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goddommitdom

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A member registered Jul 10, 2020 · View creator page →

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This is so neat! Yeah, there's a bit of an entry curve, but I went in intending to take my time with it and figure it out, and I only needed to reference the description info on one or two aspects. (The different boxes in the shop was one. The other was trying to see if there was a guide to the encounter symbols. I figured out the green ones, the shop, the basic battle, but there was at least one other I was uncertain about.)

I failed my first rift *very badly*, but went back to the start, looked through the modules again, actually took a shield this time, figured out that multiple weapons is better than one big weapon, went back in, and started succeeding. Then once you can start investing points into the Career, things *really* start to snowball in your favor! 

No, the game doesn't hold your hand — it definitely doesn't do that! — but I also think that there are enough context clues that there aren't all that many aspects that aren't *figure-outable*. 

The presentation is — ahem — *stellar*. The scene transitions in particular are A+, the spritework (especially the backgrounds) is fantastic, and this is a tiny, weird thing to highlight, but I really love the rotating title screen menu. I dunno, something about it's just really nice. 

Genuinely great job on this one.

Thanks so much for playing! I hope it clicks for you, and you get half as much enjoyment from it as I have!

Each region of the tournament has 10 matches — the dots fill up as you beat them. My guess is that you won but didn't see the dot change? You have to clear a region before moving on to the next. 

Combos are only triggered via Plus/Same/SameWall rules, so the early tournament regions won't have those available. If you turn on those rules in Settings, you can play with them right away in Freeplay! 

Anyway, thanks so much for playing!

I *adore* this. From idea to execution, it's wonderful at every stage. Simple to pick up, difficult to master (at least, to do so quickly and accurately), and charming as can be. Never thought I'd call printing *charming*, but here we are. Well done.

Ah! Okay, part of the issue I was having was not understanding that the % clean was measuring the entire screen, not just *the room interior*. As evidenced by this rogue pixel, hah. Okay, problem solved. (However, since you have lightswitches already, perhaps consider a blacklight tool?)


I saw the empty open chests, maybe just having "decor" chests be openable but empty? 

And I just found an infinite water source outside the first room. Does indeed look different! My first playthrough I simply opened *all the wrong doors*, haha.

Again, excellent game. Great job on this one.

I adore Civ, and this is a solid little MiniCiv! Well done.

Love this. I did have difficulty with fully clearing rooms — the room looks squeaky clean but there's still a pixel missing from the "clean room" bar. I'm sure I just was missing a dirt pixel somewhere, but figured I'd mention it. Also there were sometimes closed chests that I couldn't open after fully cleaning them up. Is the only infinite water source the one in your starting room? I found myself going back to that one repeatedly, which got to be quite a hike. 

Still: The satisfaction of taking a room from a mess of grime to *a room* is pretty dang high. Well done!

Thanks so much for playing! Appreciate the kind comment.

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Neat little game, high learning curve though! Took a while to figure out that you can only paint the second color biomass OVER the first color biomass, and you paint the second color by dragging off of the starter pool of paint. (Or by mouse wheel in the stuff menu.)

On Wave 21, I got into a state where I stopped being able to build new units. I had 40 blue currency, 6 yellow, zero units on the map — and it wouldn't let me build anything new. So, game over! 

One general thought is that the shielded fellas didn't seem all that fair, maybe, without a way to move your units. (Ignore that if there is a way to reposition your units that I missed!) I basically had to just look at 'em angrily until my units happened to wiggle into a position to hit 'em.

Still, enjoyed my time with this game. Well done!

This is going to be such a weird thing to point out that I appreciated, but — in the cutscenes, the shot/reverse shot setup with one character or the other indistinct in the foreground is *such* an excellent detail! Well done overall.

Really love the idea and the spritework is quite good. Some thoughts:

- would have loved a *dark* itch.io page theme, the bright white is like being flashbanged outside the game constantly! (Yeah, I could fullscreen, and I did, but it's still a small thing I figured I'd mention!)

