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Itooh

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A member registered Dec 14, 2015 · View creator page →

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There’s lot more depth to this puzzle than I anticipated! The concept is simple, but you came up with new and interesting ideas for each level. And the work on the audio is fantastic, every feedback is so satisfying to hear!

This is instantly fun. Juicy, easy to grasp, with a cool risk/reward balance. The work on the feedback is extremely efficient! It’s a small but really cool and polished game.

The game might need tutorial. Its concept is very simple (press space at the right time to stop at the right floor), but it took me a while to figure it out. The first line of the instructions on the bottom-right got me very confused, I thought it was the first thing I had to do, go to B at 19:00, when actually this comes at the very end.

But once I got the rules, it works pretty well. Can be a little bit frustrating at time, but succeeding to reach a floor is satisfying. I’m not sure there is a use to the money we earn? The game might need something more to be less repetitive. It has a good premise though. It’s certainly a system I can imagine be rewarding to master!

Arf, I think I’m close to beating the third wave, but these sharks, man, these sharks… I had a lot of fun playing it. It’s challenging, but not in a painful way, it’s a spicy difficulty that makes the game interesting. Although I wish there was a cursor to aim, there’s a bit of friction on the shooting. But this thing apart, you did a great job on visuals and feedback, the game is clean and juicy! It’s a pretty good entry, well done!

How many ideas does this game have!? I’m impressed how every level succeed to present something new and interesting. They’re never difficult, but always satisfying, and they all focus on a clever idea. It’s a solid puzzle design! I also love the retro vibe, both for the visuals and the music. It was a blast to play!

Wow, that’s a really rich system. At some point I thought I was doomed to lose, but was able to reach victory with a single vitality point. It was a thrilling experience! Of course, I must applaud the incredible work on the visuals and the narration. The UX is also quite impressive, there’s a lot of parameters and effects, but always a way to read an explanation, and even an effective tutorial! It might just lack some “punch” on the battle animations, but it’s already an amazing work.

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Really interesting design! There were several games that had the rules “your steps are limited”, but this one uses a clever implementation. The balance between steps, health and weapon make really interesting choices! It quickly gets hard though, and 30 floor is quite long, so I wasn’t able to reach the end. Also a big caveats: the stairs can really hard to distinguish. It’s maybe because I’m colorblind, but I could barely see their color on top of the background. I still had a lot of fun playing it though. And very nice work on the music and audio feedback!

Very simple, but does the job! It’s odd that there isn’t a score at the end. But the ride was fun.

Very nice work on the visuals and the setting! I like how the world and character is introduced. The concept of a global counter is also interesting. But I found the game too punitive. I was confused by the mix of turn-based obstacles, and real time projectiles. The fact that the perspective can be hard to read (even with the very helpful camera rotation) made avoiding those a bit too hard. And in the end I never knew if I was playing well or not. I finished a level with some steps remaining, and the night ended? Not really sure if I won or lost. I think the core concept is solid though, and the game introduces it efficiently. But I think it’d work better with smaller levels, and obstacles that encourage you to think rather than running through bullets.^^’ Still, congrats for making a such beautiful game in a short time!

I’m surprised how quickly understandable the game is! I was afraid there would be a lot of information to keep track of, but everything is pretty intuitive. The drag’n drop mechanics works great, and the game always provide helpful feedback. There’s maybe only the fixing mechanic I didn’t really grasp. I felt that some room would randomly break, and I had to assign a hamster to a fixing tile to eventually make it work again? But I always lost because one room would break at a very bad time, and there was nothing I could do to prevent it or ensure it is fixed in time. It was still fun anyway! The cute art and sound effects made for a lovely experience. Well done!

Small technical issue I encountered: in Vivaldi, “right click + left click” is used as a shortcut for going to the previous page. To be honest I didn’t know that until today! :p Also, some balls can be hard to see for colorblind. I had struggles with the green one, and surprisingly a small brown/blue one.

But those tiny disagreements aside, the game is really fun! The physics feels great and juicy, and it’s actually satisfying to clear the board! The fact that most items and perks have visible effects make them fun to discover. It’s a good thing you put a message at the end, because I’d be definitely be playing this for an entire hour without it! x) Congrats for making this cool entry.

It’s pretty easy, but still satisfying to complete. The visuals are pretty clean, the colors are well used both as an indicator and an aesthetic. What I find strange is that the first half of the levels are more about speed, then the second half change one rule and suddenly it’s more about puzzles. In my opinions the later works better, the challenge really makes you think carefully about the path you need to take. Overall it’s a really small, but well designed game. Good job!

