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HasarD'itchio

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A member registered Mar 29, 2020 · View creator page →

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Hmmm I tried several times but only managed to cook 3 out of 4 correctly.

I also tried to mess up everything and the result was always the same. Did you have any issue with the build you updated? I could not use them twice as mentionned: "your remaining mana is only enough to open the cauldrons to serve the food twice."

The game is getting funnier the longer you play. So I think the timer being wayyy too short is not helping you. :(

Being a gamejam, if the other players did not care about retrying the game, they will totally miss the point.

First playthrough: placing a few seeds resulting in a muddy color and 0 seed available.

Second playthrough: managed to get bees around my grass(?) to plant flowers and Flytraps for the sake of it. ~1140 points.

Third playthrough: spamming grass and putting flowers in between to keep the grass alive longer. 1940 points.

I'm still curious about the flytrap so I'm gonna read your instructions and see what I can do with them.

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My first impression was "omg they can run fast!". And I used my bad habits and did not use the wall as intended until days ~20ish.

This build is already robust and pretty interesting (-> edit: sometimes the peasants bodies remain in the field even though I did not use any weapon and the bats will stay nearby). And in some case, the push back is so powerful the peasants are in fact pushed closer to the castle lol.)

But I was a bit disappointed by the bats, once I used an archer, I found out they only care about 1 target and once it is destroyed, they go back to their spot until they found another one nearby. Knowing this, it can be worked around, though.

Really nice gameplay but you are not really showing it on this short level.

The pause while not moving is already nice with the theme and let people who are not used to platform to move carefully.

However, the balancing time (left/right clicks) between platforms might have been better with a just-a-little-bit-longer range or at least with more levels. For instance, in a tuto level, forcing the player to sacrifice some of his time to "heal" a platform in order to be able to make the jump. Or the other way around where he needs to "drain" a platform. I'm stating the obvious because the mechanics are great but we did not really need it to finish the level in the gamejam. Ah also, if possible, it might be better to build the game for the web. Downloading files is not the best unless it is from trusted sources.

(I know a gamejam is usually not a place where you have a lot of time, this is only my 2 cents.)

Lol this is not casino what are you talking about

Hmm this was nice to play in rhythm until I found out that something is really wrong. A (La) sounds like D (Re).

It would have been really cool to have more based on this.

I actually chose the same color palette for this game jam lol.

Regarding the game, I tried to block the lock but it went above 999 so I came here to make a comment. When I go back to the other tab, I can still click on Jules but now the 3 options are not working so I have to endure 1050 minutes of fire.

The last perk should not be picked until the player can clear the goo in an area (this way you keep 1 slime and clear everything before each wave, keeping the forest at 100% purity). Doing so means this is a countdown until the player gets bored.

I think the shovel should not have been included to match the theme. At some point the player is too powerful to fear any wave. And the last 2 perks are clearly useless.

In a nutshell, not a challenge but it was fun and pretty to look at though. 

aaargh this is frustrating because my rhythm is wrong! xD

After I understood how to play, I think that the number of beats remaining should have been kept blank (once the drummer finished his part).

I tried my best and won even though I failed some stops. There are a few traps with "roads" leading to buildings but the bike nor the character's head are not strong enough to go through the walls.

Apparently I had to get gud. So I tried again and did not click on the dialog option until I got him.

Unfortunately he had a second HP bar. I still took him down but got killed during the victory pop-up message. Good job both of you.

(I found out there is a heal button after my playthrough ahahah...)

Good job, the music you picked worked well with the urgent matter. And I really felt like I was working with that phone ringing every secooooonds lol.

I drew the message on paper before the interaction started so I did not know it would update directly on the screen (technologiaaa, I guess).

And the main character is really a pro, I could not decipher the message on my own.

I really did not want this goblin to win so I failed on purpose ahahah. Sorry, I hate slackers.

I liked having Samus running around shooting doors "bzuuut" and the art of the zombies and nurse are great but I could not close the nurse window.

Cool puzzles but I almost gave up on that frustrating lvl 4. I even did not figure out how to get stars.

Also, I think sometimes I got more moves than expected. I was running toward a "battery charger" and I saw I had 00 move left but then it shows 02 and I was still able to charge my little crab. Not sure how it happened though (all I did was rushing toward the battery, moving slowing's not working).

