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Conner Moulaison

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A member registered Jul 10, 2024 · View creator page →

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Love the cat sprite, the visual style, and the overall rhythm of the game. In my opinion, the perfect version of this game just has the player learning what all the different hand variations do and doesn't have the warning boxes beforehand. I don't know, though, that's just what I was feeling while playing. Loved the music too.

Having written a path tracer before, this is so cool, and such a surprising thing to show up in a 2 week game jam! It looks great, love the visual style and gameplay significance it brings. Speaking of gameplay, it's simple and effective, and I had fun doing a few runs.

Love the art style here, the protagonist girl is such a cute sprite. The swinging mechanic was really fun, and used well in the level design. I did feel a bit stifled by the physics at times, wanting to get a little more momentum and airtime, but this worked well in some places and not in others. Great polished entry all the same!

I got the same softlock here! At least it was pretty early in the game for me.

The core mechanic here is interesting, and there's some fun to be had. The breaking of the 64x64 limitation is unfortunate, and the visual/presentational style unfortunately reads as vibe coded, regardless of whether it was or not. Nice fun little game though!

Great simple and addicting game. The visual style with the malleable dot grid and the geometric enemies is very effective. Lots of polish here in the pacing and balance, I had fun!

I meant to get arrow keys in there and forgot all about it! Thanks for playing and for the kind words!

Amazing idea, excellent execution. I had lots of fun, though the mechanic did stale a bit by the end. Still a beautiful game with lots of character.

It seems to be across the board with Windows users, at least that's my current guess until told otherwise. Unfortunately I don't currently have a windows system to debug the issue. It hasn't been updated since just shortly after the submission deadline where I fixed a couple of other small but game breaking bugs.

Very nice presentational polish, catchy music, and solidly fun gameplay! Some jumps felt a bit unfair by virtue of the limited space to see in front of me, but it was still addicting and I played a good few times.

Yeah, it seems Windows users (or something) aren't able to play. Oh well, I'll do better on platform testing for next time! I'll probably work out these kinks and post an update sometime after the rating period.

Immaculate presentation (also wow that capsule art is incredible), way more fun than it has any right to be. Just the right amount of sound, the take me out to the ball game jingle is perfect. The scope feels perhaps more appropriate for a shorter jam, but it's so good it gets a pass.

I love the presentation and the little ditty that plays at the start of the game. Really funny, creative concept.

On the short list of best presentation for the jam, both the characters and environments look pitch perfect, really great stuff. The mechanic of gathering keys to buy new items was pretty addicting. Some of the platforming feels difficult for the wrong reasons, trying to optimize my usage of the coyote time rather than executing a satisfying sequence of moves, but there were plenty of fun platforming moments as well. Great submission.

I enjoyed this a lot. Some of the levels lacked some clarity with regards to their mechanics and/or felt unfair in an unfun way (sand, the final level,) , but a good percentage of them were very fun, with lots of variation and excitement to the experience as a whole. One of my favorites I've played so far.

I really like the aesthetic of the raycasted environment with the simple solid colors. It successfully conveyed a minimalist "toy doom" aesthetic. The gun felt nice and punchy, but the environment and enemies didn't have the same reactivity to them, and that would have helped the experience a lot.

The visual style is very charming, and blasting things with my cannons was satisfying. The music felt at odds with the vibe of the game to me, something more lively would be good or even no music might have worked better. The game's simplicity made it a satisfying treat, but I would have liked to see the experience expanded on more.

Great implementation of the theme, and a lot of interesting ideas put to use. A nice presentation as well. My experience with the game oscillated between delight at the level design and a bit of tedium with the process. Overall great submission!

I've since pushed a late fix that should solve that issue!

I'm a big fan of the visual style and the in-engine audio. A nicely restrained and solid gameplay experience, though sometimes incurring frustration when needing to restart from a checkpoint. Nice progression to the puzzles, action, and ideas. The high resolution room names is the only flaw in what is otherwise a standout usage of the central 64x64 limitation.

Thanks so much for playing and for the feedback. My girlfriend did the same softlock and I replayed the game up to that point for her. I thought I'd gotten rid of all of them, but apparently not. Yes, further design work was needed to communicate all sorts of things to the player in a more thoughtful way. I'm hiding behind the my-game-is-retro-and-therefore-unfairly-difficult defense.

This game has strong vibes, and the puzzles were interesting enough, especially in the latter half, though I do like the hobbit riddles too.

Walking around to cross-reference different bits of information at the end came across a little bit as tedious busy work, but the vibes were nice enough to tide me over through to the end.

Nice work!

I was a little late to submit to this one, but in case anyone's still here to check it out, here's mine.

https://csmoulaison.itch.io/caravan