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Isaac The Slimehunter

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A member registered Nov 22, 2024 · View creator page →

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A very fun and bouncy track! Love the way you navigate to the middle section, and how it gets back to the main theme. Very effective use of chords and I appreciate how clear everything sounds!

As a violin player myself, I might be biased, but daym that was some good playing! The violin and the harmonica is such a good combo!

Was that the sound of blowing bubbles? It was such a creative way to introduce complexity and texture on top of the kitchen percussion!

I am a bit confused with the ending of the loop, there is a short section of a key change and a time signature that didn't really go anywhere before it blows up and loops back to the beginning. Was that a time constraint thing? I hope that section gets expanded further!

I like the ticking sound as part of track as well! Egg timer? Oven timer? Whatever it is, it's unmistakable that this is for a baking game! Love the little synth flourishes, it's such a distinct sound. And the violin jig rhythms really builds anticipation... I wish it would be expanded further if there were more time in the jam! Cake baking on a pirate ship plz?

Great use of metric modulation to really emphasis the harmonic modulation! The instrumentation reminds me of underwater segments, with steel pans and marimba etc.

Bass line construction and harmonic progression were excellent, in a way they kind of outshone the Ukulele, which I assume is the melody. If you plan on working on this after the track, give the Uke more love!!

Sure it's not ragtime but it's got the Persona 5 vibe so it's a win! The key changes are smooth and natural, and not to mention the great bass and guitar playing. Did you play the drums live through an electric drum kit as well?

Interesting choice of input method! Writing on a staff really forces you to be deliberate with all your musical choices (as opposed to a loop based approach like in ableton), and it really does translate into a higher quality composition! Great job, and and is it Musescore you're using? I'm surprised how good it sounds!

First time hearing a tritone sub in this jam! Great use of foley, and I really enjoyed the restrain you demonstrated to create moments of silence and anticipation. The melody at 2:13 is definitely the highlight of the track, such a strong melody with interesting harmony under it, I wish that the entire composition was based around that one theme!

I like how it's all composed and produced in the web browser, that in itself is an impressive feat! For a game that is about baking cakes, it does sound very dark and psychedelic, perhaps it's a psychological horror game disguised in a cooking game? I'd like me some dokidoki culinary club ngl

Something about the intro made me think about robots! Now I must play as a robot chef. For a first time ragtime, it is very faithful and well composed! I especially liked the transition to minor in the middle, everything suddenly gets serious and intense. The use of recorded samples was also very well executed, congratz on a very successful track!

Great use of kitchen utensils! The Ragtime reminds me of the Cuphead tutorial music in a good way, well done!

It's a baking dance party! I like how the melodic ideas are very focused and well scoped, that really allowed all the other parts (esp the drums) to have their time to shine! If there's one thing I'd like to hear in a future revision of this piece is a more balanced loop. As it is now, the repeating element is front heavy, with beat 1 being heavily reinforced. This is where you can get really wild and creative. The lazy 2 minute fix is to introduce something (maybe a snare hit) on beat 2 and 4, but really the possibilities are endless!

All in all well done on a very solid ost to the game, it's refreshing to see an electronic take on the theme!

Fun tune, I think you nailed the ragtime aesthetics! I especially liked the descending bass line, and then the surprise flat VI from IV - V - bVI - I turnaround! Definitely caught me off guard in a good way!

I think i got 3 references, and I'm sensing there's many more that I'm less aware of! I liked the fluctuation in tempo, it feels whimsical and unserious, but when it picks up it really picks up! Don't worry, you're not alone with the whole fainting after The Entertainer thing lol

This sounds like an ost to a cozy baking game! Ragtime, free reed instrument, modulation, cake, and even a live guitar track - that's a lot of effort for a jam, great job!

This soundtrack is exactly what I would imagine a cute simple baking game with cats would sound like! I like the honky tonk sound and the use of syncopation, the ragtime influence is unmistakable. The increase in tempo and the key changes worked great together to heighten the tension and panic!

The way we modulate from C to F goes from C - D - Gm - Bb - C - F, which felt a little clumsy. It feel like it could work if we first modulate to Gm through C - D - Gm, take some time to establish ourselves in the key of Gm, then modulate to F through Bb - C - F. For a very short modulation as it is now, a C - C7 - F would serve the function without tripping over itself.

The creative question is, with the piece ending in 145bpm, how would you loop it without it feel like it's slowing down back to 133bpm?

