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FITZER1

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A member registered Mar 10, 2022 · View creator page →

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Dang this is high praise, thank you so much!!!

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I tried this a couple times, and I'm not sure I get it...
The visuals are sick, the audio is neat, and the concept seems to build really well on what you guys already made before (House Rules) with the grid based puzzle/strategy, but I'm not sure exactly how the system works (very well might be me having difficulty understanding more than the fault being with the tutorial period), and there's always a feel that even if I launch the exact setup a couple times I might not get the exact same result, but I'm not exactly sure about that too...
Cool concept though, and looks polished as hell!!!

I can totally understand and sympathize, and in hindsight we maybe needed to think of some aspects of settings and such, but scope creep really got us in this one...
If you get to see this and have the time I would really love to hear if it felt as if the parry window was too small or just not accurate enough with the "problematic" attacks!

AMAZING!!!
Crazy to me that this is only you guys' first project as a team (if I understood correctly). The polish is crazy, the sounds are immaculately chosen, the story funny, theme incorporation is great, I can go on and on...
Some minigames mayyyyyybe could have been a bit clearer, but this is me being more than nitpicky about it.

Great submission you got there, and I wish I could emphasize more how much I mean that.

Thanks for the feedback!
We wrestled with that for quiet a bit and sadly we didn't have as much time as we would've liked for testing...

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Thank you so much!!!
I'll pass that to our musician, he truly deserves to hear that and I 100% agree.
I also would have loved if we had time to make more attack patterns or more enemies instead but time was indeed crunching...

Love to hear this feedback, and very happy to hear the fights clicked together well!

I'm not sure you understand how much this means to all of us in the team here.
This was probably our most ambitious jam game to date and seeing reception like this is amazing!!!

Concept is really cool but the art for the opening cutscene GODDAMN is this one good.
It's crazy to me that you managed to make this many polished mini-games in this  short of a time, and the little details in this game are amazing (small things that you may not notice at all but are there regardless), and everything conveying the feel of the last minute crunch is great.

Also where is the 'hurt' sound effect in the last cutscene! I was waiting for something to fly at the guy knocking him out and making the pipes sound effect lol

I LOVE THIS!!!

Epic boss fight, very cool mechanics, the feel of the clock is great, and this is probably the game I'm rating the highest from all the ones I rate today.

Now I'm off to speedrun it in less than a minute.

Very cool interpretation for the theme!

The framing mechanic is a little weird for me, I think the mix of the inversion and the arrows direction are mixing me up a bit, but I really like this.

Very cool puzzle!

I'm still trying to figure out the limits of the "vague" requests, as in if there is more than one word that's valid for them, but I love the countdown I ended with.

Cool premise, and I loved the car sounds.

Very nice speedrunning game, and the drifting felt neat as well. Also the car being practically indestructible is a plus for me, as reckless driving in games is fun.

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This is crazy good for 4 days. 

Only when I was seconds from losing I noticed the "Upgrades" tab and realized there's a whole other system I haven't known about.

The game does feel pretty difficult, but that might just be me not getting the hang of it yet.

This is probably one of the higher level productions I will see today as I'm rating random games itch gives me.

This was amazing. Can totally see how you won the jam, the polish is great, and the vibe is amazing with the "White Knuckle" style hand, to the bopping beat in the background and the AI which actually gets really challenging in the last couple of levels.
Came here after my friend sent me your blog with after he saw your shoutout to our game, which I can't even start to convey how much that means to us.
Thanks again for a great game and the shoutout!!

Thank you for the feedback!!
Trying to reply before Slime here to have one time I reply first :)
Happy to hear it was easy enough to understand our core loop, we were concerned at some points that even with a tutorial our game is a little complex for a game jam, and I'm sure our musician will also be happy to hear he nailed the atmosphere there!

Very cool game! I was hooked into playing until I got to the end!
Nice execution and very speedrun-able, the resources feeding into each other through the crafting system was satisfying.

Thanks for the thoughtful comment!
As the designer of the puzzles I 100% understand and agree with the sentiment about the difficulty curve, and still believe I could've and should've dedicated more time for them. The biggest recurring problem was the levels went from too difficult to pretty easy on a change of 1 additional or fewer flower, and becoming a difference of either forcing grindy play or simple planning at the start. Due to understanding our scope creep a little late we settled on aiming for the easy side. Level 8 did turn out as a bit of an outlier.
Thank you for the feedback again, much appreciated!!!

Thank you so much!!
The puzzles were a big uncertainty for us so this feedback is very reassuring!!