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jpxls

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A member registered Nov 03, 2021 · View creator page →

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Really cool game! 

I love all the variety in each level for fixing the parts, it reminds me of doing tasks in Among Us, which I like!

I think it's super fun! I loved the mechanics on all the tasks, even if some of the mouse registering on objects is kinda janky. 

Balancing wise, I think stage 4 is a bit too hard as the oil filling minigame is the one that takes the longest. That stage was the last one I beat.

Cool art as well! I love yeeting the astronauts out of the spaceship at mach speed.

*thunder bolt* It's a lovely game! *thunder bolt*

I wish it was a little longer honestly! The artwork is very charming, as is the setting. I like the stealthy mechanics and the movement is butter smooth, even if the powerups were a little finnicky sometimes (they wouldn't trigger properly, especially at the start.) I loved the three villagers in a row just looking at each others backs. I do that with my friends all day!

I broke my little heart to kill the shrimp, you monsters.

So, this was actually quite great!

The gameplay and puzzle design is really fun! I love all the new mechanics you kept on adding throughout the levels. At first I didn't get the mechanic of having a higher count that other enemies to kill them, but once I got that, I was having a lot of fun! I especially enjoyed the bomb/clones room, it was the hardest challenge but a ton of fun to figure it out. The visuals where simple but fitting and the music fits well!

I think it's really clever how you teach the player some of the mechanics, like that one room that blows up immediately that shows you it can kill other enemies and yourself. Visually, my only gripe was that the UI could've used a little spucing up, but it's a game jam and I'm aware time is tight.

Overall, it fits the theme of the jam REALLY well and has legitimately great game design.

Very good job!

I actually think this game hits a really good difficulty balance for the most part.

The second stage is definitely way harder, but very few times it felt unfair. Definitely a little bit finnicky with the platforms, but that would be my only gripe in terms of the gameplay. Overall, it feels smooth, and the sound design helps a lot as well!

The standout is the visuals tho! I love the hand-crafted theatre design feel to all of it! The music ramps up really nicely as well throughout the stages. The story is a little mysterious but intriguing  all the same. It's very stylish and unique, which I enjoyed!

For a game made by one person, this was a banger! Great work

Ah, thank you for the awesome comment.

We definitely were going for that exploration aspect, I appreciate you felt that as well. There's definitely some small issues with some visuals (that bug you described is definitely a layering issue).

We might go back after the jam and push a small update populating the cave more with more unique visuals, things to find and maybe some multiple endings.

Woah this was awesome!!!

Definitely Inscryption vibes, with the SFX and music choice, but that's not a complaint, that game is awesome! The art is amazing, I love big ben, the ticking sounds, the artwork for the cards and clock! The balancing is a little bit off, but that's expected for a game jam game. It feels amazing to do a big combo and see the clock hand tick back and forth hitting mine and big ben's cards. It also has a lot of space for skill expression in the card building aspect and being good at counting time with clocks. I'm impressed by the quality of the game design. It also implements the theme of the jam really well.

Amazing stuff

I love this! It's not easy to make a paper-airplane game and make it control nice, but you guys did it. It's definitely not easy, quite hard at times, I think the difficulty might ramp up a little bit too soon, but it feels good all the same. 

The tone and atmosphere of the game is top-notch. The wind, the dynamic music that swells after ignition, the blue skies and vibrant islands. I'm surprised it ran this good on web (despite some loading stutters here and there). I definitely think there could be more of a leadup when the boost happens, just so you can keep track of it and plan the routes you take better? Might go against the spirit of the jam, tho. 

But yeah, the sound design and world are the definite stand outs here. I'm surprised you guys managed to do all of this in just FOUR DAYS. Amazing job!!!!

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No joke this might be my favorite game I've played so far in the jam.

The art is peak, I love the intro cutscene and artsyle. The gameplay feels great and it's an awesome twist on typing mini-games. Having to defend on incoming attacks gives it a cool duality and adds to the stress. However, as a mechanic, it could be a little more prescient - right now you can just go through the game and barely defend yourself.

Overall tho, I  think the unsung hero is the audio! You can barely see what's going on above you due to being locked in on typing, so hearing the feedback of what you've done (and the tone-pitched cowboys) feels really good. Cool obligatory inclusion of explosion.ogg

The music is awesome as well. Yeehaw yeehowdy! 

Well don'er, pardner, on this jam submission

So it's a cool platformer, I like the art and the custom death illustrations per level.

The controls actually feel pretty good, but the platforming is tough! It feels very precise, which the fast-paced movement makes way harder. I also think the screen shake when you're about to run out of time is a little too much! It's very distracting. I think having a platformer with a timer like such and fast-paced should have less precision-based platforming.

Also I wish there was audio

Overall, as a one-person job, this is well done.

Congrats on a successful jam!

Agreed with the others, this feels great!! very polished overall. The music fits like a glove, as well as the SFX choices.

 I like the addition of making it harder by consuming more hearts as it goes. I think the star of the game is the visuals for me, I love the cat walking around I wish I could pet it! I can see this being a great base to add more ideas and mechanics onto. (Maybe the cat starts messing with your pieces by swapping them around...as cats love to do?).