The last level was a bit easier, so now I can resume rating other games xD.

This was really nice! I wish there was an animation for the battles but I honestly was too busy managing the economy.

Ketchup flirt your game.

My coworkers had fun with me, until I found a weapon inside a crate.

Are the ennemies' projectiles solid and actually blocking the player's bullets?

The gameplay was not easy at first but I had fun improving my maneuvers. I was surprised by the music being a bit loud when choosing a target but I guess this is for the narrative`s purpose.

And there is no story background so I was actually sad to win the game.

For everyone struggling with the countdown, the game`s input is a big hint at how it should be played.

Very well made but it is so sad there is no music / sound effect.

The player is a bit overpowered or maybe I should consider this like a first chapter. It was fun to make the enemies crush themselves though.

Nice game! You introduced several things in the game without any tuto.

The only issue I had was during the cutscene where the art was not fully visible in fullscreen or the text taking too much space. If I am not mistaken, you might need to change some display options in the Project Settings.

Thank you for trying to go to work :p. Did you try slapping from the outside of the blob of NPCs? If you slapped them in the middle, it has almost no effect because there are people nearby reducing the force of the slap.

Also slapping regular boarding NPC, besides the stress level automatically increasing, is turning them into angry NPC (the red ones). And slapping the exiting NPC too much is making them slower ahahah. Sorry I made it a bit frustrating on purpose. 

Regarding your character going out of screen is fine, because I made the area larger than the visible screen but sometimes boarding NPCs are just loitering around and honestly, I also found it during playtest but I thought it was a nice additional kind of obstacle.

This game is really nice and feels good to push people around (similar idea in my gj ahah). 

However, in fullscreen, an ultrawide screen will spawn circle outside of the playable area.

Damn I fail the last jump on the orange level because I thought a jumping bear would help me jump higher...I went through it instead xD

it is impressive what you can do in 4 days as a team.

Is Nau a wordplay from the Japanese "nau", meaning the impact is?

I find this game relaxing and not too punishing in hard.

I ended up crashing with a score of 21. The car was too sensitive for me at that point

The yellow creature moves like it is walking on an ice level. Check carefully your surrounding, especially since starting from level 5 to the end, the number of moves does not allow the player to make any mistake.

It is getting interesting/stressful from 20 points.
The music might have needed to be longer with a different pattern to feel less repetitive.

I would have hit the retry button if I could have started at a higher level (like an unlockable checkpoint or a difficulty level starting higher).

The health does not seem to decrease and I reached the end / bottom of the 2nd level a bit quickly.

But what I enjoyed the most was the jumps (even though I had no shotgun in the second level) I reached the high ground area with the shells thanks to a jump and an uppercut. And the shift + jump is really nice when input correctly.

I also had trouble with the input x tile move but that's a minor issue.

The main issue was puzzle at the end of the level. The angle of the puzzle is nice because it forces the player to mentally rotate the level. However I was pretty sure I did one of the puzzle correctly so I took a screenshot and retraced the tiles on the level but it still told me I was wrong. It happened twice on 2 different levels (before I gave up :o). Was it because I move a red tile on the ladder tile? I'm not sure.

Is there anything hidden in the last room? I finished it without using the last key and noticed a red door near the GMTK background.
Regarding the losing condition, I did not die after the timer should have reached 0. And there is a way to get a lot of additional time by spamming the reset button.

The use of acronym was a bit disturbing at first, but nothing to be worried about.

I could not make it past the dragon that had 220hp, he's just crazy difficult for me ahahah. Maybe I have to try another build.

I really liked the use of the theme, good job.

Wow I'm jealous, this is so effective! 
How did you balance the game? You added enough time to do a whole lap based on your playtest?

Also, how many laps did you plan? I could only go to 11 laps in my run.

The game was well balanced with the countdown mechanic. Without using the zoom, we can make it within a few tries.

But I'm still confused by the goblin lol.

This is exactly what's happening when I am overthinking things. This was fun, like during the Flash era.

Hmmm when I played it, at first I was amazed by the game. But when I finished it, I felt the same as when I was a kid in a Sunday night ahahah.

This is frustrating in a good way. In order to avoid being vulgar I stopped at the level that is looking like the water level in the NES TMNT game.
Also in order to do the right click without issue I'd recommend to play in fullscreen.