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JonWon

135
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A member registered Mar 13, 2022

Creator of

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a simple concept, but expertly implemented. especially the painted artwork and music matching drums when dashing made it for me. being able to run on top of most things was interesting. made it to 572. now all that's left is a leaderboard :)

I absolutely love the mechanics of this game. Inventory management and math / logic puzzles are my jam. also this selfie cracks me up every time. only the sub-second precision needed in one or two levels was a bit fiddly. A way to open the door on the exact second would have been nice.

being able to hide in the numbers is a really cool feature.

but I just can't suspend my disbelief in the premise. how can a firewall be too slow for something? why does the speed matter? :)

sadly, I got swarmed and died way too fast, before I could do enough of damage?

anyway, having the controls rotated to align to the grid was a bit confusing at times, and having the controls mapped to keyboard positions (as opposed to key characters) would be nice for someone like me with alternate layouts.
also having a way to close the game :)

also the part with bringing the light being literal in the end shocked my darkmode eyes a bit :)

having to give up your powers is a really cool and unique mechanic. this way you really learn to appreciate what you got. but you can pry my knockback out of my cold stiff hands! also the walljumps feel really nice.

btw. having the controls mapped to keyboard positions (as opposed to key characters) would be nice for someone like me with alternate layouts.

hmm, I don't seem to understand how to play this game. I can stop the countdown, and it adds a random value to my percentage. but I don't see where I would get this as my funds? all I can do is start the countdown over 5 times till the game ends.

Is there something I am missing?

PS: also letting the countdown run out increases the speed rapidly, so much that the next spin is now also ultra fast.

sadly I had to quit, because i was unable to switch between my clones. at least I think that was the intended way to trigger the pressure plate. It took me some time to understand the mechanics in the first place, too. having a way to teach the different functions would be appreciated. I didn't get that I could jump the first gap for far too long.

Being able to divide the work between a few people helped a lot. not having to worry about the art assets or music / sound effects was really nice. thanks for the nice words!

congrats, you fount one of the bugs in the game. we wanted to make well cards available in the shop, after you placed your first well. but Godot does not allow circular references in resources, and replaced our constraint silently with null. :(
so yeah, better shop constrains are on the to-fix-list.

It was a well timed triple shot for me.


first shot to the left to get out of the middle.


second shot to reposition the yellow orb slightly down.


next three shots with a few seconds delay between them all to the left and rebound. the second slightly angled down.


before the first of those hits move to the first goal, wait out the second hit in the trapped location, and move to the second goal before the third shot reaches the right red orb.

We really wanted to implement tooltips, highlighting for synergies while placing, and a much longer intro / tutorial phase, with more content / higher tier buildings to unlock. Bun unfortunately there is never enough time in a jam, so we are glad everything is working as good as it is. Future improvements are on the list thought. Thanks for playing.

this is a brilliant mechanic! I think I managed to solve the last level in an unintended way though, as I had 4 moves left, even without it crashing :)

It took me a while to understand the mechanic of deciding on which day to harvest. But it felt really accomplishing when I managed to time the double harvest with multiple crops :)

The creativity is high in this one, but I get easily frustrated having to start from the beginning again.
I love the dustbunnies though!

The beer has arrived!
sadly a score of 15 does not suffice for hardcore mode :( it got a bit hard, especially the spoken countdown is a bit out of sync with the visuals, and the spinner stops abruptly in the higher speeds.
love me some Godot and a linux build though. I think I need a drink now.

really addicting gameplay. I managed to beat up to lvl 12 with only two blast charges.
also nice to have full mouse, as well as hotkey controls.

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this feels like a really solid first time project. you got fluid movement, sound and music integration, hit animation.
just sometimes it felt I got multiple enemies stuck on top of each other, unable to move, and I managed to kill them all with one shot. My best bet for improvement would maybe a little popup on my character when I loose / gain time, so I can register immediately what gives my which amount.
In the end I got to 5min before I gave up. Great work!


I really loved the concept. Sooo many memories :)
somehow I couldn't board the plane though.

curiously, the build does not run in my itch.io desktop app …

really sweet and short story to just enjoy. the objective could have been a bit harder.

Things got a lot easier after I realised that I can use my sword :)

Very fluid and intuitive gameplay!

Integrating the timer in the artwork works really well.
but I got stuck at the end screen? love me some Godot though.

I was a bit confused that it cuts across, not length wise. But I made it to level 13. and I really liked the chill music.

FARTALITY!

made it on my third run.

ahh, I was wondering how to break the cracked rocks :)

Yes, button feedback was on the list, thanks for testing it anyway.

But I don't want to go home!

It's hard to balance the upgrades. I saw too late that the upgrade-screen was scrollable …

I can really identify myself with the white cube.
but i got a bit overwhelmed with the amount of projectiles coming at me.

(and it finishes instantly, if I want to play again)
but good effort

I managed to eat 6 Apples, but sadly I don't see any way forward.

hmmm, I have pettet a few cats, but I seem to be stuck with the moving button :(

welp, I died in my 50ies, and only my child stuck with me …

works like a charm, thx again.

hey Ayayun Team, thanks for providing an update and a linux build.

would you mind tagging the versions with the proper OS tag? only that way the itch app is willing to install it directly. thx

yeah, I got 39k on my first run.

It was a bit hard to differentiate what to hit and what to avoid. A short tutorial at the beginning would have helped.

But really nice on the music timing. It felt on point.

I have seen this concept in a few games this jam, but you managed to actually have a map where it feels crowded fast enough. I managed to get to 9 points in suburbs :)

btw. do [W] and [S] do anything? it doesn't feel like I can break. also I could take a shortcut through a building.

this is a nice idea, but I think the execution needs a bit more attention.

a short explanation for the shop items would be nice. also they interact with the droplets while placing them, so I managed to trigger the shop before placing the last log, by unclogging a huge jam, and breaking the logic a bit.

It would be nice to add additional challenges once the flow is achieved.

like others pointed out already, there seems to be a few glitches:
belt always moving / guests on the right eating dishes on the left / dishes randomly disappearing …

and I don't think there is a loosing condition, right?

nontheless, it sounds really promising, and the graphics, sound and movement seem really polished. I made it till day 12 and 500 points, until I saw the counter to 99. I think some variation in later days would be in order (pun intended).

yeah, I think there is missing quite a bit here.

the movement feels really smooth, and I managed to hit most of the enemies after a bit of practice. I hope you don't abandon this, and complete it with some sort of objective, point system, or maybe different enemies.