Gotta kiss em all.
ITheServer
Creator of
Recent community posts
Thanks for the honest feedback. I think I really got my priorities wrong this jam, and neglected playtesting for polish. Because of this, I completely overestimated my scaling and how it would perform keeping the player in check and eventually ending their run, leading to most runs scaling into crazy numbers until breaking via bugs I never thought the player would encounter. I’m glad you pointed this out because it was a pretty big mistake that did significantly hurt the game.
I also didn’t think synergies through enough. For example, “Clock speed” ($ for time remaining at the end of a level) actively incentives reaching the exit as fast as possible instead of rewarding exploration and pushing your luck. This trivialises the game significantly, especially since it’s so impactful of an upgrade.
Because of this, I am considering making a post jam build addressing these issues so I appreciate your suggestion, as it does help me think through why I added an upgrade. At its core, an upgrade should help encourage the player to interact with the gameplay loop with rewards rather than pushing them away. Many of the upgrades actually remove from the game so they will certainly be getting changed to complement each other.
I’m glad to see sacrificing the balance wasn’t all for nothing as I was quite proud of the polish at the end so I’m happy that other people found it satisfying!
Thanks for leaving such an in-depth comment. Although critical, it is definitely valid and I would rather critical comments than positive ones. Mistakes are how you improve, right? I will definitely be taking what you said into account. Thanks again!
This is one of my favourites! There is so much content in this game, how did you make this in four days? The mechanic is really unique and I'm glad each mode gets equal use. (apart from 1D, so unfair). The colours changing when you changed dimensions is also really cool. The puzzles are introduced slowly so by the time you reach the twist villian bossfight, you know exactly how to beat it without being overwhelmed. There are so many easter eggs as well! (I fell for the troll path :( ) How does this ony have 45 ratings, it's amazing! Fantastic work!
This is amazing. The atmosphere on this game is really well done, through the great music and the moody monochrome pointilist backgrounds. I can't believe this concept hasn't been done before, and you excecuted it perfectly. The puzzles are really hard but rewarding, and the art in the background updating as time progresses is a really cool way to tell a narrative. The only thing I would have liked is an in game tutorial but I figured it out pretty quickly. Great entry!
Fun game! I love the artstyle! I was quite chaotic balancing all three stats at once, which was decently fun, but in my opinion the anger filled up very fast, combined with my cursor going off the screen when I was slapping was a little frustrating. However, the other mechanics were very unique, and it uses the swipe very well for a computer game. I loved swiping to eat popcorn, it felt really satisfying. Overall, nice work!
Thanks for the compliments! Microchip is my favourite strategy as well. I love getting as much Lag (+0.5s when you collect a chip) and Iteration (+1 chip spawns per floor) as possible so I get a bunch of time and can get loads of money. I should have thought of a buffer to see the map, as I felt it was a bit overwhelming to be just thrown in. Maybe a "3,2,1, GO!" timer could have worked. Nevertheless, I'm really happy you enjoyed it!
Thanks for playing! I did try to make some synergies but they were pretty simplistic and small. This coupled with the game being really easy kind of made the synergies I put in useless. I planned on an ending, but ran out of time, so I made the "You're Fired" screen as a compromise. Thanks again for leaving a comment!
Thanks for playing! This is a known bug caused by forgetting to account for edge cases when spawning the Microchips and Bonus Clocks. I wrote code for them to only spawn in empty spaces, so when space ran out, it just crashes :(, which I'm bit annoyed I didn't catch. For your second point, I did add tooltips for the upgrades, but perhaps I should have made it more obvious. If you hovered your mouse over each upgrade, a window popped up and told you its name, ability and current count. Thanks again for leaving a nice comment!
This is really creative! I loved the sound effects and it was really fun pushing vast mountains of ice into a nuclear reactor's core. The cover art looks really good as well. The art is quirky and unique and I loved the feeling of pushing my luck to right before the meltdown happened for way more ice than was necessary. I really enjoyed this one, I think it's going to place pretty high!
Code brown! This is a good game, made me crack up a little bit when I saw the sheer volume in my apartment. The first time I played, I didn't manage to get the dog because my house was already doused and I kept tripping. The second time, I got out with a whopping score of -5090! I also noticed how the items in the house switched position everytime you played, which is a nice detail for such a short game. The player did feel a bit slow and floaty, which is my only complaint. Overall, a great game for your first jam!
Yeah, as I said in other replies, I really messed up the difficulty scaling. It starts at 2.5% per floor and increases by 2.5%, which is really small compared to the 10%-20% improvement you can easily get per round, even at the start. I tried to make the physics feel good but sometimes the player does get snagged which I understand can be annoying. However, I'm glad you found it fun! Thanks for commenting!
Very good narrative and art style. The gameplay was good too. I like the mechanic of parrying enemies to make them weaker, it forces the player to not spam and react to the enemy. Sometimes when enemies stacked on top of each other it felt unfair but the game had really great windup signals that allowed me to parry in time. Overall, great job!




