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CookieCherith

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A member registered Apr 19, 2018 · View creator page →

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Hehe, thank you! Glad you enjoyed.

I take a strong personal stance against generative AI, I can’t imagine using it.

I’m very glad you enjoyed!

I wasn’t planning to join the jam, but the idea of farming bombs was too good to ignore, and I’m glad people like it.

Thanks for playing!

From what I could tell, yeah, didn’t have issues with any other anti-perks. It’s possible it was just coincidental timing, but it lined up with me taking fat chud mode. (I definitely thought it was intentional at first, honestly! Seems like a fun way to punish a player that gets too greedy, except for the crashing the game part. I lost so many points before it crashed from all the duplicate players dying.)

I’ll be happy to return after an update :)

Fat Chud Mode managed to create a duplicate of my character, and seemingly of the level, and there kept being new duplicates as I tried to keep playing, to the point where the screen was justta jumble of level geometry and a bundle of player characters stuck in a corner, until the game started hanging from all the nodes presumably.

This is super fun once it ramps up. My only complaint is the movement - I never learned how wallrunning actually works, and outside of making jumps go further the sliding felt underutilised (does it make you go faster down slopes? There weren’t enough slopes for me to know). The wallrunning is also only really useful on one map, from what I can tell.

I love the concept, and the execution is good. If this was expanded, it’d just need more variety in the perks, and maybe some of the perks would be toned down so you can build up to stronger builds instead of jumping straight to them. Maybe a perk that gives back time when you finish a room, so you can play into the strategy of ignoring the enemies?

I think the current state of the game is great. The run I did felt like it was a good length, and I appreciate that your max time “counts down” and never goes back up. Well done!

This game is fun for a few runs, but it has some big issues holding it back that should be easy to resolve.

To start with the positive, I really like how you’re rewarded for learning the levels and going for the burgers for extra points. I do wish the penalty for dying was a bit less, but I simply need to not die to avoid it.

The idea of anti-perks that give you extra points is very cool. It does mean that your total score depends a lot on getting good anti-perks though, which for such a short game makes it very rng-dependent.

The visuals are simple and lovely. I very much appreciate that the buttons get pushed in as you press keys.

Now for those issues (they should all be easy to fix, but they’re significant):

Whatever starts attacking you half way through the night, I never even once heard it before it hit me. I’ve never even seen the thing. Does it even make a sound other than that grunt half a second before the attack? This seems like it could be a bug.

This game is effectively a fast-paced precision platformer. It needs coyote time. The amount of times I missed a jump because I was a couple frames too late started to really annoy me.

There are a couple levels that can kill you very quickly if you walk forward, which means you can get chain-killed if you die when you don’t expect to, losing hundreds of points.

I fully expected fat chud mode to break things. I did not expect it to actually crash the game. (also it didn’t give me any points :<)

All-in-all, good game! Hoping to see a post-jam update to clean some things up (and maybe fix that web build!)

Great fun! Having voice acting is really cool, and an intro narrative with all the little bits of art and photos, it’s a great presentation.

There’s a good variety of minigames, especially with the limitations of only using the mouse and each minigame being so short. I do wish some of the minigames worked a little different though - getting something like the pills sucks because I can’t speed it up by being more skilled!

I wonder if this game originally had a different concept, since the “Stop stealing!” voiceline doesn’t quite apply. I’m not taking anything! I’m leaving everything right where I found it, thank you very much. (the voicelines are very funny)

Managed to get to 23 items destroyed after a good few runs!

I do kinda wish the runs could go on a bit longer, but sometimes you just get bad spawns >.<

Thanks for playing, as always!

I’m pretty proud of the art for this one.

My strategy, since I’m not usually an artist, is to forget that I don’t know what I’m doing and just go for it. I think it worked out here.

There’s only so many minigames that work for defusing bombs (the Keycorn already feels like a stretch ^^’), but I’m glad I came up with what feels like a good variety.

I’ll have to check out your minigames now!

While I did include the Survival gamemode for a more fast-paced experience, the Time Trial mode was the original for a reason. I’m a sucker for games that let you dictate your own pace.

On the note of unintuitive minigames, obviously I can’t update the game right now, but I did add defusal instructions in the description, so hopefully future players can clear up some of their confusion.

Thanks for playing!

It makes me very happy to hear someone went for multiple attempts.

Feel free to share your score if you’re proud of it!

Can’t do much about the font right now, but I’ve added defusal instructions to the description for each plant, so that’ll hopefully help some people out!

I did want to add a little practice area where you could try out each plant, but never got the time amongst everything else.

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Thanks for playing!

