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lafferty

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A member registered Jul 10, 2020 · View creator page →

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This was quirky and fun. I think I wish I had just a bit of time to overview the words but nothing too long -- it was fun spamming words and then seeing if I had a cohesive sentence. "friends probe welcome together" to the aliens was probably my highlight!

Fun little platformer -- took me a solid three tries to get to the end of the level! Congrats on your jam submission :)


The vibes are very excellent here. You nailed the mood of a chill jazz bar quite well. I think anymore than the two drinks would get pretty chaotic, so the balance here is well done.

Some small critiques I noticed:

* You couldn't abort a drink once you started. If I accidentally triggered "make cocktail" when I wanted to talk to a person... well I guess I'm making a cocktail now

* I wish the cocktail shake bar went away after you were in the green. As-is, I had to mix all the way to the end but the indicator makes it seem like if you go over that's bad

* I think drinks disappearing in front of you after you make them isn't ideal -- I wanted to immediately take the drink to a customer but I had to take extra interactions (and risk clicking the cocktail mix!) to get there. I'd love if the beer went to your hands instead, and you had the option of setting it down if you wanted to "store" it


All-in-all, quite moody and enjoyable. Well done!

The audio + art are fantastic! The very subtle "count down" in the soundtrack is :chefs_kiss:.


Playing on a trackpad... I had some frustration with the zoom-in mechanic. The counts move just fast enough to make it very annoying to zoom in and hit. I think the zoom delay, if it was reduced, would go a long way to improving that specific experience but I also understand most people aren't gonna play on a trackpad :joy:


Well done!

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The art is amazing! Very excellent style and the animation is fantastic. I enjoyed the controls of the elevator, it took me a bit to get a feel for when to stop my massive stop. I love how its "full send all the time" in a very fun way.


The very subtle "wooosh" that comes up when you're at full speed was a good little effect to hear, too. Very subtle.


I think the game needs some kindof timer for patrons in the elevator -- something to encouraged you to descend down to the ground level. Just a liiittle bit of time pressure would amp things up (but also reduce the cozy vibe). I very much enjoyed this, well done!

Very solid gameplay. I played for a pretty significant amount of time. I think there could be some more on-screen indicators for some controls, i.e. I forgot I could grapple, but besides that it was very satisfying wave murderer. Well done, the controls feel fantastic.

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I love the idea of this! I think there needs to be just a little more control over the characters outcomes. As-is, I get into a rut where they're just chasing each other. If I smoke screen in front of them, they'll turn around, but the AI is a bit weird. It'd be awesome to be able to drop a club and have someone without a weapon turn around and start fighting. Or encourage a character to grab a more effective weapon (a lot of the time, assault weapons were laying on the ground while the character had an empty pistol...). More abilities to corral the characters or otherwise shrink the map would also be appreciated.

That said, it was enjoyable watching the characters appropriately flee/chase and grab ammo. I can tell a lot of work went into their skills :)

What a delightfully arbitrary number go up game. The style, music, and interactions all come together and the game feels incredibly pointless in the best way possible. My only critique is I wish the goblins had a bit more variety to them to make it more obvious what they did. A "Big Goblin" could have been "Troll" and a bit more thematic. A small critique, all things considered.

The aesthetics here are fantastic. I managed a W on my first go. I could see needing to repeat because of mistimed things being annoying, but I thankfully didn't have that problem. The style kindof reminded me of baba is you in a very weird way. Some of the interactions were fun, like the "5" gate.


My favorite part was the start, needing to actually walk over to the start to start the game. That was clever.

I went to play on Linux, and unfortunately there doesn't seem to be a way for me to play?

High score of 36! It was delightful running into the clankers.

Really lovely pixel art. I don't think I missed anything... nothing I could do seemed to damage the spiders? I got to the boss, and the wave mechanics looked nice. I was playing on Linux if its any indicator.

