You know what's nuts? Using this with my Hyper-Polling keyboard that's ULTRA sensitive to touch, lol. Fun and chaotic, even if I'm just doing button mashing practically with this thing. Love the physics on this thing. Had to give up though. Absolutely could not make it around the right side here.
Ganktronics
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Well, I posted EARLY, which means anyone just checking out games while the jam was still in development phase saw mine, even if it was still getting updates. Basically as soon as I had a minimum viable product for all game, sound, and theme, I put it up there and modified it each day. Second, I think incrementals just get a lot of views on itch. In that first week, most of my traffic was from the incremental tag or the cozy tag and not from the gamejam links. So... if you didn't put tags on your games, put tags on them. Non-game jam traffic definitely has an effect on popularity!
Besides that? Luck, I'd say.
Ain't that the truth. Highest ratings and dragged down by stuff like random 6% of my ratings being 1 stars for... I assume being mad "just a clicker" was popular? If itch rankings took number of ratings into account, it'd be better. Still, happy overall. I've got a game that got the most ratings, which is a FAR better reception than I expected off of just wanting to test out shaders and the idea of filling in an upgrade menu instead of just using nodes. Really happy with it, even if rankings are busted, lol.
It's a solid little game that could use some areas of improvement. I never could figure out who was lying to me and who told the truth so it was a toss up on if I was doing the right thing. Since I had to restart to try and get further (never did make it the whole time), it pointed out two quality of life features you should add if you take this further or do something similar in the future. I'd add an audio slider (that chat sound got loud on my end), and I'd add the ability to adjust text speed (either by just hitting space to see it all at once, or a slider as well). Other than that, it's a creative take on the theme and plays well.
Man, with a little networking, this could be the start of a great friendslop game on steam. It's really well polished, the only thing probably holding it back on the jam is the need for a second player locally. You guys should think about continuing this for sure.
Buuuut, let's talk the elephant in the room.... " 9 seconds before the deadline"... HOLY! That's got to be nervewracking, lol!
Loved the art and gameplay of this one! Sometimes it did feel like the cursor wasn't quite hitting where I needed it, or needed some other visual feedback, like a "hit effect" when I was trying to break something or a bit more obvious of a tell when I was hovering over stuff that was interactable (I could notice it on some things easy enough, but not others). Still, it was a fun game, and a neat take on the theme!
The art is amazing, but I think it definitely deserves more. For games where you have to deduce things, I find it's best to have three different ways to notice, and preferably a mix of audio and visual. I feel like if it would've had maybe some telling animation or sounds, that would've really made this.
Nice platformer. Loved the art, story, and use of the theme. If I were to fix anything, there'd be two things that could be improved. Some platformers didn't "stick out" as platforms enough at first. The other thing is if I die and respawn, the dog agent should probably just not pop up chatting again, felt a little unnecessary. But yeah, great job! It's a good game for sure.
Solid card game here from a perspective I've not seen before. Usually, you're playing a player, not the dealer. It played well, looked well put together. I liked the touches like the card animations and the roaches. I think playing as the dealer instead of a player made the whole thing really stick to the theme. It's a great entry!
I ended up winning by not lying unless i had no cards to play and had to play one. I did have one card that let me change a card, and that was a neat little addition. If you go forward with it, maybe a few more fun ones like that would add to the experience. It's an enjoyable game. Nice art and sound. Overall a solid entry.
Simple, intuitive. I don't know if there's an end goal or if it's just a chase a score thing. I feel like if it's a chase a score thing, saving my previous score would be nice. As someone whose listened to too many tones in my life, I might've appreciated a different sound, or an audio slider, but I get it, it fit the theme of the gameplay. Overall it's a fun little game, movement is neat and the whole thing's unique. Good job!
Saw the chimp, decided to give it a try. I appreciate that the text wasn't LOOOONG for a game jam, lol. It was nice and short, I could get all three endings relatively easily. I liked the touch with the sounds when text was coming on screen. I think it could've used some music. But otherwise a nice game for a first game. Good job!
This may be the best "figure out who did it by figuring out who's lying and who's telling the truth" games by a long shot. Seriously, zero complaints. It looked great, sounded good, played well. Loved the wizard using a gameboy for divination for some reason. The torture animations were cute. Overall a satisfying game to play!
Did you know, if you don't read the instructions and just toss a tape off to the right, you can't start the game until you refresh and read the instructions? Lol. If you take this any further, I'd have those tapes respawn if off screen, just for sanity (mine). Interesting little game. Good game all around, I'd say. Was a neat way to present the theme. Good job!
Thanks for the feedback! I've got a fix waiting on the jam to finish that should address the dialog boxes. Just have to wait forever to be allowed to update it, lol.
As for the "ink stain" I assume you mean the little circles that trail the blotches? That's a very similar effect to a fog of war effect from an RTS. The way I've got it is that there's two pictures layered on each other. Blotches get trailed by little distorted circle sprites that a shader uses to basically erases that circle from the parchment layer, just like a fog of war you're probably used to in other games, but parchment colored instead of grey or black. However, that same distorted circle get's drawn temporarily on top of the full colored town map, with a shader that darkens it a little, gives it a darker outer edge to mimic watercolor, then fades away. The rogues basically just do an undo of that, reapplying the fog of war effect.
Thanks for playing!
The controls are a bit off, feels like the cursor's art isn't centered on where the cursor is? There's also some grammar that could use some rewording. Besides those, it's solid in design. Once you adjust aim for it being off, it plays pretty well. Loved the art and level design, and the minimap setup. Good job overall!
This is a well polished game, solid gameplay. Loved the art and effects. There's not much I can offer as an idea for improvement. If anything, I'd have to say the UI? Given how responsive and reactive the rest of the game was, the UI felt flat or just a little out of place? I dunno, hard to explain. Still well done getting this out there!
It's a solid game. Good mechanics, visuals, all that. I do think it needed either a little more variety as you progressed in what you bought or to be a little shorter, as the upgrade for item values seemed like it might've just prolonged how long I was playing, rather than adding real value, if that makes sense. Otherwise, I liked the use of the theme and the way it played, good job!
I failed to figure out who did it, lol. I feel like a couple of things might've helped out this game greatly. First, the accusation menu should match the names of the people, perhaps, and the people's chat windows should state their name as talking, so you drive home who's who easier. Second, maybe a hint system or some sort of visual tells that someone's lying? And finally, instead of just "GAME OVER" if you lose, maybe a little narrative on you being taken out, or kicked out of town, or whatever happened, instead of a jarring loss screen. Or maybe a recap of how many clues you missed? I feel like those would have made this solid overall. Otherwise, you did well with the art, sounds, controls. Just could've used a little more oomph in those areas. Nice job!
Turns out that papers please but in a spaceport is pretty cool. I feel like the guide book could've been a little simpler and less text, but other than that, I've got no complaints. (It was just a lot of text.) The art's great. I liked the "I am not an alien" checkbox touch to begin loading the game. The effects on the main menu and the page turning were neat to see in action too. A great submission for sure!