Since I had the chance, I figured I’d break from tradition a little, since 3 letters can be really limiting.

Glad you had fun!

They didn’t seem to have an owner nearby, so perhaps you’re being paid for returning them to their home~ Either way, they’re unharmed and happy. The pawn shop owner may be dubious in their business practices, but they’re not a monster.

The random level generation doesn’t seem to be working as intended. For the first two worlds (the crystal caves and ice caves), the whole level spawns above me, and there’s just a straight line to the finish.

Since the hand-crafted levels are downloaded files, I’m not going to be testing them at this time, so the random generation is the only thing I’ve seen (which will likely be true for most people that try the game).

It’s rather annoying that dying makes control swap to another cube, since this usually means that messing up with one cube will kill another one, making me lose any progress I had in the harder levels.

The game’s thumbnail looks like it might be AI generated, and the little bit of text saying “Remix on Berrry” indicates you used an AI tool for creating some amount of the game. This jam states in the rules that No AI is allowed.

This game is fine. The thumbnail, however, tells me nothing about the game and is full of incoherent details because AI has no idea how to maintain consistency. It’d be a lot better if the thumbnail was just edited together from some assets in the game, at least then I’d know what the artstyle is like, and maybe get a hint about the gameplay.

You can only stab while airborne, not while grounded. The arrow traps are brick tiles with a big circle cut out of them (when they’re loaded they also visibly have the green arrow inside them).

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This is a fascinating idea! It’s rough around the edges, but I absolutely loved it. I came here from ManlyBadassHero’s video on it because I wanted to play through it myself using the webcam-looking the whole way through. I’m going to give some feedback, but I want to be clear that this is coming from a place of enjoying the game and wanting to see it improve.

My first note is that the game probably shouldn’t be using your webcam as soon as you open it (I noticed my webcam turn on its light immediately), but should instead only use it after you’ve passed the disclaimer and explicitly enabled it.

It would be nice if you could recalibrate one part without needing to reset the whole calibration, but that’s a minor thing.

Then we get to the actual webcam controls. My first note is the delayed inputs - I understand this probably isn’t something that’s within your control, but I felt it should at least be mentioned.

The hand controls are mostly fine - it doesn’t seem like the game tracks which hand has grabbed something, so the climbing sometimes felt weird, but it otherwise doesn’t have any notable issues for me.

Then there’s the head controls. These feel like they could use an improvement, or at least some more options. The base sensitivity ended up being way too high for me. And the big movements, that change where the ‘baseline’ look direction is, felt like they went way too fast. It’d be nice if we could adjust the minimum angle to start the big movements, and also adjust the speed of the big movements. The small movements felt fine, but the big movements being so fast (and requiring such a large angle) made the game feel more difficult to control than it should have.

The monster felt like it moved a little fast at times, especially for a game with a unique control scheme that naturally slows the player down. It would also climb around entire sections, sometimes ending up much closer to the player than they’re able to easily escape.

I’m waiting excitedly to see where this game’s development goes. This control scheme feels like it has a lot of potential, bringing physicality to games without needing things like VR. Good luck!

I’ve watched the magnifiers shift over a pretty big amount once everything is close enough. It’s not a blatant lie. I apologise for being snide and implying you hadn’t played the game, though. That part was rude. It’s rude when you say it too, but I reap what I sow. I just think that calling the game pixel-perfect is unfair, because it’s actually quite lenient. I don’t know if it’s bugged in some way to need more precision from you, but I actually felt that I could be pretty inaccurate and still beat the levels, so I’m unsure what’s causing the difference in opinions here.

You don’t have to be pixel perfect. Despite the game saying you need to be exact, the lenses can actually be pretty far from their intended position and they’ll slide into position once they’re all close enough. Did you actually play the game?

Thank you for playing! Always cool to see someone come back to a game after an event. Yeah, seeing SXSW discontinued sucks. But I’m going to keep creating! And keep attending the game events that are still around. Maybe we’ll meet again and I’ll get to show off another project~

Just had a thought that the gameplay loop might be more compelling if the game was broken up into days and you can only buy ingredients between days, so if you run out of stock then you have to improvise, avoiding the order or substituting poison.

Take that, Elon Musk! >:3

This is really cute, and it got me to bust out my notebook to write out all the combinations! I didn’t end up using the poison at all really, since the only benefit I can see is basically skipping a request you don’t know how to make, but I simply learned all the recipes so I could fulfill every order! The art is really cute, but suffers from the extremely common knowledge-gap of not importing pixel art sprites properly. Make sure you select each sprite and set the Filter Mode to Point and the Compression Mode to None. This art deserves to look clean and crisp!

