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DoesItMatter

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A member registered Feb 21, 2019 · View creator page →

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This is really adorable, I love the artsyle and overall vibe. The music was great and really suited the game, and I appreciate how the track was different to match the speed or intensity of different levels. The levels are all very well put together and make great use of the different mechanics, all of which I found to be very intuitive to experiment with.

It might sound counterintuitive but I really appreciate how none of the interactions were particularly physics-based and relied primarily on timing to succeed. I've played games with similar mechanics (especially the explosion knockback) that felt a lot worse because they gave too much player control which made it easier to miss jumps even if the puzzle was solved correctly.

Thank you for creating such a delightful entry

I appreciate the kind words. The game is running on a custom engine I've been working on and web support isn't something I've figured out yet, I hope to have it working soon though. Thank you for playing!

I'm glad you enjoyed it, thank you for playing!

This is really well put together, I found myself wishing the game kept going after I bought the last item. The artwork has a very charming and unique style, the sound design is delightfully unpleasant, and there's just so many little jokes and polishing details that I'm surprised were able to be finished in time.

I really appreciated the way this breaks away from the usual idle game format by giving you a world to explore while waiting for money to collect. The game was well paced enough that by the time I was done looking at everything I was able to, I'd earned enough money to unlock something new.

It's funny, clever and polished and I wish there was more of it. Incredible work!

Really incredible project. Big fan of the artstyle, it's unique and charming while managing to keep everything cohesive and readable. Sound design really elevates the gameplay and the minimalist score does a good job setting the atmosphere. Movement and combat feels very satisfying, and the world is varied and engaging to explore.

It's quite difficult, but the invincibility system is a nice way to keep particular enemies from holding up exploration. I think this one will take me quite a while to complete. Impressively large and feature-complete for a jam entry

Really clever idea for a game, and very well presented. The writing and art in each of the vignettes did a really great job implying a much larger and more elaborate story than the bits of it we get to see. I found myself taking notes on a separate page to keep track of which memories to revisit to get the information I needed, and having to decide which version of the same idea was the best one to collect made it feel like a fun little puzzle. I feel like it did get a little tedious near the end once I'd figured out most of the answers, since at that point I was replaying it just to try changing the same box  or two every time. Otherwise, very excellent entry

I like the pacing of the gameplay here, it starts out slow and easy but ramps up in intensity so much during the relatively short countdown timer. Weapons being dropped by enemies does a good job forcing you to stay in harm's way, by then end of the game I had a huge pile of weapons that were so surrounded by enemies that it was a challenge trying to duck in and get one.

Artwork was very nice, especially the cover and cutscenes. I do wish there was a bit more of a distinction between the different types of weapon, at a glance they all look very similar. I think some kind of audio or visual feedback for when a weapon is about to break could be helpful, I had multiple weapons blow up in my hands  just because I was looking more at the edges of the screen than the center

The movement here is a little unintuitive to start with but once I got the hang of it I think it's quite fun to fly around with. I think they time limit could possibly get a bit annoying if you had to do a lot of loops, but with the few it took me to beat it I found it to be a fun excuse to replay the earlier levels faster and easier with a better handle on the controls.

What a lovely little game! I really enjoyed the art style and design of the world, especially the animation and sounds on the player character. The compass was a unique and interesting central gameplay mechanic, and the level design made great use of it to add variety and depth to the platforming. I really enjoyed how many levels managed to feel open and puzzle-like despite being fairly linear.

The biggest issue I had was with the player controller, the movements and controls felt very intuitive but could benefit from a little more polish. I mostly noticed it with the wall jump, since since switching input direction too fast usually causes the jump to fail. There were also a couple places where the players movement speed could've been a little faster, especially when trying to cover distances in midair.

All in all though, a really enjoyable game with a great artstyle and atmosphere

Really cool concept for a game. Buying and selling items based on the stock price is a unique way to gain and lose money throughout a game, and the use of clocks as timers made it way less viable to just hoard watches and sell when the stock is high. The art style was is simple but clean, which I think worked well for how much stuff there is to process on the screen. I'm not super great at this kind of strategy game at the best of times, and the speed everything moved at did make it a bit difficult to properly plan my next move. However, the types of modifiers I came across feel like they can be used to create some really interesting synergies if you know what you're doing.

Also I really like the wordplay of the title

Enjoyable little game, I wish more levels were able to be finished in time because I could see this game becoming a fun speedrun optimization game, especially with the main dash mechanic creating a fun balance between going as fast as possible and not losing all your time. I appreciated the level design allowing for multiple routes through the level along with little tweaks to optimize your movement along the way. Movement was satisfying, the art style was cohesive.

I want to give a particular shout out to implementing control rebinding, this might be the first jam game I've played that's added it and it really improved my experience getting to pick a control scheme I'm familiar with

Really unique presentation for a project! Sound design was satisfying and crunchy and animations were quirky and visually interesting while still being easily understandable at a glance.