What I liked about this piece:

The ideas are very clear, and all the elements serves that idea! Picking a minor key adds to the "mischeivousness" and there are no notes that are out of the established keys. While Ragtimes usually have note and phrases that extends through a beat, or sometimes across bars (so that the first beat doesn't land on beat 1), I can't argue with the stylistic choices you've made here since it serves the feeling so well. I would say this piece is more in the Swing territory, and with its high energy piano strides and runs, I can definitely see myself screaming at my friend to plate the food as it plays in the background!

What I'd love to see in future pieces:

 The transition from Am to Bbm is a little abrupt, I'd like to be eased in with a bit of harmonic preparation (maybe a ii°-V7-i in Bbm) and melodic preparation (make the melody go up or down into one of the chord tones of Bbm). Alternatively leaning in to the abruptness also works, but then we really have to make a point of it and introduce brand new material and maybe a change in rhythmic feel too!

Overall a great piece for the fun and mischievous fast paced GOTY contender World of Cakes! 

m8 thanks for your kind words! I had a lot of fun writing for this jam, I'm looking forward to the finale!

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I think all the points I wanted to make about the game have already been made in the comments, I ABSOLUTELY LOVE this game, I'll happily buy and play a finished version of it on steam!!

After reading through the comments, the music DID NOT get enough love it deserved. MIOH has outdone themselves in this one, when I get lost or frustrated from constantly dashing into bottomless puddles or grinding trash mob to open a gate, the music kept me going, and the thought of hearing a new track in a new area pushed me forward. The music singlehanded bumped all of the relevant categories by at least one star for me. It is rare these days to hear actual motivic development in a game track Pokemon Mystery Dungeon style, filled to the brim with emotional twist and turns, throwing you unexpected modulations and bringing you to unfamiliar territories before seamless looping in on itself. The music in Filoplume is arguably better than a lot of full priced games out there. Hats off to you MIOH, Bravo!

I love this game! Everything about it is so cozy, the puzzles are fun to solve, and the ending took me by surprise and let's just say it made me a little sentimental.

Amazing game, well done!!!

As a cozy game made in 3 days, it runs and is certainly cozy! I like how the leaves rotates to the arrows that you need to press, and the art style is very cozy!

As a rhythm game, pressing the buttons to the music is a core mechanic, so the bug where they don't line up is frustratingly gamebreaking. All the parts are there, I hope you can figure out a fix for the bug!

This game is so easy to understand and has a simple and satisfying story arc that frames your actions! I can't understate how much the cutscenes before and after the game contributed to my enjoyment of it!

And yes, the coin pickup sound was definitely on the more intrusive side.

Overall a great game that felt very completed!

This is an impressively complex system for something made in 3 days! Took some time to wrap my head around it and read the descriptions and eventually it clicked!

All I could do was pick up leaves. Perhaps the story is telling us to stop being a consumerist, leave the basement and go outside!

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This is the dark souls of cozy card stacking games. And I'm bad at dark souls.

That said, the art and sfx are satisfying to look at and listen to, and if there is some ambience sfx or music, I might actually be able to get in the zone and spend an hour trying to stack them cards!

woot I haven't played anyhting in the fruit ninja genre in a long time, this is definitely bringing back memories! The game more on the stressful side rather than cozy, but I had a good time!

Leaf designs are beautiful and humourous, music was great, and I especially liked how the leaves turn darker after slashing them so it reads very well on what you should focus on. Great job!

Congratulations on finishing this game in 3 days! Handling all the design, code, art, writing, and music as a solo dev is no small feat, bravo! Now I'm craving some risotto...

I took a stroll to in the opposite direction of the trash can.

In other words, the leaf left!

This is such a great Celeste-like game, the art is honestly the stand out aspect for me! All the layers, colours and themes are so distinct and cohesive, it's remarkable just how much you can feel the heat of the desert and the cold of the mountaintops just by looking at it. The puzzles are well done and utilizes the prayer mechanic very well, I like how some sections are designed such that it will get you killed if you spam the prayer blindly. I'd like to rebind the normal prayer and the dash to separate keys, there are so many times I accidentally dashed when I didn't mean to and vice versa. The characters have so much charm, they definitely made the world feel alive! As a composer, the lack of music is definitly a pain point, but I totally understand that music production is not easy, especially when you have so many other things to juggle, keep at it one step at a time and you'll get it eventually!

Definitely a callback to the first Zelda game, and done very well! Love the attention to detail, especially when it comes to easter eggs and missable items/upgrades! The protagonist is definitely not a furry confirmed.