- audio cues people have mentioned, but for something that hasn't been mentioned: I think I'd've liked to NOT be able to pick up health/ammo if you didn't actually need them. I ended up picking them up before I needed them and then having nothing to pick up when I *did* need them.

- I almost think that the split between seeing / darkness is *too* generous. It almost feels like darkness is pulsing, rather than *seeing* pulsing, y'know what I mean? 

Overall though, I enjoyed my time with the game. Well done!

This is going to be such an odd thing to shout out, I totally own that, but — I adore the amount of dithering that y'all used in the art. I dunno, it just really gives the game a unique visual aesthetic and I love it. Super unique idea, too. The game really shines when you play enough to be able to start going fast. Well done overall!

This is a really unique take! Love seeing my past match lives running around like idiots while I'm waiting there for them (idiots) to figure out how to blow up the obstacle. Surely I would have figured it out much faster! Surely. 

Well done!

Cute! Really love the sheep/wolf sprites. Very readable, simple gameplay. Well done.

I adore the intro animations and the idea of the game is wonderful — who doesn't love an armored armadillo spinnin' around? Unfortunately I wasn't able to really figure out the controls with keyboard. I'm still not quite certain how I defeated the enemies in the first room — I was dropping the blast particles directly onto one guy and nothing happened, then while I was spinning around at the other end of the room suddenly the hatch was opened — and I could only manage to break the power box on the bottom, not the one at the top, in the next room. Couldn't figure out how to aim the blast particles without, presumably, a controller. I kept reaching for, like, WASD to move Dillon, Space to blast, arrow keys to aim the blast.

Still — you finished a game and that's something! Well done.

This is genuinely neat! The font does make it more difficult to get into than the actual entry barrier to the game, which is a shame. I played through several cycles, there's something really zen about the gameplay loop. A few things that I noticed / thoughts:

- I'm not actually certain there's much point to the barrier skill? At least I made it this far without using it a single time, which maybe oughtn't be the case for one of two mechanics.

- The tiles in the top row don't seem to give any Resources at all.

- Are the orange tiles meant to be infinite? Because the best strategy I came up with is simply: Jump to Purple planet. Roll dice, hope to roll high, and keep circling a cluster of Orange tiles, walking through empty tiles to turn them green on the way so you're constantly gaining resources.

- Small typo on the title screen: "Pay Youyr Debts" -> "Pay Your Debts"

I really did enjoy this — I played enough that my credits break free of the screen. Well done! 

Thanks so much! Appreciate it.

This is neat! Lot of mentions of Worms in the comments — I never actually played Worms, I played some other shareware game, the name of which I do not remember, but your game threw me *right* back into that memory. Just like being a kid again. Thanks, and well done!

I played this when it was first posted in early development and was excited to see where it went. Unfortunately I'm getting the same mostly-grey render that a few others mentioned. It was super neat, when I played it before! The big lad's movement is suitably chonky, and it was a lot of fun burning everything. Would love to see a post-jam version with the display bug fixed, but understandable if that doesn't happen, too. (I'm on Windows, and attempted to play in Firefox and Chrome.)

I made it to 36 cards, solid handle on the gameplay, just working my way through. Went to check out Node Stream — and that's how I discovered there's no saved game. I suppose the cards win this round. Okay, seriously though — it's a super neat concept! I like the nuance to the card duels, having to tactically sacrifice cards to see what an opponent has, and swapping cards that you know you can win back, etc. It's neat! Well done.

This is really, really cool. The color palette is perfect, and I love the pulse tied to the beat mechanic. As others  notes, there are a few things that aren't 64x64px (the pulse, the white outlines that show up on occasion when you eat a pellet), and when you get SO many particles it can get a smidge laggy — but I really enjoyed my time with this game regardless. Well done!

This is *so good*. Gameplay is intuitive, the spritework is fantastic — my time is much slower than it could have been completed because I wanted to just watch the mech in the background fight the monsters. This looks so great, I'm sort of stunned. Fantastic job.

This is cute as heck. Love the sprites, especially the "ouch, a cactus!" one. My reflexes are a smidge too slow to really get to the heights that are possible — I maxed out around 400 — but y'know what, I had a great time with the game regardless. Excellent choice in music, too. Really fitting. Well done!

