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FinnG

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A member registered Feb 16, 2024 · View creator page →

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Nice colours and designs. Was hoping there would be more levels, I quite liked the platforming!

B.O.M.B: Brave Open-hearted Motivational Bomb

Something like the Minecraft ender dragon boss comes to mind: first needing to destroy a bunch of crystals around the arena whilst dodging attacks, then damaging the boss but only during moments of vulnerability. Just an idea to get you thinking :)

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Very ambitious idea, yet you pulled it off way better than many of us could! The difference between 2.5D and 3D felt a bit superficial, but you made it work reasonably well (the guards attacking during the boss fight was smart!). I challenge you to come up with a way to make 1D mode actually useful!

A cute silly game that's somehow also bittersweet. I know it might sound insignificant, but giving Itchi a smile when happy would have made the experience more meaningful instead of just sad. 

What a fun and original concept! The keyboard controls were unintuitive, but for me that only added to the chaos and hilarity of the game. I didn’t try to reach for a perfect score, just tried my best to keep up and play around. I find the concept of photographer taking these terrible pictures and thinking "Yeah, this'll do." very funny. 

The exploration was so cool! Knowing there's more out there, but not being able to reach out far enough and see it. At the end of my run I set out for the final unexplored marker to the north-east. Having it unexpectedly show up on the mini-map was so daunting! Felt like I was a real space explorer uncovering a cosmic horror. I think there's a lot you can do with this concept.

A very creative idea executed with incredible style.  Really well done!

Very well done, the idea is simple to understand but a lot trickier than it looks! (It seems my Kerbal Space Program knowledge didn't translate.) I get the sense you had a lot of fun creating this. The comics really make this submission stand out! 

This one was very fun to play. I've got nothing else to add really, just felt great to dig around and hunt for treasure!

A great little game, the visuals are very impressive! The anvil is a fun mechanic. The level design could use some work, but other than that this has come together really well.

The game works well, although the balancing is on the easier side. Perhaps putting the max cultists limit to 4 would have increased the difficulty just enough. I enjoyed the pokemon puns!

Great game, both the gameplay and presentation are incredibly sleek! The start of a run was the most difficult part, but it only got easier as more enemies got introduced (easier to get kills). The timer is really tight in a good way, it kept me on the edge of my seat. I think a boss fight with these mechanics would be really fun.

Nice pixel art, and generally cohesive experience! I didn't go for the fruits on my first run but that made some levels incredibly easy. 

It's a fun concept, the style is inventive, the voice lines are funny! Just needs more gameplay. Well done!

Super cute concept, was very happy to discover I could mount the horse. Would have loved to play more, unfortunately ran into some issues which made it difficult to continue. For me the biggest issues were receiving no feedback when correctly delivering a letter, and the letters being in reverse chronological order when carrying multiple letters. The idea is neat, the implementation just needs a bit more attention. 

The first game I've played this jam which is actually about counting objects, and I'm surprised by how much I enjoyed it! Smooth controls and nice visuals. I kept playing till the game crashed, would have loved to see some stats about my run (like total time survived, amount of shapes counted etc.).  The arena kept scaling at nicely spaced intervals to keep things interesting. But I felt that counting higher numbers does not increase difficulty at the same rate. Some ideas to increase difficulty: counting only shapes irrespective of colour, or vice versa. Or counting a combination of shapes like red stars AND (or MINUS?) blue circles. Well done!

So incredibly STYLISH! I had a smile on my face from the moment the startup logos appeared, right till the very end. The gameplay was very fun, despite essentially being a standard arena battler with a constant poison effect. I enjoyed the different weapons, swinging the axe around was my favourite. One of, if not the best art direction I've seen in this jam!

Having the objects move around would have provided some much-needed variation. But the controls and humour were pleasant enough to keep me going till the end!

I'm glad you liked it! I agree, my biggest regret with the current build is the trapdoor level. It will definitely get some balancing after the jam. But it's nice to hear that it could still give you some satisfaction!

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Feels a bit early for Halloween don't you think? :p  Nonetheless, I really like the art style! I enjoyed having a couple goes at the game, unfortunately didn't manage to get past the third screen. 

The puzzles aren't that difficult, the real challenge comes from getting the choreography right until all clones are perfectly weaving past each other. Very satisfying once you get it right!

Very cute,  and a nice implementation of the theme. Getting used to the sliding movement and constant jump height was a bit frustrating at first, but once i realised that was part of the challenge I started to appreciate the levels more. Congrats on your fist game!

Those sprites are great, I really liked the giant goblins. Despite not understanding the crank mechanic I got quite far on my first attempt, so when I went Game Over without any enemies nearby I was very confused for a moment. But I gave it another go and had lots of fun!

Fun game with a good design,  I'm impressed how much you've managed to squeeze out of a fundamentally simple concept (solving mazes). 

An elegant mechanic, put to good use. Very well done!

I enjoyed it a lot! Some of the levels would be tricky enough even without invisible slimes. I bet you could make good puzzles using these slimes and towers. Really liked how the music was in sync with the gameplay!

Very cute, I liked it a lot. was a bit confused about the mechanics at first, but after a couple levels it started making sense. Well done!

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That's so nice to hear! I'm happy you (and the rest of your team!) enjoyed it so much. All the positive comments have made this an incredible first game jam experience :)

Unfortunately the web player kept crashing every time I pressed play. Will bookmark to try again at a later time

Done already? I wanted to keep going! 

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Simple yet effective. Does all it needs to do, and does it brilliantly!

Those were some good puzzles, really got me thinking! I got through all the levels, there's some cool mechanics to play around with. Most of the later levels require a decent amount of back-and-forth pushing of bombs to get them down to the correct number, which made those solutions less intuitive.  I think some of the level design could be improved simply by slightly adjusting the bomb numbers and positioning to lead the player into the proper direction. More of a "figuring out the incomplete setup of a solution" instead of "fully setting up the solution". But still very enjoyable!

Great concept and visually striking. I got all the way to the end by basically just spamming tornadoes and cascades, which turned a tactical roguelike into something of an idle-game (which I still enjoyed!). The connection to the theme feels pretty loose, but that doesn't take away from the sheer quality of your game.

Everything about this is just so smooth, I love it! (Special mention to the cover image for the itch.io page, it looks so good!) Fun to see some other death-timer platformers out there

Nice idea's, was very fun to discover the rules of the game. I bet there's more puzzle depth to be found in these mechanics for later levels.

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Nice visuals, and a fun take on the theme. I also felt the RNG was a bit unfair at times. I could imagine this working better without random number order and just counting down repeatedly from 6 to 1 (with a randomised shuffle of the columns, e.g. 5-3-2-6-1-4).

Very challenging, but once I got the hang of it I started to enjoy it. Clever level design, especially the last one. Although the cleverness is not clearly communicated to the player. An instant reset button would have caused me less frustration.

Incremental games just scratch a particular itch in my brain, and so did this one. I liked the modifiers bonuses depending on structure placement. Well done!

An interesting variation on a game of poo! Too bad I'm no good at pool, but fun concept nonetheless