I really enjoyed the variety of minigames, both in gameplay mechanics and how the tasks vary in how mundane or zany they are . The choice to allow the given chores to be played in any order with a limited pool of time gave the game a nice amount of strategy without being too overwhelming for its general fast pace. I appreciated that the games had varying amounts of waiting required, giving the decision to give yourself more or less time weight. I kinda do wish that by the end I was shown or graded on how much money I had left over as an incentive to squeeze even more time out of each activity as I became more familiar with them.

A fun and unique entry, special shout out to the decision to make the main menu be a collection of different street signs

The holy texts may be required to enjoy this game. Thank you for playing!

Thank you for bringing this to my attention! I've added an updated 1.0.1 version to the game page to hopefully fix the issue

I really enjoyed the theming and structure of this one. What could have been a simple pool game was made so much more memorable and enjoyable with wonderful art/animation and a fun detective story. The pool gameplay was a little bit jank at times, especially the rather untrustworthy shot prediction line, but the overall charm and the variety of challenges kept me invested.

A delightfully silly game, I found the driving mechanics to be fun to control (even though I don't play a whole lot of racing games so I didn't do particularly well) and the art style and the design to be adorable and whimsical. Each loop felt unique and fun, with a good variety of different challenges. While I like decision to have the healthbar replenish at lines around the track, I wish the death system was less punishing and only sent you back to the start of the most recent loop.

I though this was a very fun and whimsical little game, and I enjoyed my time with it

I really enjoyed the concept of this one, trying to plan for how future heads would move based on the first iterations made for a fun little challenge. The game really showed promise close to the end, it's unfortunate that you didn't have the full jam time to properly flesh this one out. A nice art style and charming music, though I did find myself fighting with the camera sometimes depending on how the first iteration or two went.

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I wasn't expecting such a  cute-looking game to have the proper orbital mechanics it does. I'm not generally very good with 2d space-gravity games like this but the addition of the rocket boosting mechanics gave the game many more reaction and timing elements that I enjoyed a lot. The art is wonderful and the level design has a good variety of different challenges. Thoroughly enjoyed, though I do recommend playing on the downloadable version.

An impressively polished entry for the time limit, with an addicting gameplay loop. The art style is really clean, with good music and sound design work. I found the ui to be very simple and intuitive to use (although the healthbars changing width when healing did confuse me initially). 

The only issue I had was the randomness was a bit inconsistent at times, with any good runs I got feeling more like the battle selection and enemy ai being nicer to me than any about of planning or strategy.

Very well made across the board

I think my person best is 9, but that's only on the smallest board (each one has its own best). Glad you enjoyed it, thanks for playing!

Enjoyable little game with a good concept, I had a fun time with the gameplay of finding the shortest route and then chasing my tail to reduce the loop length. Quite replayable to speedrun once you figure out where the best loops for each level are, with nice artwork and sound design.

A fun format for a platformer game, with nice visuals and audio/music. I appreciate the ui work for the menus and pause screen, it's all rather polished looking for a jam game. I found the level design to be very good, with many clever uses of the mechanics and structure. It could probably benefit from an option to reset the level state after dying though, there were a few cases were different entity cycles got into a bad sync that made it hard to progress (plus it's a bit too easy to accidentally softlock with some of the moving blocks). I think it probably would also control a bit nicer with slightly more air control, which would make it easier to execute some of the trickier jumps.

Overall though, a fun and visually appealing little game

A short and simple game that may have felt underwhelming in another context is instead a beautiful and excellently atmospheric experience. Wonderful artwork and visuals, great presentation, and striking sound design and music.

I encountered a few bugs while playing (the tutorial got stuck near the end, and one of the selection buttons didn't go away on my first playthrough) but the overall game is delightful.

I had a good time playing this one, it's pretty addicting when  you get the hang of it. I like the music chart at the bottom showing when the player's attacks run, as well as the variety of timings for the different weapons. It was also quite neat how the song slowly builds up over the course of a run, with each instrument slowly getting more intense to help sell the feeling of getting stronger. I also though it was neat how the song worked regardless of the instruments picked up while managing to stay distinct between builds.

The game would probably benefit from more sound design alongside the music. I had a hard time noticing when I was taking damage in the middle of fights without particle or sound effects since I wasn't paying much attention to the edges of my screen. Levels were also a bit too large especially in the early game before you have a chance to upgrade your speed.

Very enjoyable, I found myself wishing it went on longer once I reached the end,

A fun take on the jam theme, and well executed. I remember thinking about 'out of the loop' as an idea when brainstorming but had no idea how to make a game out of it, I'm glad to know other people figured it out.

The structure makes for a fun and unique puzzle game, along with the wide variety of different controllable characters. I appreciate the ability to posses literally anyone, with dialogue variations when you do.

The player walks a bit to slow when trying to backtrack to different areas, and the game could do with more sound effects besides just the music. The music is quite enjoyable though so not a major issue.

I've been hearing this quite a lot from different people who've played it, I'd hoped that it would be intuitive enough to teach without an explicit tutorial but if I had realized sooner I likely would've put more text in in explaining it. Thank you for playing and I'm glad you enjoyed it!