreciated.

Thanks!! Glad you had fun :D!

I would say Amsterdam is a bike-friendly city :P. It’s extremely walkable, but sometimes feels like pedestrians take a distant second. Definitely not a city for cars though.

Appreciate the kind works, I hope I was able to do Frogger justice.

Ahh, that makes more sense! I must’ve somehow missed that.

I found the golden revolver, but then hit ctrl-w by accident trying to duck and pet a cat and closed the tab :’(. Will be back to try it again!

Very cool idea, but I’m having trouble following the sounds. I go one way and make progress, but then it seems I need to double back? I made some progress by avoiding the fading screen, but eventually ended up back toward the yellow lights and got stuck.

I think I’m missing something. The idea of navigating by sound is very cool.

Cute idea and I love that you can find and pet the cats! I don’t really understand why people were shooting at me though.

The music was peaceful and fit the scenery.

Very ambitious project! Definitely nailed the PS1/2 aesthetic. The melee felt good, though I found spamming it the best/only way to get through, and my finger got tired.

Would be nice to add a map, I felt like I got lost in the cornfield? It took me a long time to make it through at least, though maybe that’s the point.

I think the flow of pacing could also use some tuning – I get the swarm idea from L4D, but it seemed that I was either doing nothing, or totally overran and just swinging my katana to cut everything down. I didn’t feel like I could strategically hold a position. My other advice is just lots more polish – tracers, hit markers, more feedback that my weapon is doing something.

Cool idea, would love to see it polished and expanded! I always enjoy a good zombie shooter:)

Fun game! I enjoyed the variety and progression of the enemies. The firebolt was fun, I didn’t have as much success with the ice or lightning spells. I liked the art, Odysseus has a great expression.

My biggest complaint would be moving too slow. The +40% move speed felt much better.

Beautiful game! The puzzles were fun, made me think but not too challenging. I thought the tutorial/teach was great! Audio was very enjoyable. I was going to comment on how great the inset frame looked, then it grew and took over the screen! Really great.

Fun MadLib! it’s been a while, but enjoyable to be able to do one yourself.

As others said, some QoL for text input would be nice, even just focusing the text box initially if you could would help.

Thanks for playing! Glad you were able to stick with it and hopefully figure things out. I’ll need to find a way to improve the beginning.

Thanks for playing! Glad you felt the flying was fun, I spent a bunch of time tuning that. Agreed about the complexity. I’d hoped to have more checklists to guide players but wasn’t able to get them all in.

Thanks!! I’m a huge fan of ExcaliburJS. Does exactly what I need.

Thanks for playing and leaving such a detailed review! Agreed it would’ve been nice to have more activities with the switches. There are some optional activities at the stations, but hard to find and aren’t yet required for anything. I’d hoped to add more.

Thanks for playing and leaving such detailed feedback! Agreed about the intro, I need a way to slowly introduce elements I think.

I’m curious about the music – was it the tracks that played or something else in the soundscape? I added them at the end, maybe better without.

Thanks!

Thanks for playing and leaving feedback! Maybe I can slowly introduce the UI elements to reduce confusion.

Seems like a cool idea but I could never beat the first combat destroy the aircraft mission. No matter how much I shot it, eventually I just got pushed back across the map. Sometimes I’d take half my life when I got hit, but refreshing the page fixed that!

Would like to see more of it!

Lots of fun! I also had a bit of trouble adjusting to the hook, I think because you keep moving forward so you need to aim further back? I got the hang of it eventually and made it to 1140! When running out of fuel, might be fun to still reel in the last star and get some extra fuel if you have one hooked!