Bit of info to make finding all the cookies easier:

  1. You can combine ingredients with themselves.
  2. You don’t need to try to combine already combined ingredients. Once you’ve combined two ingredients, they’ll only combine with Dough after that.

Good luck to future bakers :3

This is a neat little game! Here are the main points of improvement I noticed while playing:

  1. The camera feels really zoomed in, it’s easy to get hit by an ant before you can react to it
  2. The healthbar covers a lot of the screen, it might be better to make it smaller and put it below the character so you can see the ant below you better
  3. The ants could probably stand out against the background a bit better, you could always add an outline to make them stand out
  4. The candies have collision, which feels weird. And it means that if you’re walking up when you place a candy, you immediately get caught on it, meaning that going up is objectively the worst direction.

Overall, it’s a fun interpretation of the theme, and a nice arcade-style game to pass some time.

This is just super fun. I don’t have much to say, I really enjoyed it!

I did find a strategy where you just avoid picking up new weapons entirely (since you get points for breaking boxes, not picking up weapons), which allowed me to get a score of 106 using mostly just the rocket launcher >w<

The flamethrower is definitely the weakest weapon - not only does it take a long time to destroy boxes, but when you burn enemies they bounce around and can set you on fire, not to mention the fact that if you shoot it too close to a wall, the flame bounces back and also sets you on fire. I got myself killed at least once in almost every run using the flamethrower. But it’s still fun, I cannot resist.

Absolutely brilliant game! Amazing job <3

I’m glad you enjoyed! I’m very proud of it :3 When I think of amazing puzzle games, there are often bosses! Portal, for instance. I wanted to finally have a go at doing that myself. I think it turned out really well. Thank you for playing!

Simple, but seems to do what it aims to do. My only note is that the cookies blend into the background shelf a bit too much. A slightly different colour, or maybe an outline, would help with that.

I got down to 3078mm! The background had just started to turn a bit darker. How far down do you need to go to see the void….

Out of all the cookies, the Classic Choco was the best from what I could tell. The Oatmeal Brick fell too fast to react to anything, the Macaron was good but takes a long time to get high scores because it falls slow and dies the moment it touches ice, and the Cracker having no way to slow down made it very hard to collect the gold pellets.

This game is simple, but good. I’m surprised by how long I played it for. The promise of reaching this “void” is tempting, but it doesn’t seem like the gameplay changes much throughout the dive, so I’ll be leaving it at 3000mm for now. Good game!

I’ve played Cookie Clicker, so I can’t help but compare, and the first thing I noticed in this game is that the cookies aren’t stationary! You actually have to put some thought into the manual clicking, which is a nice change of pace for a clicker game. Love that. Sadly, for me, a lot of the cookies would fly off the right side, behind the shop, so I couldn’t click them. Seems like there was some issue there with telling them where to spawn. While the manual clicking mechanic is fun, it sadly gets outshined immediately by the automated production. And once that happens, this starts to feel a bit less unique. I feel like there’s something here, and I’d love to see it expanded upon a bit more. Maybe the buildings could require some kind of manual input that’s different for each one? Honestly, I’m just really excited about the idea of an incremental game where you’re not just buying things and watching the number go up, but actually interacting with the game! And this is coming from someone who likes incremental games, too.

I’m sad to say this of all the games I’ve tried from this jam, this is the one I couldn’t finish. The level with the hands was just too much. That said, the core of this game was really fun! There was just a bit too much friction for me to finish it right now.

I’ll break my experience down into positives, negatives, and ideas.

Positives:

  • The Cancel Jump move feels really nice to use, learning how fast it moves you down and figuring out the timing to land where you want to
  • The fact that you can buy different cosmetics (even though I couldn’t afford any T^T) is neat, gives a bit of personalisation to the experience
  • When this game works, it works well. It feels really good to get a successful run through each level!
  • This is a potential negative turned into a positive: You can get stuck in the side of platforms and walls. But as it turns out, you can push yourself out, and when you do you can do a wave dash, meaning you can kind of wall jump! This save a run once or twice, and it felt really cool when I pulled that off. Maybe you could make this an intended mechanic?