Great stuff tho! Congrats on a successful jam

Hi! Thanks for playing our game!

Yeah, it's a common feedback we've gotten that the incentive is a little unclear, could've definitely presented it a little better. Same with the movement? I think a little floatiness is good, but we might've gone a little overboard in the regular WASD movement.

Thanks for the thoughtful feedback tho!

Appreciate for the feedback!

Agreed, we could've tweaked the camera a bit more so you don't run into unfair situations as such. A think a little dead zone is fine, but it's may be a little too much in the current iteration. We also explored the idea of the dash consuming more oxygen, definitely made the game a lot harder. Might be worth testing if we ever come back to this, right now the only tradeoff is a lack of steering (or we might improve that in the basic movement). 

Thanks for the thoughtful comment tho!

Thank you! It truly is a difficult life for the old chunker ...

For now there's only one I'm afraid. We definitely wanted to do more with the ending(s), but it was a little out of scope

of course we will!

 we'll try to play as much games as we can...eventually (there's a lot of games)!

it's the fun part of the jam.

thank YOU for playing ours

big chunker.

 thank you for the comments!

It's a very cool, fast action platformer with great visuals and fast-paced gameplay.

I do think it controls very well, the movement is snappy and all the VFX/SFX work well to make it feel responsive. I do feel like maybe the character is a little too fast? Might be a skill issue on my part tho. 

I do agree that the wall-jump mechanics seem a little steep at first as well as the difficulty. I'm also a little iffy on the timer, sometimes it just makes me wait until it counts down so I can try again, there should be more interaction with the game itself. It feels disconnected, at least.

It's really rewarding to clear a part of the tower tho if pulled correctly! Even if it was beating my ass half the time.

The music and the story as presented are bangers! Amazing job overall!

Very polished! Feels good to move around.

Uses the theme extremely well!

Teaches you the game very well as well, well. I love the little tutorial stages you made; it's all very well designed.

Banger music.

It's a little hard later on, and I'm still a little unsure how controlling multiple guys and making them move work, but that might be because me dumdum.

Overall, probably up there of the games I've played in the jam. Amazing job!!!

I definitely agree we could've touch the controls a tad more to reduce the clunkyness.  

Thanks for the feedback and for playing our game!

Really, really fun game. I love the use of the sun as the main mechanics alongside the puzzles. It's hard tho. It can get really big brain later one.
Love all the different solutions you guys came with, really good puzzle design, even if they're hard to do.

I agree with some comments that the controls take a little while to get used to, mostly using E to transform.

Besides that, it has very charming visuals and dialogue, and the movement-tile system or whatever feels really good.

Really cool setting and theme as well, all of this really fits the theme! Great job!

Love the atmosphere, like people are saying!

The charm, the voice acting, it's all very good. Good cat poster. It's very noire-like without taking itself too serious. 

It's all very impressive what you did with only 4 days!!

All that said, some puzzles were simple but fun (clock, safe), and the others where a bit frustrating (the goddamn bottles, I didn't even know the gun was a factor until I read in the comments it exists). This is 100% more the case because it's frustrating having to wait for a specific state in the scene if you run out of time. This is compounded as some of the colliders in the scene block where you want to go and you move at a snails pace. A sprint button would've done the game wonders. 

Also managed to clip out of bounds hehehehe, (by standing where the sofa guy is supposed to appear, it pushed me up and I walked outside of the bounding area).

Did manage to beat the game and, again, it all feels very impressive!

Yeah, we definitely wanted to populate the caves a bit more but ran out of time.

The movement I agree a bit! We definitely could've increased the turn speed a tad when not dashing.

Thanks for the feedback! cool cat as well!

Actually pretty cool, even if it accepts some words that are definitely not words! Definitely fits the theme pretty well.

Gets really hectic and also hard. The music is cool but it can get a little grating as time goes on, maybe the timbre of the guitar. Could also barely get any words that where more than 4-5 letters in length. That might be because I'm not the brightest tool in the shed. Who tf is the accountant and how did they get 127

'That's not a word' sfx makes it a 11/10. It really makes you feel like a dumb, which I am. (see last statement)

Addicting and very well made.

At first I wasn't sure why I had trouble playing cards, but the I realized the card tooltip was blocking the "Release to Use" instructions. After I figured how to correctly play the cards, I had a lot of fun!

Actually got pretty far! It gets brutal, tho. That -12second card is very brutal. I loved the visuals, the mini-rougelite aspects, the music, the atmosphere and vibes.


It's definitely up there with one of the best games I've played this Jam

Amazing job!

So I'm aware downloadable builds don't get as much love as web builds, but this is such a cool, creative concept. Choosing a loadout, having attacks trigger based on the time slots, it's actually so good and fits really well with the concept.

 Had a lot of fun trying different loadouts. I can see it, with some polish and more intentionality with the attacks so the player can plan a strategy, become a full-release game
The visuals are great despite some mixels here and there! Also wished there was music, but overall, amazing job!

