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GlerG

157
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36
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A member registered Dec 26, 2019 · View creator page →

Creator of

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Thank you for playing! All really good points, and if I end up developing this further, freezing time would be a really fun mechanic.

It was cool playing it after watching it on stream, cause I ended up developing a different play style heavily utilizing the rapid fire, and I think it's quite neat that the game is open to that. I also really like the visual effects, like the lighting and the tank tracks, they made the game feel a lot more alive. Overall I wish there was a bit more variation in the enemies, and I wish the decision of which bolt to pull had a little more weight, but I imagine that's scope for a post jam release.

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I've seen a couple games with this sort of timer health bar, and this is the best balanced one I've found so far. I feel like the start is a little too hard with how many enemies there are, but the training mode really helped me overcome that initial hurdle, and once I got into it, the combat is very fun. Great job!

Fun game! You really nailed the atmosphere on this one. I sort of wish that it wasn't just one drink at a time though. If you could multitask, it would give a lot more meaning to the patience/temperature scoring. The timing minigames are already quite satisfying, and I have a sense they'd feel even more so if you had the choice to have multiple going at once.

Very fun! I like how many of the later counts really felt distinct, and the expressive animations and parallax really made the game feel alive.

I didn't really fully read the menu until I played a couple classic games and I got so so hyped when I saw the bot building. I don't know how anyone has the time to implement something like that during the jam. I'm wasn't awake enough to make anything good with it, but just it being there makes me very happy. Also, I love the card designs, they're so whimsical!

I quite like the idea having to time the extra rules myself and it added a lot of extra interest for me during the platforming. I can't say I feel like I ever figured out the window within the count to jump/duck though, so I ended up just spamming the inputs like a maniac. Regardless, I had a lovely time!

I don't even know where to start here, just wow. I was pretty excited just from the thumbnail art alone, but I was not ready to get that invested. The art here is so good, and the sound design is very subtle, but so effective with how the ambience fades in and out locationally during the dives. The whole thing oozes with such a cohesive aesthetic. I do unfortunately feel like the primary countdown doesn't mesh in the best way with the rest of the game. It's great at adding tension and weight to what's happening, but I ran out of time on the final dive and it just felt a little anticlimactic. I just don't have the time to restart the whole game right now, which makes me really sad, cause I want to see the rest of the story so bad! I'm definitely coming back to this after rating is over to finish it.

Very cute all around, I really like the setting and the story. I do wish there was a little more around, it's a bit hard to judge where I am in space on some of the bigger gaps.

This game gets an impressive amount of mileage out very few mechanics. It gets a little a little hard to read what's going on pretty quickly, but I can't think of anything else to critique. Great work!

Nice to have a chill entry as a break from all the harsh time limits. Very lovely!

Games with drawing mechanics my beloved! I immensely enjoyed this, and I would probably kill for a full game of this. My only small complaint was that the controls could've been a little more intuitive or kept on screen in some form. 

Simple, but very effective! It's quite satisfying to build up mastery over the controls. I only wish there was some progression in difficulty/complexity. I managed to get a score of 21, before my inability of to read clocks caught up to me!

This game is so juicy! Everything feels really fleshed out for a jam entry, the progression is satisfying, and the opening cutscene set the stage really well. I do wish the enemy modifiers let me click to continue instead of going away on their own so I could read at my own pace. Also, I encountered a bug for every run after my second, where the enemies would move at twice my speed and it made the game impossible, but at least it seems like a rare thing since nobody commented on it. Great submission!

Fun game! I like the music, and the rewind mechanic is really cool, although it was a little hard to use effectively.

Thank you for playing! You've got a good point. I wanted the mechanic to be kind of a mystery until it was revealed at the end, but in hindsight I don't think that works with the difficulty of the game, since it takes a bit to make it to the boss, and not everyone does.

This is really good! The platforming physics feel smooth, the level design is great, and the visuals are very nice, I especially love the character animations. I spent around 2 hours trying to beat the game, trying routes, optimizing, and I eventually got to the printer, but I'm not sure how it's even possible to get back on time. Here's one of my best runs, maybe I could've picked a slightly better route, but I can't think of much else I could have done. 

Biggest points of pain I had were the hitboxes on the hazards not being very lenient, and the camera never looking ahead of the player, especially on the drops. Either way, I don't tend to sink quite this long into jam games, but this was a real blast. Thanks for making this!

I feel like the fight is only really fair or feasible if you pick up on one of a few correct play styles, but having found one, it does feel good to play. I wish the sword was more usable, as I couldn't really get close enough with it, but I did really enjoy how the bombs were designed. The timing and aiming systems work in such a way that they're fairly easy to use and have some mastery to them!