Negatives:

  • There are too many controls! It’s overwhelming, and they’re not super intuitive. My recommendation here is to slim things down. For example, instead of a designated “speed up” button, just have speed build over time as you move forward. The player can release the movement key if they don’t want more speed. Another idea is that instead of a separate key to slow down, just use the “Cancel Jump” key. If you press it mid-air, you cancel your jump. But if you keep holding it while you’re on the ground, you cancel your speed.
  • The milk mechanic was a bit too much on top of everything else. There were a few times when I was feeling good, doing all the parkour, and then I died because I forgot and got over-milked. If the controls were slimmed down, this might be less of a problem. Right now, it kind of conflicts with what the game seems to want to focus on, which is the speedy platforming.
  • The level design doesn’t seem to line up with the idea of speed. The pit of spikes with a hole that you can’t get down to unless you know it’s coming, and you have to slow down significantly for, is the first example I can think of. But the entire hand level showcased this - if you don’t slow down, then a hand can be in the wrong place and kill you no matter what. So you have to slow to a crawl for the jumps across the pits with hands in the middle, or just hope you get lucky, since there’s not much you can do to slow down or correct your path once you’ve reached a pit.
  • The camera seems to lag behind the player a bit. There’s already lookahead, which is good! But when you’re going fast, you want the camera to look even further ahead, not lag behind.

Ideas:

  • Make wall jumping an intended mechanic! It feels really cool.
  • Focus on speed in your level design, since this game feels at its best when you’re zooming through the levels.
  • Maybe give the player a preview of each level when they restart, so they can look ahead and know what’s coming, without having to find out first by getting there. I died near the end (I assume) of the hand level twice to obstacles I had no idea were there, which inevitably led me to stop there.

Overall: This game is really close to being incredibly fun! With improved level design and a tightened control scheme, I could see it really hooking me, trying to get faster times on each level. Great work!

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This game’s concept is very interesting. Once I figured out all of what was going on, it started to show some of its potential. You can definitely improve it a lot with some simple polish and quality of life things, here are some that came to mind while playing:

  • An indication of which direction you’ll attack in (it didn’t always seem to aim at my mouse?)
  • An indication of your attack cooldown
  • Enemy healthbars
  • Wind-up/wind-down animations for enemy attacks (so you can react to them)
  • The sacrifice menu button is really inconvenient to use with these controls - my left hand is on WASD and my right is on my mouse, so I have to move one of them to press it. If you want it to not be too easy, a key like V or T might be better, so I can still keep my left hand in-place.
  • Add some kind of indication of how much it costs to recreate sacrificed limbs (which would also help indicate that you can recreate them)

All-in-all, with a bit of polish this would be a really neat game. Even with just this simple prototype, I can see the idea’s potential!

PS. You might want to set the project’s Community mode to Comments instead of Discussion Board. A lot easier to pop by and say something that way!

The concept here is fun! Movement is a bit clumsy, which makes it hard to get to where you think a cookie is before it’s moved. The number of scans and reveals you get is pretty low considering how easy it is to miss them, but I guess that’s part of the challenge. Maybe you could have the camera show the whole map? And maybe the scan arrows could persist a little longer. Either way, if the movement was cleaner, I could see this being a fun game to try to get a highscore in. PS. Make the player’s hitbox smaller! They get caught on walls way more often than it looks like they should, and you can almost get stuck in the little chamber at the bottom of the second level.

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Couldn’t get past the level where the sky turns dark (it seemed like there were invisible blocks, but I couldn’t get on top of them no matter what I tried). Other than that, this is a competent, simple platformer. The sprite of the player is really nice!

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The fundamentals here are good! Feels nice to control. The level variety is about as good as it could be with the limited mechanics.

Small tip: Calibrate the volume of everything with master volume at a middle value. That way, if the game is too quiet for someone, they can turn it up. If you calibrate at max value, it can only get quieter.

The thing that stands out to me is that this game encourages you to speedrun, but doesn’t have anything in the way of routing. There’s a bit of risk-reward with mashing faster, but not enough to make it feel worthwhile to run through again for me.

It would be great to see more mechanics that allow showcasing skill, like timed spikes that pop up and down, or projectiles, or maybe two routes and the faster one is a lot trickier. You’ve got a really solid foundation, I’d love to see it expanded!

MY COOKIEEEEEEEEEEEE

Hm. That definitely shouldn’t be happening, since restarting reloads the whole scene. Maybe you were undoing instead of restarting, Or maybe the undo manager is doing something weird.. Either way, thank you for playing! I’ll look into this <3

Once there are plenty of enemies, this is incredibly fun. Amazing work <3

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I’ll reply to this comment, but it’s really in response to everyone who’s mentioned this - when you say the attacks aren’t responsive, you’re referring to the delay before they actually attack, right? Would some sound effects and visuals help, to make it clear that the attack is charging, not just randomly delayed? Or would it be better to remove the chargeup time from the humans entirely? The goal was to give the demons a chance to dodge the attack, when you’re playing as them, but that’s already difficult with the charge time, so it might be better to not expect the demons to be dodging and allow them to focus on landing attacks instead. I’d appreciate any feedback on these ideas