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jholl

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A member registered May 16, 2022 · View creator page →

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Thank you so much for giving it another shot! I’m so glad you enjoyed it.

This is so fun and creative! One of the most fun I've played so far. The writing is funny and it makes me feel a strange sort of "call of the void" -- what if I did just click all the popups and scams? It was oddly cathartic in a chaotic sort of way. The diversity of the art and messages and the implementation of a global leader board are really impressive for a 4-day jam. Also the music was excellent and fit the tone perfectly. Nice work!

Hey Nitrrose! Just wanted to let you know we realized that it’s not clear that you can use WASD to navigate dialogue options. We just updated our game page to show this and we plan to make it more clear in our post-jam release. Is it possible that this was your issue as well?

You’re actually not the first person to say there was an issue getting another ticket so I was starting to think it could be a bug. Since the confusion’s happened for a couple people now it’s definitely a design flaw that we’ll have to address. Thank you so much for the playtest feedback!

Hey Franck! If you can shoot me a friend request on Discord I’d love to help you out and also confirm it’s not a bug that we’re missing. Name is j.hol  if Duscord doesn’t work I’d be happy to share my email address

I really like the idea of showing symbols 1 by 1 with audio and visual feedback (as long as it’s not too slow). The spinning was a great touch and a good solution to show right symbol wrong spot Perhaps on the console you could have a smaller icon to the right with the correct symbol indicated once you’ve guessed it correctly? Or have it show in the box and highlighted green but with a slightly lowered alpha and allow the player to overwrite it (as if it were the placeholder text in an input field if that makes sense). Now that I think about it, lowering the alpha might also be a good way to indicate symbols that you’ve ruled out (instead of them disappearing entirely)

Oh my stars! What a charming code-cracking game. I cracked the code on my second playthrough so I got to see both endings. I had a good time with it, and I appreciate that it brought a little bit of fun narrative and humor to a puzzle game. Here are my playtest notes in case you decide to make a post-jam release:

-More visual feedback for symbols you get wrong. Since naturally my first several guesses had no correct symbols, I couldn’t tell whether the console was doing anything. 

-Recommend adding audio feedback for correct and incorrect solutions. The instant feedback would help alleviate potential confusion, and it would add the little bit of “juice” that makes the feeling of guessing correctly feel really good.

-When I used the Intelligence Action that would highlight 3 (with one being a symbol in the sequence), the highlighted square covered up the actual symbol 

-In the Intelligence Action that let me pick a column, I would have liked to be able to reference the board to choose but the popup that let me pick blocked it.

-For green and locked, the instructions say “why would you want to move a correct symbol”. But after I got a few green + locked, I had fewer slots to test and eliminate additional symbols. It could add a small strategic choice to let players not have them take up a slot.

-Consider adding the ability to click symbols to add them to the console

Thanks so much, Cecil! Hearing that people liked it enough to want more is the best compliment we can get.

But also the cats were adorable XD even though petting them was detrimental to my survival I just had to do it a few times anyway

Thank you so much for the notes! We probably have to make it more clear that a new ticket replaces your old one. I added the issue with the map glyphs to the known issues list on our Itch page, that’s certain to get annoying at best and very confusing at worst.

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Thank you so much for the play and the kind words! If you don’t mind I’d like to send you a dm so I can ask a question for some playtest data without posting spoilers here. Would you mind sending me a message on Discord? Name is j.hol, or I could give my email address if Discord doesn’t work.

I’m so happy you stuck with it to get to those “AHAH” moments! We’re planning to stuff a lot more of them into the next station when we release a post-jam version with the level that was cut.

Hi Yavuyo! Thank you for the feedback! We chose to have the game throw you in to emphasize the feeling of being lost in a strange land and hopefully up the feeling of accomplishment once you start to understand the world a bit better. The tough part for us is balancing giving enough information for players to find the path forward. Hopefully we got close-ish, but we’re definitely looking to try to fine-tune this with all the feedback and playtest we can get. Thank you so much for playing!

Hi Nitrose! I’m so glad you enjoyed! You should be able to get a different ticket by just going to the stand and asking again. Was there a bug re-triggering the dialogue? Or should the ticket received animation be more clear? (Thanks for the feedback! We’re building a punch list for post-jam cleanup)

So many cute and creative ideas packed into a few minutes. Pretty sure I saw more interpretations of countdown in this one game than I've seen elsewhere in total while browsing. I had a lot of fun and had some good laughs. It also reminded me that I'm up playing Itch games far later than I should be... that alarm's gonna be tough tomorrow.

So many cute and creative ideas packed into a few minutes. Pretty sure I saw more interpretations of countdown in this one game than I've seen elsewhere in total while browsing. I had a lot of fun and had some good laughs. It also reminded me that I'm up playing Itch games far later than I should be... that alarm's gonna be tough tomorrow.

Excellent job! Cool idea and a tricky concept to execute, but you pulled it off gracefully and I had a lot of fun. Here are my playtest notes to consider in case you're looking to keep working on it after the jam:

-When turning around, it feels like my location jumps (possibly due to the location of the sprite's flip axis?)