I really dig the presentation! I’m not sure using a music under copyright fits within the jams rules, but the way it is used with the intro and the level themselves gives a spectacular result. The game might be very simple, just this staging, the use of lights, and the overall minimalism (with the small nod to SH 2), creates a strong experience. It’s weird, fast, unapologetic, perfect.

Absolutely incredible! The art is lovely, and the audio very relaxing. The puzzles work really well. Even when they’re not hard, they are so satisfying to see unfold. And the last levels are just difficult enough, experimenting with this system is really fun. Kudos for the UX by the way, you’d think a game relying on physics would be difficult to manipulate but everything is always clear, and it allows to explore different solution very fast. I enjoyed very much my time on it!

Nice work on the adaptive soundtrack! Sadly, I couldn’t beat the last level. I found the physic rather frustrating, especially for the grappling-hook. So the tight platforming, mixed with timer, makes it really challenging. But this challenging issue aside, I like the concept! It kinda feels like a triathlon, and it’s cool like it encourages speed-running and searching for optimisations.

This is a really great concept! And with a really large scope, i’m amazed how much different perks and variations the game offer. With a very clean look and UX on top of that (even though the tutorial is a bit confusing). I’m pretty bad at poker though, so I did very poorly on the first boss. I’m a bit confused on what strategy I could have use against it, since it prevented to protect card. But protecting card was the only way I had to use ashes (I don’t know if there comes other powers to the game), so I’m not sure what I could have done besides drafting cards until I randomly stumble upon an interesting hand? But again, I’m terrible at poker. :p It’s still an impressive entry, and a very solid game!

Congrats for finishing your first game! :D It feels very polished. The art is cute (the animation at the end of each level is a great touch), and the game conveys really well its rules. I think the puzzle-design is a bit weak. The solution is straight-forward most of the time, enemies just need to be walked on, and the latest levels are mostly laborious. So there’s no real “ha-ha” moments. But puzzles are tricky to design, my recommendation is usually to focus on tiny rooms with a single conundrum to create impactful ones. At least the game isn’t too difficult and can be enjoyed. The fact that it even has a special last level and an ending screen is a nice thing to see in a jam! Well done.

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Nice series of mini-games. I like how each one is a small parody of a genre.^^ It gives a nice vibe to the game (completed by the soothing music). The alarm at the end might be a bit too loud. Congrats for making this game!

Well, no matter how many times I try, I couldn’t hit more than a single word, and in fact I can’t even understand how it is humanly feasible. I’m not fan of the “stealing words” mechanics, even less the bomb. The game is already very difficult, but having an opponent that prevent you from succeeding or regularly ruin all your efforts… It makes it impossible. After 2 penalties the fall seems too fast anyway, the letters don’t stay on screen long enough to allow a single word, and every 3 seconds there’s another explosion and a word stolen. I must admit it was quite frustrating.

Too bad, because the presentation is exceptional! The crazy setting, the aesthetic, the tone… It creates something unique! Maybe it could work better if the difficulty was more “chill” or less punitive (there’s a negative reinforcement loop: the more you lose, the harder the game becomes, and so the more you lose again). The core loop has strength, I like how chaotic it presents itself. I just wish it wasn’t punishing me right in the first seconds. x)

Oh no, just as I was starting to get decent scores I encountered a bug (with the “According” card) and couldn’t play anymore card.

Beside this, it was really fun! I love the settings, the small story in the description is fun, and it’s an unusual presentation for a deck building game, with an excellent presentation! I wish I could play it further to explore the different possibilities. The design with only 2 stats to pay attention to, time and glory, works really well. Nice work!

The games are pretty basic individually, but their variety make the game pleasant to discover. I like that you really have to make no mistake to win each one, it creates a neat challenge (thankfully it’s not too tight). Audio wise there are two extremes, the music used for title between each level is a banger, but the “beeping” sound is a bit painful. x) I guess they create a contrast, in a way. Anyway, pretty nice job!

I got quite confused by all the text and names, I wasn’t always able to recognize which problem needed which solution. But I like that there’s a mini-game for each different task! The game gets quickly challenging, I don’t know when you’re supposed to have time for buying furniture, or how to lower the stress bar. But once you get the jinx, it’s an interesting challenge! And although the game would need some polish on the UI and feedbacks, you did an impressive job on modelling with details the entire room and all the server parts!