The level crafting system is so clever! And I love the way you're shown a jump pattern in Storm that you then have to replicate when the lights go out. I was very bad at that. But I love the idea anyway! I'll be coming back to this one. Well done. (Also? Shout out to the wonderful little running character animation. It's real good.)

This is cute as heck. Love the sprites, and the color palette is lovely. Would have loved a 5px tall font for the values. I spent 14 rounds wondering where "b" fell in the value scale, only to then realize, oh, no, that's a six. I am not clever. (In my defense — I thought it was a bee pun!)

Love the aesthetic and the way the music speeds up with you, that's an incredibly clever touch. Well done!

I'm a sucker for a fishing game. I got the trophy; I'm the bestest! I did find myself wishing that there wasn't a chance for the fish to bite immediately, I missed every single one that happened right away. My brain insists that there should be a moment to relax before needing to react. Still well done!

Once I started jumping to the side and dropping the purple ovals, I really made progress. Not enough to save the frog, but enough to feel like we tried. Well done!

This is such a neat idea. I haven't a rhythmic bone in my body so combo chains were... low... but I did enjoy the game! Visually, it looks great but the pulsing does get to be a bit much after a while. A play-in-short-bursts kind of game. Well done!

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This is super neat. Loved the weasel sprite animation! Suitably weasel-y, I think. I did have issues finding the control room — I had to vent inside, was that the only way in? Jumps were also a wee bit floaty, but on the other hand I was able to eat fireflies as a weasel and parkour around, so, we take that. The radio was a really neat touch, too, with the public domain broadcast snippets. Also loved all the background details in the sprites (the "placeholder-y" signs and such made me grin). Well done!

Love the color palette and the unicorn sprite is great!

I didn't make it through ALL the levels, but I made it through quite a few of them! 

This is great! The magnifying glass to handle more text is a wonderful implementation. I did struggle quite a bit with frustration with moving the cursor, but that's maybe always going to be a thing when it's a cursor moved with arrow keys. Still enjoyed my time with the game. Well done!

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Love this! I played without looking at the gifs, because I wanted to have a go at figuring it out on my own. And I did! Like, of course you can't just slap blue paint on a red ball, you've got to burn away the red paint first. Obviously! Honestly, what you've done with so few mechanics is really neat. And it looks fantastic, the spritework is great! Well done.

I love this idea, and the spritework is incredibly charming. The jump is perhaps a smidge floaty? There were times when I jumped and then noticed myself waiting to land. I think I would have really loved a checkpoint system, too, rather than having to start from the start again on a death, but that's maybe a me thing! Regardless, well done!

Oh, this looks wonderful, what the heck. The spritework is lovely. I was not very good at the platforming part, but I did have a great time digging around. I didn't make it to the end, but will be coming back to do so for sure.  Well done.

Thanks so much!

I adore the sound effects. There's a lot to really like about this game! I did find there to be a bit of a learning curve to the mouse controls — at first I didn't even realize there *were* mouse controls, because WASD also moves the player and you can push boxes. It's only when I went to the description to find how to deal with the pull blocks that I realized mouse was *the thing*. 

Anyway, well done!

Love the spritework! The mop getting progressively nastier, visually, is a wonderful touch. I do think that I would have appreciated being able to aim the mop with, say, arrow keys — like, WASD to move, arrows to aim, something like that. As is, very playable though! Well done.

Thanks so much! 

To be *so* real with you — I knew from the start that this would definitely be a made-for-me project. The worst part about demaking Triple Triad is just... then having to explain how to play Triple Triad! I've had this game living rent-free in my head for decades, I *get* the rules, but I totally understand how other folks might not. I can say "plus triggers if any two pairs of touching numbers add to the same value" or "same triggers if any two pairs of touching numbers match" all day long, but it's almost like there's a switch that needs flipped in the brain and until that switch of understanding is flipped it just sounds like I'm describing moon logic!

At least with the Freeplay, you can turn the more complex rules off entirely. 

Anyway, thanks for playing!