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ITheServer

126
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A member registered Aug 23, 2023 · View creator page →

Creator of

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Gotta kiss em all.

I'm glad you liked it. Thanks for playing!

Thanks for the compliments! I really appreciate the feedback.

The greed is always tempting lol! Thanks for playing!

Thanks for playing! I’m glad you found it fun.

Can agree with you on the balance lol! Thanks for taking the time to play my game!

Thanks for the comment! The janky movement is a valid criticism, I should have made the collider smaller than the actual player. Thanks again for playing!

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!

Yes, the items were meant to stack. The ability compounds,  so 1 coffee = 10% speed, 2 coffees = 20% speed. Thanks for playing!

Thanks for the feedback! If you hover over the modifiers you can see their description, count and name. Thanks again for playing!

Thanks for streaming my game!

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!

I'm glad you found it fun! Coffee was one of my favourite upgrades so I'm glad to see other people enjoy going as fast as possible as well. Thanks for playing!

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 the nice comment! I'm glad you liked the music.

Thanks for playing! The story was originally going into the game, but then gamejam happened, and as always, I ran out of time. I'm glad you found the maze generation interesting. I wanted to focus on it since it was such a core part of the game, so it's nice to see it doesn't go unnoticed!

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!

There... there was an autoclicker??? MY HANDS SUFFERED FOR NOTHING

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!

Quick notice, AI generated cover art is not allowed in this gamejam so I suggest you replace it with something not AI because you can get your project reported and disqualified from the game jam.

Quick notice, AI generated cover art is not allowed in this gamejam so I suggest you replace it with something not AI because you can get your project reported and disqualified from the game jam.

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!

Thanks for the nice compliment!

For the "You're fired" screen, I was originally going to make a more tame animation but I was running out of time so I defaulted to what I was good at: explosions! I'm glad you enjoyed it. Thanks for playing!

Thanks for playing! I actually wasn't planning on it being an incremental, but I messed up the balance and made it way too easy, so if it works better as an incremental game, we can just pretend like I did plan to make an incremental from the beginning. Thanks again!

The art is really pretty and the music sounds very good as well! A little short but I enjoyed the time I spent playing it. Good job!

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!

Sadly ran out of time before implementing backrooms, so I had to scrap it. Thanks for the compliments on my narrative and music, this was my first jam where I really focused on those things, so I'm glad to see that was not all for nothing.  Thanks for playing!

Funny but wholesome game with a good narrative. Especially liked the ending! There are quite a couple bugs (I ended up with -4 hours and managed to complete the entire bucket list) But overall it had quite a sweet story!

Funny but wholesome game with a good narrative. Especially liked the ending! There are quite a couple bugs (I ended up with -4 hours and managed to complete the entire bucket list) But overall it had quite a sweet story!

The artstyle is really good, and the sfx is very atmospheric. Really fun, but I couldn't figure out how to guess the colours of the bomb. Guess I'm 9/10 gamblers.

Fun and fluid movement! The graphics were quite minimalistic which looked good. Could have used some sfx, but overall fun to play!

Very fun game, with a great intro! Wish there was a buy multiple button because my fingers hurt :(

I was wondering if coffee could do that lol. I wish I balanced it better, but I'm glad you enjoyed it! I did plan an ending but didn't get time. Guess you'll have to wait for the official AAA Steam release.

Really good short game, with nice art and a good narrative. Wish it was longer!