This is fun! The sounds and vibes come together really well and reminds me of some classic flash top-down shooters I used to play. I think some improvements would be small hints that there is an enemy in another dimension, nothing too obvious, but just like a little shadow? Some enemy variety would go a long way -- the boss was a very nice refresher.


This is a treat. A bite sized arcade game with a fun little style. As soon as the bombs dropped I figured out what I needed to do. I wish the bombs had a bigger screen for explosion timing. I kept trying to read it and it was just a little too teeny tiny. I went back and tried one of the game modes, incredible additions. Congrats on the submission :)

The narrative was fantastic, if just a bit long. I really wish there was a button to see to the end of the current text without advancing, i.e. a "double advance". I really appreciated the graphics and got quite the outer worlds vibe from the planet.


I experienced a bug playing where my tether just kept getting longer and longer on my third pickup, but that's pretty minor. The actual tethering was enjoyable and it was fun to just drag things around.


There's some fun bones here. Nova jinxed us.

that makes so much sense, I was so confused why I was getting so high! I unfortunately could not finish level 1 (after tutorial) because I couldn't sink low enough to touch the crystal.

The severance theme is obvious and also incredibly well done. I think this is the first time I could ever understand what the hell they might be doing in there. The simple fact that you took that theme and turned it into an actual experience is incredible in its own right! I'm not sure I have suggestions for improvement. The difficulty has a nice curve to it and I also liked the coworker quips. Well done!

This was fun! At first I went for the magic upgrade, but the ka-me-ha-me-ha took a bit too long to charge up and didn't seem to one shot things. On the second play through, I prioritized attack speed and damage.


* I wish the attack filled out entirely in front of the character, instead of being a little bit of distance away.

* I wish there was an indicator where the chests were

* Honestly, I wish "more time" was not an upgrade on the chests. I just wanted to have more skills / abilities


Solid survivors-like. Well done!

This is incredibly hectic and stressful! I had a lot of fun and "holy shit" came out of my mouth towards the end. Having the four types of clickables was a great decision -- it balances the chaos wonderfully without being overwhelming.


My only critiques are with the tutorial cards. I think they reset a little too fast, and the one explaining the "click a rocket" should explicitly say "when its countdown is zero". Maybe thats obvious for others? For me I instantly clicked the rockets because it told me to and was wondering why they were exploding. On a reload, I figured it out.


Very well done, I had quite a bit of fun with this.

I agree with all of your points! The only thing stopping me from adding an option for "Reduced Strobing" was the tight timeline for the jam... and not wanting to test 2x the scenes. I figured it wouldn't be everyones cup of tea and felt a little bad not adding a disclaimer before you actually start. There's one in the game explanation, but its not enough.


The faster run start time I agree too. In hindsight its really obvious to add an input to skip to the high score screen and/or replay screen.


Thanks for playing! 

Glad you liked the controls! It was first developed with KB/M but then I wanted mobile support... so I added touch controls... and then I figured I couldn't add mobile support without also adding controller support. Once I had controller support I figured I was all-in so added rumble support.


It feels _so good_ and I'm _so proud_ of it.


Glad you liked the arcade vibe. Its inspired by an arcade game called "Black Emperor" which sucked $20 out of my wallet one drunken evening at a barcade.


Controller support is fun, definitely check out adding it!

holy crap your meme had me cackling. Thank you for that sincerely

I gave it another go! The build is not bugged! For everyone else, if you see people without guns... you can probably talk to them with "F" but the spacing for the prompt is pretty tight.


Pretty fun when you can actually shoot. I enjoyed the grappling hook. Glad I came back and gave it a try :)


* I think adding some barriers or signage pointing to talkable NPCs would be good

* I think the grappling hook needs just a bit more oomph and wiggle room. There were times I was stuck on terrain and a short jump would have fixed things.

