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Gedig

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A member registered Jul 11, 2016 · View creator page →

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Great job! The polish around the scrolling main menu and the in-game animations were really good. Definitely laughed the first time I got caught and just *immediately* jailed.

Very solid survivors-like for a game jam! I think my only feedback would be that the background was a bit noisy (especially compared with the simpler/more solid outer walls) but otherwise I really enjoyed it :)

Really interesting concept, would definitely love to see more but I fully understand the time crunch while learning a new engine! I definitely think more poker games should have table talking and other ways to play around the NPCs, and this is a really neat spin on it :)

So you're telling me... a rice fried this shrimp?! The writing was really funny and I liked how the wobbling crayon art style made the world feel alive. Great work :)

Short and sweet, but nicely executed for a jam project. I loved the visual effect changing the tiles towards the end of the game 

Really nice aesthetics, the gameplay in this version is maybe a bit simplistic but I could definitely see myself spending more time with something based off of taming such interestingly designed beasts with music!

Really solid top-down shooter for a game jam. If you pursue it further, having an area to test out the weapons in advance would help a lot so the player isn't thrown right into experimenting with their range and firing patterns in the middle of battle (especially with limited ammo before cycling!)

Very good for a solo game! I would suggest limiting the amount of options available at the start since it's pretty overwhelming, but it was a really solid little citybuilder!

Aesthetics were top notch, easily one of the nicest itch pages I've seen in the jam as well. Not always easy to modify an existing game like Poker, but the trap cards certainly kept things interesting!

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It's cool to see a fully designed "board" game created during the jam. I could definitely see this being an interesting one to play against someone at an actual table!

Edit: Oh I also really appreciated that you made a devlog for each day, I'll have to keep that idea in mind for future jams

Fellow dice game! Really good execution in your game though, and the aesthetics are really well presented. I'm sure there are a ton of variants of liar's dice but the one we play is that the first player can bid on 1's and if they do then 1's are not wild for that round. Might be worth considering if you continue development :)

Insanely polished for a jam game, excellent work! I agree with Pedro that there's a few too many basic puzzles before getting to where the game really shines, but the puzzle design for the later (esp. last) levels is excellent

The aesthetics were gorgeous, really excellent for a jam game and it was so satisfying just to wander around in the snow and look at the lights. Just a small piece of feedback but I clicked into the credits and then there didn't seem to be any way to skip or speed them up, which would've been appreciated!

I think in general games like tis are more fun for the developer than its players, but it does fit the theme well and was well-executed. I hope it finds its sicko audience haha

Cool aesthetic! I agree that the screen warp is a little too strong, but still good work for a shortened jam period!

Great work for a first game! I could definitely see the core potion making being expanded into a relaxing little game, and the deviled egg made me laugh :)

Really captures the vibes of the MMO boom of the early 2000's. Would definitely love to see more!

That's a really funny twist on the jam theme 😅

Easily the best memory roguelike I've ever played. Great work for a solo dev!

Visuals and audio were really nice, and the roguelike system worked quite well imo. UI was definitely a bit cumbersome with how punishing being spotted was, and classic stealth game hiding spots like bushes would've been really appreciated, but it's absolutely a great proof of concept :)

Really good variety in the upgrades, I thought I was so clever pumping up the on-field numbers until I realized the teens would get me has well haha. Great work!

Nicely executed! I was surprised at the polish of the isometric art style when I first loaded the game. My only recommendation for future isometric games would be to also skew the user's input, so that the player can walk down the hallway just by holding one direction :)

Excellent work, definitely a great take on the theme. I'm sorry to all the fish I killed in my first run 🙏

Really good work for 3 days! Made me think of "Papers, Please" (Potions, Please?). The UI was blocked by the itch.io overlay on my monitor - I think there's an itch page setting to enable a full-screen button that might help!

Really good execution! The economy & keeping your party happy is exactly what I was aiming for with my game but I didn't have enough time unfortunately, so it's nice to see someone pull it off!

Really appreciate the feedback! Yes pretty complex battle system and didn't budget enough time in the jam to add enough visual feedback (like highlighting which dice are used for scoring) or tutorialization. I added a How to Play blurb on the main description, if you've got some time to give it a read I'd love to know if it clears some of the most confusing things up!

Looking forward to trying everyone else's games this week :)

Mine was intended to be a bit of a deck-builder but it's mostly just one round of party building and then surviving as long as you can. Curious to hear other roguelike fans' opinions on it since I'm on the fence about polishing it up into a full release:

https://gedig.itch.io/cowardice

Hilarious!

Great work! Loved some of the visual effects, especially the warping of the force fields

Great work for a first game for sure! Having one with an actual end (not to mention 4 of them) is definitely an accomplishment!

Love the little wobble on the walk anim haha, though I would've loved to see some visual indication of which tray/object was going to be interacted with, especially with everything constantly moving and not being able to drop/discard them after. Overall really well built for a jam game though, and I was really pleasantly surprised when I came back and my upgrades had been saved!

Game controls really smoothly and it was satisfying to cruise around and collect things! Some tutorial text on the jam page would help out a lot though in my opinion.

Didn't get much in in the way of options but 'm' will toggle mute for those that want it!

Hey all, it's come to our attention that some people are having issues launching the Peglin.app from itch on Macs recently (myself included), presumably after some kind of security update to Mac OS.

I poked around a little bit and found 2 ways to get the game running again:

  1. Download the itch.io app, and use it to download Peglin. You can then either run Peglin from the itch.io app or you can take the downloaded Peglin.app and move it anywhere and it still seems to work as expected.
  2. Manually clear the apple quarantine flag on the Peglin.app, which requires a tiny bit of command line knowledge. You'll have to navigate to the folder containing Peglin.app on your computer and then run "xattr -d com.apple.quarantine Peglin.app/ ", after which you can open the app normally. (See  https://forum.gamemaker.io/index.php?threads/solved-game-reports-as-being-damaged-after-being-downloaded-from-storefront.42479/ for more information)

Happy Peglinin'!

- Dylan & the RNG Team

Hey there! Unfortunately itch doesn't have an easy way for us to cross-post our patch notes (unlike the builds themselves, where itch has really good tools), so the patch notes will always live on Steam: https://store.steampowered.com/news/app/1296610/view/4239662874057072189?l=engli...

Sorry for the inconvenience!

Thanks for the report, this should be fixed in the most recent update :)

Thanks for the report, I'll have to test the magnet on that level. It's a bit of a gimmick layout in that some of the pegs on the board don't have collision, to kind of reflect on you finding a secret passage in the wall. It's definitely a bit silly.

Thanks for the report, a fix for this will be going out in the next couple of days :)

We were planning on releasing on mobile after consoles next year, but it gets requested so often that we might have to change our plans and release the Early Access version there sooner than that!

Thanks for the feedback! Agreed, speedups are very high on our list of QoL features right now, and we should start work on the feature very soon!