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Cykelero

21
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21
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A member registered Nov 12, 2016 · View creator page →

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Really neat idea of having enemy ships ram into each other! I didn’t fully understand when I was receiving damage or not, or what the explosions were. But cool game, cool visuals.

OK that intro made me laugh a lot. And the game is surprisingly fun, at first, despite how simple it is.

I think the difficulty should increase much faster, though; I stopped playing after a few minutes because it was pretty easy to deal with the enemies.

Yeah writing tutorials isn’t easy! You did good I think, especially for a jam. And the game is super fun!

Love love the feel of this! The control scheme is simple but just hard enough (given the speed, too) to keep you really focused. The ability to repeat the last command feels good, too. The overall rhythm of the game is really nice!

The things I struggled with:

  • When doing commands on beat (what felt like it, anyway), they were often ignored. So probably I’m often too late? Rhythm game often have a way of calibrating a delay, to account for wireless delays, and person-to-person perception differences. Maybe that’d help here.
  • The tutorial text was a bit hard to read: long lines of text, lots of text, while the game keeps running which feels like reading the text makes you fail at the game.

Truly fun; this basically feels like a real, complete game.

I had very little idea of what was going on but, I really like the game?? I honestly, sincerely love the visuals. They’re simple in a very refreshing way. And the lightning flashes, combined with the sounds, actually create a pretty nice mood. Keep it up!

I love the idea! This reminds me of iOS game Flight Control, which was nice already; but directing planes by typing in the codes is a very good idea. You feel like a whiz, quickly typing codes, scrutinizing the display to see what’s going on.

Gorgeous aesthetic! I’d say you really captured the Amanita feel :)

😆 fun idea, very cute visuals

Very nice! The art is fantastic, with the comic to introduce the game, and the very serious-looking eyes when digging. Having to fit things in a grid is a fun thing to have to do, although maybe it could be under pressure too. The music fits well too; a nice moment overall!

Really nice mechanics and visuals. Being able to vary the shape of your croak wave is interesting and expressive, and then the visuals are really good haha. I love the way the frog inflates when charging up a focused croak.

I stopped playing in the big empty room with the four platforms, which frustrated me. (I think if you start pressing jump while a croak is being let out, the key is ignored)

Thank you for the kind words, and your super detailed comment!!

I agree with you on the clarity of the puzzles. We could probably find ways of making more obvious in what order the signals hit, and where they’re coming from. (just an hour from the deadline though, Pádraig had the idea of showing the offending signal at the bottom of the screen, whenever the sequence gets broken. that already helped so much)

And true, being to more quickly iterate on your solution is super important too. I think it’s the Portal devs who said something like, what should be hard in a puzzle game is figuring out the solution; then executing it should be painless. It’s a great principle.

I got stuck at the part where you first encounter the time-limited lily pads; couldn’t manage to lure the heron away and he was always directly on the path.

Really cool game, though! Love the mood that the limited visibility gives off, combined with the sparse soundscape. I liked how there was nuance to getting around: the fact you can pull pads that are slightly too far away, or how unseen platforms still give off a ring sometimes. A good idea with nice execution.

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Fantastic mood! Getting to learn the controls, and use them in more complicated ways as the game progresses, feels really good, too. That made for a great time!

The one thing you might have wanted to add is subtitles, but there’d certainly be some work required to make them dynamically adapt, as the sound itself gets more or less clear.

Feels super good overall! I love the visuals, which are both cute, and fit together very well. The music is fun too.

The gameplay is a good idea and fun to play; it quickly becomes challenging to keep track of all the moving things. A cool concept with very good execution :)

Really cool mood; I really like how the intro transitions into the game.

The build mechanic is nice, although I was never clear on whether I’d successfully connected things to power or not.

Cool game overall!

Cool mood, with the light and deep shadows!

Cool concept! I like how interesting it is for how simple it is. Makes for a nice challenge, and being able to find faster ways of completing a level gives a good reason to retry and think about the layout. Between that and the extra elements you show in the last level, it feels like something that could be refined into a game beyond the jam!

The one thing I’d want to see change specifically is the player visuals: right now it’s not fully clear where you are on the wire, not precisely.

Very nice! I love how you have so many unrelated systems on the same screen, that are even visually connected sometimes, and yet the separation remains very clear. That feels like good design!

This game reminded me of how satisfying and interesting a game can be, despite being very small and simple :)

Impressive work for three hours! But a neat and polished little game even forgetting about the time constraint :)

Fun/funny idea, and execution is very nice! Both in the feel of the crane, and in the way the indirection ramps up then down. That's the sort of game that game jams are for 😃

This is very fun!

Looking at the video on Twitter, I expected something silly and light; but the gameplay is really interesting and has depth to it. A delight, with a surprising amount of polish for a jam game.