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A member registered Jul 10, 2023 · View creator page →

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Okay, gonna reply to my own comment so i'm sure everyone else pays attention haha. Our team is now complete, and we don't wanna overdo it and have too many people in the team (which would be a pain to manage and all). 

Thanks yall for reaching out though, I really appreciate it!! Sincerely looking forward to playing all of your scary games when the jam is over. Good luck everyone :D

Hi!! We've already found 2 artists since i made that post, which we think is enough for a 1-week jam. Hope you can still find other team members!!! Good luck :3

Sure! Another musician joined us since i made the post, but it'd be nice to have someone for the music and someone else for the SFX. Feel free to DM me on discord, so that once we make a small discord server for the team i can add you in :D

Nah sorry, 2 programmers is already a decent number, and it might become complicated to coordinate well in a 1-week game jam (git conflicts PTSD). Good luck finding a team tho!!

Very nice game, it has that satisfying roguelike and number-go-up experience you'd expect. Some feedback that i think would make the game even better:

- There are too little things to do in the endgame. In one of my runs, it was simply "just roll a bunch of effect modifiers and apply any X2 i see", but maybe it would be more interesting if some effects could stack together? Like in balatro you can stack card effect (sigil/bonus/mult) with the type of card (holographic/glass, etc...). Makes for even more engine building!

- Many jokers seem very hard to use, especially the type "if X is double than Y", especially since the clock numbers are shared for both minutes and hours. Gambling is fun, but with a limited amount of forwards, it's not sustainable in the long run, unfortunately. Unless you're in like round 50 and you've adjusted every number to maximize your chances.

But great game overall, would be interested if you continue development and add more variety, since the current base gameplay is very solid!!

Hello there!! We're currently a duo of two Unity programmers, looking to join/make a team with artists (2D or 3D) and/or a composer. We're intermediate devs with about 3 years of experience and half a dozen game jams under our belt!

We love coming up with silly and creative experiments. Let's try to make a game that will hopefully make a lasting impression on the players!!

As for you, it doesn't matter if you're an amateur or a pro, as long as you pursue that same creativity mindset as we have. We might not necessarily make THE #1 game of the jam, but we'll certainly make something interesting and memorable :D

Go check out my itch.io profile if you're curious about stuff i made. Same thing for my teammate's profile here: https://cute-chipiron.itch.io/

If you're interested in working with us, or simply have questions that haven't been answered here, go DM me on my discord. My username is 2hufocs

Have a good game jam yall, I'm really hyped to see what you will all come up with!!!

very nice how you turned tedious training into something where you try to beat your own highscore!! you might want to add more boxes configurations though, because after playing for 1-2 hours i started seeing the same boxes again. Since the point of this game is to be a perspective training game, and not a memorizing game. 

great work otherwise!!

Really impressive for a game made in only 4 days! The feel of the tank is really good, love how bouncy it behaves. And the art and shaders are fairly polished too!

But even after 30 minutes of playing, the turn/drift feels a little inconsistent. Sometimes a small bounce will make the tank rotate a lot, veering you off course.

And the level design can be a bit unforgiving at times. Accidentally going off course makes it impossible to come back 95% of the time. Sometimes you can't see the road ahead (in a slope), and a speed boost before a turn can be frustrating. Some obstacles/walls at the outside of turns might help prevent that.

But overall I enjoyed playing this game, it's definitely something you can be proud of :D

This game was both hard and fun. You must explore the house, obtain keys and unlock new rooms to progress, while ghost/dark enemies randomly spawn and chase you. The controls work fine and I didn't find any bugs while playing. The art looks really cool as well!

Just two things that (I think) could improve the game:

  1. While the gameplay is decent, it's too bad that there isn't a twist to it. What I mean is that it could have been pushed further to make the game more unique. Maybe, idk, giving the player the ability to turn on the light of a room - after a certain amount of time the light dies and can't be turned on again (just an idea though)
  2. The second enemy (the one that can't die and only stops when the light is directed towards it) is a bit too OP in my opinion. Around 70% of my tries ended because of a unfortunate encounter with one of them, e.g one blocking the exit of a single-exit room. I think nerfing this enemy would make the game way less unforgiving: you could simply make it go backwards when it's flashed and/or reduce their speed.

But even with these details the game was very enjoyable and I spent a good time, good work :D

A creative way to remove rng from Minesweeper : you can just wait until you're 100% sure of your next move. It can feel kind of silent due to the lack of music / SFX, but gameplay-wise I had fun!

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Just tried your game, and it's really satisfying to play! Controls are responsive, music and SFX aren't distracting. I have also made a roguelike game that I consider to be hard as well: https://daggherino.itch.io/lucent-revival