-It was difficult to position myself for a precise jump since it seemed like there was no acceleration time. Consider implementing a (very short) acceleration period.

-Consider implementing coyote time

-The watch is cool for UI, but the buttons should be a little bigger. The click-boxes are sized nicely, but you can't tell until you hover over them and see the gray UI box appear.

-In the running animation, the player looks like he's hovering a couple pixels off the ground

-Since a lot of puzzles involve me standing somewhere for a long period of time, a fast forward button could be a good QoL feature

-The door is invisible in levels 8 and 9

Nice work! Fun concept, well-executed with interesting level progression

I'm so impressed that this is your first game jam, and solo at that! It's got a surprising amount of polish and it's a ton of fun to play. The level design was spot on--each one upping the challenge or introducing a new concept. Nice work! 

I would recommend a sound effect and a faster animation for when you successfully close a window. Since the window closing animation takes a second to play, it's tough to tell initially whether it registered. And it could make the act of successfully closing a window even more satisfying.

I'm so impressed that this is your first game jam, and solo at that! It's got a surprising amount of polish and it's a ton of fun to play. The level design was spot on--each one upping the challenge or introducing a new concept. Nice work! 

I would recommend a sound effect and a faster animation for when you successfully close a window. Since the window closing animation takes a second to play, it's tough to tell initially whether it registered. And it could make the act of successfully closing a window even more satisfying.

I had a lot of fun with this! I think I told myself "this is the last run" at least 3 runs in a row. The options were also well written to force you to make some interesting choices. On my first playthrough I tried to make choices that I though were the most ethical, but just like Frostpunk that turned out not to be the best idea for survival. I do feel like provisions were especially hard to come by. Even when I focused everything on gaining provisions I usually couldn't make it past day 5 or 6.

Extremely tight controls with a gorgeous art style. It was very sad to see the poor cat get skewered over and over again as I struggled. Very cool idea to adapt a new chapter to fit every new GMTK theme. It'd be fun to see all the mechanics used together in a full Kit Twins Saga release!

Great take on the theme, and the art style is so fun! Those plants sure are needy though... there's a bit of a mismatch between the cozy vibes that the art and music give and how the mechanics make me feel (stressed and behind like there's a jam deadline coming up!). Which is actually kind of cool.

This was really fun! There seems to be a bit of strategic depth to timing your moves and spells. I almost wished I had more time to think and plan my routes because the level design with the obstacles and different behaviors of the enemies made for some interesting tactical decisions.

We were lucky enough to have a few killer artists. Thanks for being one of the first to check out our game!

XD at least the stations are nice to hang out in! Thank you so much for playing, we put everything we had into it

Actually inspired by a very similar experience I had in Kyoto XD

Thank you so much, Singlace! We hope the world can be enchanting even when the language stays a mystery

Congrats! It's not easy to do but the clues are all there!

Thanks Anasten! I'm so glad you managed to figure it out! We had to cut the third station level, so the ending comes a station earlier than you would have expected from solving the puzzles. No spoilers about the clock ; - )

Awesome job! Fun concept and well executed with some great style and polish. Can't wait to see what you make next!

Thank you! Should be a lot more of it when we finish our post-jam release

I love the interpretation of the theme as planetary orbits!

I think one thing that could make the controls more intuitive is if the red and green axes reoriented themselves to be perpendicular to the centripetal force when you enter a new orbit. I ran in into some issues where I had trouble controlling my planet if the velocity got too closely aligned with gravity.

Thanks for the feedback! We have some ideas for how to better telegraph the laser beats and the conductor entrance, which should be incorporated in our post-jam version.

Thank you for the thoughtful feedback! I agree with all of your points. I actually chatted about your comment with a teammate today, and the current plan is to include 2x and 4x options on the sequencer, and add some functionality to the big red joystick!

Awesome job! Really fantastic execution of a clever idea. I love seeing music and rhythm mechanics implemented in other genres. The aesthetic is beautifully nostalgic, and I could probably groove to that song on repeat forever.

I appreciate the difficulty, but I think one thing that could help alleviate some frustration would be using a first-in-first-out system instead of first-in-last-out when picking up and placing mics. That way I'd be able to make multiple mic movements on the same pass of the hand. I'd often pick up a second mic to move or to fix only to realize that by picking up a second one I had prevented myself from placing the first where I would have liked.

Overall, though, the frustration was minor and the enjoyment was through the roof! Definitely an entry to be proud of. And thanks for your feedback on Rhythm Rail!

Thank you for your kind words! And we definitely have some laser updates planned for post-jam.

Yeah, we realized after seeing a few comments that they're actually bugged. We put a workaround in the itch page comments. Thank you for your feedback!

Thank you! We're planning on incorporating your feedback into our post-jam version!

Thank you for the feedback! We now have a couple levels planned to put between levels 2 and 3 to ramp up the difficulty more smoothly, and letting you keep your loop on a reset is a high priority for a post-jam release.