Wow, those circles are killing me every time! x) This is pretty fun. I really enjoy the dynamic of fetching back bullets to keep battery up. And discovering all the different apps and what they do is cool, each of them creates new ways of playing. Despite getting suddenly difficult once the circles start harassing you, the game is still balanced enough to feel fun! The art and audio is also really clean, except maybe for the phone UI that doesn’t convey explicitly what is clickable. Congrats for making this, it’s really great!

I like the simple design of the game. One time that serves for everything (countdown, health, money…), I find it very elegant. :) However there are still a lot of complexity. I did not really get how experience points work, or shops, the bond points… It’s a lot f extra mechanics. I admit though I don’t play RPG that much, so I always have a bot of troubles to keep an eyes on stats and numbers.^^’ I think the combats could work better with some feedbacks, but they are still enjoyable. Great work on the variety of enemies and their different attacks (all easily readable)! Art and sound are also very nice, also I didn’t understand evrything about the characters and the universe.^^’ Despite not being able to complete it, I went further than what I expected. It’s a pretty great entry!

The progression curve is really satisfying! The beginning is slow, but once you start to really destroy the valley things move up pretty fast. And it’s satisfying to see all those balls bouncing (the web version runs pretty well actually). The game kinda gets repetitive, and the flood never really presents a real threat. But it was still fun to play it to the end. Nice work!

So far, haven’t been able to recreate “Luigi wins by doing absolutely nothing”.

It’s pretty fun! The CPU are really aggressive, I suspect them to make some frame perfect move. :p It’s quickly understandable, and the collapsing floor creates interesting situation. Also the clinking sound is oddly satisfying to hear, the game doesn’t lie on its name!

What a fascinating social experiment! I’m surprised how fast the second round has been achieved. What’s remarkable is not only the minimalist concept and the perfect UX that goes with it, but also all the data that the game displays. It makes it even more interesting. And kudos for putting some advice and restrictions to prevent players from hurting themselves.^^ I’ll definitely check where it is at the end of the jam!

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Turns out it very challenging for a billionaire to lose money. That’s meritocracy I guess!^^

Really fun game. I enjoyed very much the humor and the visual style. Its concept is also a clever twist on incremental games! I like that the last upgrade isn’t a free win, you actually have to pay attention on the market, which create a nice change of pace. The numbers evolve very quickly at this stage though, so it’s hard to quickly react when needed. I eventually won by surprised, everything just went away in seconds. x) It was a fun experience, well done!

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Not sure how I did it, but I won! \o/ The rules were confusing at first, and to be honest even after I was more familiar, there were some details that still felt opaque. Why was Jormangandr regaining health, why was it taking that much damage, is it following me, etc… So I relied mostly on intuition, and try to keep distance with the serpent to enhance station’s shield and tenacity, occasionally boosting that with talents. And I’m not sure the math, but suddenly Jormangandr was slayed, hurray! Maybe the game could use more feedback to make more clear why some numbers go up, other go down… But it’s an interesting system! I enjoyed the idea that I was not supposed to slay the monster, but instead had a role of support for others to do the job. At first upgrading myself seemed useless, but since it’s a requisite for upgrading other stations, there was a nice balance between making a station stronger or borrowing some of that strength so that it can be spread elsewhere. Once I got that dynamic, the game was surprisingly not too complex.

I feel really mixed about the use of AI there… :/ I’m not strictly anti-AI, even my teams used it for some parts of the code. But delegating so much to it, even down to the level-design… What creative part does it leaves?

The levels clearly lacks intention. They never teach anything, they don’t exploit the mechanics in interesting ways. It could as well have been procedurally generated, it’s just obstacles scattered without much thoughts. The “Cheat” system isn’t even practical, it shows an unoptimal TAS with unnatural input on the frame. And if the levels can be edited anyway, why as a player should I care about solving them if the creator didn’t even? I suppose the chore mechanics (the buttons, clones and bomb) come from the prompt. But the game never really build on that, it’s just a very generic 2D platformer. Made automatically by a machine anyway, so it’s pointless to critic it. All that is left is the “idea”, but without any execution, well, it’s worth nothing.

So, I’m sorry to say this, but I’m not sure the use of Gen AI was a good idea here. I understand the desire of still participating in the jam, but in the end you didn’t make a game, you fed your art into a machine that turned it into a bad game. Usually I try to be nice with this kind of results, because their creator did at least learn something by making it themselves… But it’s not the case here! So I hope you don’t take it personally: it’s Claude that made a terrible game. :p And it doesn’t really give a good look on the art and music that you created! They could have been better used in a visual novel, a narrative game, or anything that you could have crafted in 12 hours. Asking a machine to generate an entire game, which in the end does nothing exceptional and has no real identity… For me, it’s not worth it. Again, I’m ok with using AI for coding. But the game must still reflect your choices, your style, your identity. And here, I don’t feel that at all.

