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Itooh

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

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The game is easier than I suspected, even after dozens of rooms I’m not losing much health. But the progression is pretty satisfying, and I enjoyed the variety of enemies and power-up! Bouncing stuff with screen-shake and escalating SFX never fail to bring a fun time.

So many points!!!! I enjoyed both the idea and the presentation.

C’est plein de détails hyper cool ! :o J’aime beaucoup l’esthétique et le ton. Bravo pour le taff.

Such a beautiful ballad! I’m amazed by what you achieved visually.

Incredible atmosphere! I got to the end on the second loop, but wish I stayed a little longer.

It gets quickly easy, but the loop is relaxing. Each tool provides its own satisfaction. I enjoyed the voxel-art!

Quite satisfying to solve! :D The mechanic introduced at the “last section” is a very cool twist.

A really neat take on the “maze-building” mechanic (don’t know if there is a name for it yet)! The balance works pretty great, and the game has a nice mood. I’ve not finished it yet but I’m already hooked!

Uh, I thought I had it for the first half, recognizing patterns of nonograms. Then I hit the “Basics”, and all my assumptions are in shamble. x) I still haven’t found rules that make sense yet (especially not ones that would both solve 1-X in both parts), but it’s certainly intriguing! And nice work on the presentation.^^

A really fun take on the rule-discovery genre! :D Solving the first book was really satisfying. I struggled more for the second one, and eventually had to cheat, but even so it had its “woah” moment.

Really great game! I like its minimalism. The level are never really difficult, but somehow always remain interesting.

Feels like a allegory for fighting cancer! The concept is pretty solid, it creates kind of an interesting narrative.

Wow, what a cool exploration game! At one point I feared the language would be a barrier, but I’m glad I persisted to see the end.

It’s difficult to keep track of all the info on screen, but all those explosions and FX sure are satisfying!^^ The diversity on weapons and enemy types makes it fun to dig in.

A pretty elegant design! I enjoyed how intuitive it is.

Incredible! I also just discovered the upgrades of 26.15 and 26.17, and they’re making this launcher just perfect for small games. Great to see the itch app evolving, this is some amazing work.

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Really cool! I suspected it would play like Öoo, Leap year or Carrot Kingdom, and I was not disappointed. There are such great ideas in it! It was always fun & unexpected to discover new ones.

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!