Gonna be sharing this one with the team!

So, I really enjoyed this! Made me wanna get better at the game everytime I lost.

I actually found Crazy to be harder than Hard. Maybe the lives system gives you more wiggle room. 

Really liked the gameboy-esque visuals, as well as the SFX. Movement felt snappy and (some) enemies felt fair to play against. My only issue is the bombs. Sometimes, I feel like I die out of nowhere when moving around, it might be because I step on one of the bombs at the same time the visuals spawn in, so I don't get to see them? Not sure.

Overall tho, really fun experience!Couldn't beat hard mode tho, just easy and (weirdly enough) crazy mode. 

So, definitely a very little long winded on the tutorial, but loved the voice acting. Couldn't get my head around some stuff, even after listening to it.

Once I got the hang of it, it works really well! Definitely has some sit-and-survive vibes. The mechanics are pretty creative and work well to give you anxiety. I wished there was more feedback when you're about to die. The oxygen does this (heavy breathing), but not the other things from what I observed.

One thing I wanna highlight is the sound design. It made it a lot more immersive! 

 A small bug: When I ran out of coal in one of the fail states, I got soft locked.
Some stuff was hard to understand, but amazing job overall!

It's lovely!

I love the artstyle, and the game is very charming. I think the 'building under pressure' concept is really well made. Adore the screams of defeat whenever I reach my peak.

Good job!

So, I did have some issues running the game correctly. (I'm using firefox, might work better in Chrome/Edge?)

First, the art is immaculate! It's all really stylish. The audio is cool, however is bugs when losing focus on the game and sometimes some audio plays all at once?

The idea is cool for the showdown, however the sheriff shot me very quickly? Maybe I'm not understanding the mechanics well. I also wasn't too sure on the objectives. I couldn't find an items to steal.

Overall tho, it's very stylish and I can see how it fits the theme! I just couldn't get my head around how to play it

What a wonderful little game!

I actually had a LOT of fun trying to find the best strategy. I like how the turn-combat mechanics work as well as well the time management before the big boss.

Visuals fit very well, I like the sketchbook feel. 

Amazing job 

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Finally got around to play this! For now I beat the WebGL version however it felt pretty polished and didn't run into any game breaking bugs. It's very, very similar to the Touhou series, but it's fun and the lore is fairly intriguing. 

The art is really cool. The sprite work is well done. The 3D-pixelated background gives it a cool look as well (even if I wish the gray sections where a bit more detailed, although IK it's a hard balance to have so that it doesn't distract from the bullets). 

The level also ramps up organically, I don't have any complaints in terms of progression or difficulty.

The music is really dope as well. It borrows some elements from Touhou/ZUN but has its own identity.

The boss could do with some animations, tho.
Overall, really enjoyed it so far! Can't wait to see how it evolves.

I like the idea of the game, and has nice visuals.

I do agree that it can feel random sometimes, and needed something to spice up the gameplay, but I think for a 2 day jam, it's still well made. 

Extemely enjoyable puzzle game. It's actually quite fun, the jumping pads feel nice to use, and the last level gave me a bit of trouble for a bit. The art is charming and has some nice SFX. Probably wanted a small OST track, but overall, it's actually one of my favs.

What an awesome idea and execution. 

The game is snappy, it feels good to block attacks. The artstyle and design is delightful and the music is fitting. Might be a bit short, but it's greatly made. 

Ahh, I love the graphics, they remind me of some 2000s MMORPGS or Online RPG, it's lovely.

I also the slaughter-fest idea, the attacks feels good and it's really fun to run around.

I do agree with some ppl that the controls are unintuitive, but overall? Awesome job!

Woah! This is really cool. The art style is very grim, but charming! Reminds me of some old-school flash games. I actually really like the mechanics too, and I love that each survivor has their own specialty. It could be a bit more fine-tuned, but considering it was a 2 day jam, I very impressed!

It's not too bad for a first jam! 

The gameplay is actually OK, although a little confusing as a baker. Also not sure how this fits with the role. Still it's a good attempt!

This is sooooooooo beautiful! The art style is so goood, what??

The gamplay is pretty good too, but I wish there was a bit more feedback! You can continue going with the lvls without much trouble, even if you fail. Also an ending screen wouldv'e been cool (although IK all of this are being worked on for a post-jam patch, so it's no issue!)


Overall tho, I really like it. Good job!

This is a cool idea! 

Took a while to load, but the gameplay idea is actually quite cool, I like it! I do miss the SFX or music, atleast it didn't appear to me. The difficulty curve is pretty good, although leans on the easier side. The bar reseted for me after filling it in. Awesome visuals and funny quips by the moles.

 Overall? I quite like this one, actually. MORE PEOPLE SHOULD PLAY IT! 

This is so polished! The animations are bouncy and snappy, the SFX fits in great and the puzzles are smartly designed. One of my favorites so far! Great job!

We didn't have the time for a tutorial, so that's 100% fair haha. I'm really glad you enjoyed it tho!