This is reminiscent of Titanium Court!^^ I couldn’t go very far, as I had no-one to play with. The game seems balanced for 2 players, I didn’t event manage to make a fire (and was bummed when my only axe broke ^^’). There’s a lot of options for the crafting, it’s difficult to understand what should be prioritized. The match–3 part however works well. The sprites use distinct colors, so it’s easy to parse the screen and catch potential matches. As always making combo is satisfying. Adding the necessity for specific ressources, and the terrain choice at the beginning adds an interesting depth to it (although it’s less perceptible until you craft tool). It’s kind of an ambitious game, I wish there was a single-player mode. But it definitely has interesting ideas! And the music on the start-screen and credits is very soothing. Well done!

Elegant, and very enjoyable! The puzzles are well designed, I had to experiments for some levels but never felt stuck, and the solutions were always gratifying to find. Nice work on the visuals too! It’s really minimalist but efficiently convey all the game’s rules, with the right amount of juiciness. Great work!

Wow, wasn’t expecting that beautiful ending! Nice work on the voice acting too. Although sometimes it can be too much present, overall it adds a strong identity to the game. And although the mechanic is simple, choosing between different kind of fireworks makes it rewarding.^^Well done!

I see we went for a similar idea, but in different directions.^^ You made interesting design choices. However I find really difficult (if not impossible) to be aligned on the second without an audio cue at the start. Several sounds in the games also distract too much by creating rhythm patterns by their own (like the “What about now?” or the humming). So the game was really challenging, and I eventually had to rely on a watch.^^’ However, I love the “Wario Ware” aspect, and all the silly scenarios the game present. It’s fun, and I enjoyed exploring the different win/lose animations. Despite the game being technically always the same chore, this variety makes it surprising and enjoyable all the way long. Great job!

Ah, a perfect break from Rhythm Paradise! :p

This is absolutely the kind of minimalist rhythm game I dig, and it works so well! The mechanic is simple, but has enough depth to keep things interesting, either with the level-design or the changes of tempo. And everything is so cute! The art is gorgeous, the story is fun, the intro cinematic is lovely, and of course the music of course is enjoyable all the way. It’s a really beautiful game you made!

Hi! The “button” referred here is the lever at the center of the control panel. Admittedly it’s not very visible.^^’ For the first round, you can just follow the instructions in the game: press the “Go” button, then hit the lever right when the counter on top reaches 0. There will then be more lever and other buttons added on the board. Hope this helps!

Took me a while to figure out how it work, but it’s a neat concept. :D The text can be difficult at time to read (especially when it’s over a sprite), and there’s a lot of information on the screen, often in small case, so it’s a bit exhausting to play. But the puzzles it presents is interesting, it opens a lot of strategies. Admittedly I only tried 3 of all the characters, I don’t know if one has an ideal balance. Having that much choice at the start was a bit confusing (especially since a lot of characters’ perks are invisible and triggered automatically). But the game kept me hooked long enough. And despite making the screen hard to read, the TV filter give a strong identity to the the game’s visuals!

Very clean design! The core mechanic is quickly understandable, it’s immediately fun, and each level presents an interesting level-design. On top of that the presentation is unexpected and add a strong identity to the game (I very much liked the ending, it felt deserved!). Too bad there isn’t any audio, there is so much juiciness in the visuals, it reclaims to be completed with audio feedbacks! Besides that point, it’s a very solid work.

Interesting concept! It’s very fun to discover and parsing out the rules just by playing. There’s also some nice emergences with some timers getting “out of sync” (impossible to align properly with odd and even numbers) but the x2 being able to fix that (since it can change an odd to an even). I’m also proud to have beaten the last level the “hard” way (went for the smaller ones first, then multiplied them until I obtained 386 that with a x2 landed exactly on 772 ^^).

Although I wonder how some levels could better enforce some solutions. Levels being open and allowing several solutions is a strength, but it makes brute-forcing the default solution for most levels. There might be ways to design puzzles that restrict the players a bit more in order to teach them advanced strategies.

In any case, it’s a neat puzzle to complete. Well done!

Thank you very much! Don’t worry about donating, I’m fine financially. I intended this as a free game, your comment already makes me very happy! :) If you still want to help, you can always share the game.