The polish is amazing, everything was air-tight and work as they should! I especially enjoy the lore and the fact that there are 3 boss fights that utilizes the moves you unlock through your journey(The thirst-bait character designs are also a bonus), along with a banger soundtrack to go with them! I shall nitpick a bit here but that doesn't change just how incredible and complete this experience is!

Ok the nitpick: As an action game, everything from animations, dialogue, and movement can be sped up and it would make the gameplay more enjoyable. 

The whip. Oh boy the whip. It's slow, travels only in 4 directions where enemies can move omnidirectionally, have a small hitbox, and it moves you forward. It might be the worst feeling main attack that gets you hit more than it hit things. It's probably a conscious choice to make the trash mob a threat, but with the current pace of the game, we can encounter less trash mobs and gauntlets and it would not hurt.

Nitpick over, I still really enjoyed the game and this is quite an achievement for just 30 days! Congratulations!

What I liked:

- solid movement mechanics

- very fun animation and stickiness to the slime

- art is well done, and the music is funny!

What bothered me:

- No coyote jump felt bad 

- I cheesed the final boss by attacking through the breakable barrier


Overall solid entry! Would love to see some unique mechanics that takes advantage of the comedic setting and set it apart from other metroidvanias!

What I liked:

- solid movement mechanics

- very fun animation and stickiness to the slime

- art is well done, and the music is funny!

What bothered me:

- No coyote jump felt bad 

- I cheesed the final boss by attacking through the breakable barrier


Overall solid entry! Would love to see some unique mechanics that takes advantage of the comedic setting and set it apart from other metroidvanias!

Fun, straightforward, with some thoughtful level designs. I especially liked the platforms where you need to figure out whether to use a standing jump (more height) or running jump (more distance), and where you can see the bunny that can only be accessible from below, and have to find the hidden jump up to it, it all felt fair and fun! The last bunny took me a little while to realise that you get a boost in momentum on your second jump if you dashed at the same time, I think this is a cool mechanic that deserves be explored further!

I really enjoyed the atmosphere of this game, the soundtrack did take away from the unease, I would've loved it if you went all in on the horror element of the game! Very interesting choice to take away the ability to jump in the hard path, it would be nice to have some way to know if there's an enemy right above the jump pad but off screen. Overall great job on this game, I was quite spooked!

Amazing art, music, and gameplay! Great boss designs, the parrying mechanics does take a while to get used to, I do feel like it's quite spammable, I beat the second gaunlet just by facehugging the mobs spamming parries and getting lucky. I solved the piano puzzle by matching the scale degree, but not the big frog with a big button on the far right. I ended up backtracking to the final boss and accidentally beat the game. Overall everything felt very polished and I would pay for a full game! The ending suggests that there is a different ending if you solved the puzzle? Any hints?

I think I soft locked myself every time I tried to experiment with the jank, although at some point I couldn't tell what is intentional jank and what is just jank. I do enjoy the concept and the humour!

I had lots of fun playing this game, the art, music, and the throwing all complimented the pro-wrestling theme and it was great! Combat was tight, but it encouraged strategic play. Incorporating the throwing into the first boss encounter was a lot of fun, I wished there were something similar in the final encounter! The game became too easy as soon as I unlocked the dash - infinite distance dash with infinite i-frame and can change direction without any sacrifices might be a little too overpowered. But the power fantasy was real, and I had a great time playing it!

 just beat the game! The progression and the feeling of power increase as you unlock more movement options felt amazing! The NPCs were hilarious and really added a lot of charm to the game. You know it's a good game when you are disappointed that it's over. Congratulations Emzo!

PS: There's a hidden room in this screenshot that is required for progression. Good luck!

Let's goooo first time playing it! The triple jump felt really good!

What a fantastic game, from the writing to the rpg mechanics, I thorough enjoyed my more than1 hour of playthrough!

If I may nitpick, I'd love to know what stat rewards I will obtain for choosing certain dialogue options, sometimes it's hard to tell from just reading the dialogue box. Speaking of reading, the text colour, font, and contrast were really aesthetic at first, but it became very straining to the eyes after a few minutes. There were also a few bugs where the game didn't register a successful roll, forcing me to re-roll again. It was a little frustrating since one small misstep will snowball into a huge disadvantage and you'll have to start all over again. But that goes to show just how strong the writing is, and how it manages to get you emotionally invested in the character and story.

Wonderful game, bravo!