Very well done! The story is very well integrated, and the props are cool to figure out. I do wish the progression was a little smoother. The game jumped into longer stages very quickly and didn't spend any time introducing the hazards.

I really like the concept, and it's fun to take down and avoid enemies as the jumps go on, but there really isn't much stopping me from just rushing the FTL and getting out of each area in under 10 seconds. I feel like all this game really needs is some scaling on the FTL time, and possibly some risk reward for choosing to stick around and survive an in an area for longer as the enemies pile up.

I think the scope here was very smart, because just about everything feels polished and complete. If I had to nitpick one small thing, it's that the area to click on the oil switch felt like it should've extended further down. I would love to see this expanded in some way, because what's here is already quite fun!

Love seeing more games with a countdown that isn't quite literal, and this was a good one! I do agree with everyone else that the start is a little hard. A tutorial stage that's somewhat feasible to do with no upgrades would really help. The mid to endgame progression is very satisfying though.

Love seeing more games with a countdown that isn't quite literal, and this was a good one! I do agree with everyone else that the start is a little hard. A tutorial stage that's somewhat feasible to do with no upgrades would really help. The mid to endgame progression is very satisfying though.

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Was a big fan of that Fred guy, real shame what happened to him.

I love how ridiculous this game is, and it really doesn't miss a beat in that regard. The art, sound design, gameplay, heck, even the itch page all contribute fantastically. I do wish the level design had a little more focus, as there were times I felt a little bit scammed by the layout. Like, I would be doing just fine outrunning the apostles, and then I would bonk my head on a low ceiling, barely miss a platform and lose it all, most especially my cheese. Overall, very silly and fun. I hope this does well in the jam!

Also this happened to me at one point, and I don't know how.

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I think the systems here are very compelling, but as many have mentioned before me, the timer is way too short. I could see something like 1-2 minutes being enough for someone just starting to figure things out, and for someone experienced to strategize. I've long had a soft spots for games and simulations where you make something, then sit back and watch stuff happen, and this scratches that same itch for me.

This was really cool! I love the art, and the progression in complexity from one microgame to the next is done very well. It was cool to get to tackle more nuanced versions of the first microgames in the latter half, and the bandage and shooting games being combined for the last one put a smile on my face. If I had to nitpick a couple things, some of the sounds at the start and end were a little loud compared to the rest of the game, and I didn't have enough time to read the text at the start of the second syringe microgame. Congrats on a great submission!

I feel like I never understood the controls after I read the tutorial and the description, but I feel like that may have been a problem with me using a keyboard and mouse. This seems like it's designed more with controller input in mind, which is not a bad thing at all. Although I couldn't really get far, I did really vibe with the art direction.

Very cool! I like the trippy background effects. Also the game crashed for me a couple times on the score screen, I think it only happened when I got above 200k score.

Really well made! It just kind of felt like it needed more. like better enemy ai, or different enemy types, maybe something more tying the day and night together. Overall great submission!

Very fun and casual! Also I this is the first game I've seen with slippery movement where it actually improves the game feel, congrats!

Really fun! An ingame tutorial could be nice.

Loved the ending! Easily 1 star :D

Took me a while to figure out everything even after I read the description, so maybe things could be explained a bit better somewhere in game. But once I figured out what was going on, it's was good time! Felt very frantic (in a good way), and I really liked the music and sound design.

Very cool and satisfying concept! I definitely could see this going in some interesting directions if continued. Like the mana didn't really matter because I ended up with over a million at the end anyway, that could be more limited creating some strategy. Maybe it could be a highscore game where you have to destroy as much as possible before running out of mana. Maybe it could be a strategy game with different levels being different cities that each progressively get harder to fully destroy. Whatever you do, this is pretty cool already!

This is the kind of game that probably doesn't need a lot of work in the art department. But despite that every single thing is packed with little touches that are barely noticeable, but still make a big impact overall! Like the bits of debris coming down from the ceiling whenever you move stuff.  You could've just skipped that and nobody would've even thought about it, but the thought was put in to add that and so many other things and I love it so much!

The visuals, and the audio, and the juicy effects! If this isn't at least top 100 game then I don't know what is. Only complaint is that sometimes it felt like things would or wouldn't happen at random. Like I would hit something and nothing would happen, or there would be no enemies on screen and I would get hit by something invisible.

While it's not exactly a game, the visuals and especially the audio are so good! I laughed so hard the first time I saw how over the top the pipes are.

I like it! It felt a bit too random though. Doing 1 damage on a 1-6 damage attack just feels bad. I think it would be fine, but all of the abilities are like that. Having random elements is nice, but too much goes against the point of a strategy game.