* There were times it felt the bullet RNG meant I could die pretty easily

* At the end, I jumped into the volcano. I restarted at the checkpoint, but the elevator was still up top


I had fun, well done on the submission.

Its not very well indicated, but you can actually upgrade all the weapons. There are arrows you can click to switch the upgrade list.

My first review was that this was a chill game and that I wish i could upgrade the weapons.

AND THEN I FOUND OUT YOU COULD! I think there should be a better visual indicator about upgrading the different weapons.... at least that would have helped me.


I think there is also an opportunity to add background cues to your movement direction. With the way the camera works, without many enemies on the screen, it can be hard to know if you actually switched directions.


Very fun, pretty well balanced. The effects all come together. Very well done!

You're the first person to acknowledge the skew! It was a really subtle addition and I absolutely adore it. Not too heavy, but also juuust the right amount to give you a speed impression.


Thank you for the kind words!

Focusing on the gameplay mechanics of the welding, I think my biggest critique is the cooling part of the weld was very frustrating to learn the timing for. For certain welds, if you ever stayed in the "sweet spot" the weld decay wouldn't be fast enough for how fast the bar moved. I think using the "sweet spot" as an indicator is great, but it should ideally guide the player.


There was also some frustration where the placement of the guide had my eyes off of the welding. i think if you could get the weld to show the status, instead of the bar, that would be a huge boon to readability and playability.


I liked the concept, and its a solid submission. Well done!


Any instructions for how to unzip on Linux? I get a compression error:
> There was an error while extracting ‘/home/lafferty/Downloads/Endless Swap Runner_linux.zip’: Failed to open 'Endless Swap Runner.pck': Compression method not supported

Unfortunately, I didn't have a couch co-op friend with me. I can see how this game can be quite a puzzler with the limited movement. Even without a buddy, I think the only thing missing is an indicator for how many steps a player has in the round. I think it also might be interesting if the players didn't freeze when the lightning was striking, which would probably make the game feel a little faster.


That said, without having a coop buddy, I can't say these changes would actually improve the experience besides my limited playtesting :)

Unfortunately the linux build doesn't run on my system:

./STAGE_FRIGHT: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.43' not found (required by ./STAGE_FRIGHT)

If I boot into windows I'll give that a look :)

Gosh, I didn't realize the models were done during the jam! The models, animations, and effects are all stellar. The environment is great too.

The hoop was a great addition. Fun upgrade number-go-up but also clean things (?) game. I think the starting vacuum could be just a liiiittle bit more powerful, but once you get some upgrades it definitely feels great to just run around sucking up the trash.


Well done.

This is incredibly atmospheric. Very well done on the vibes and the controls. The instant feedback was quite nice, and everything seems to feed back in on itself (aesthetically) in a very compelling way. The whole environment is off-putting.


I think the "error" sound is too jarring and loud, minor all things considered.


I don't know what I did wrong with the power. The readout said it was good, but then the ship failed to launch because of no power. I think the indicators there could be improved.


Minor things, all things considered. Your environmental skills are stellar.

Owning a Shiba... I recognize that mischievous little grin anywhere! And the instant run away as soon as trouble comes! Such smart, adorable, quirky, troublesome dogs <3


I had an issue where one of the last bugs was off screen. I think the "scent" timer is a liiiittle too slow to recharge, and I think if it updated with the camera zoom would be such an improvement. The little bug was maybe 2 pixels wide when I noticed it finally after staring at the area Mochi highlighted.

Cute game, wonderful art, and delightful music. Well done!

You're the first person to notice that bug! Unfortunately I hardcoded a limit during testing the screen. There's another bug where the end-of-game-play-again-screen shows "142" instead of your actual game score.


I found this out 20 minutes after the deadline finished :')


Thanks for playing!

This is amazing!! Its hectic, satisfying, and rhythmic (obviously). Got through all five stages. I'm not sure I have too much feedback aside from it felt sometimes there was a misbalance between when there would be tomatoes verse when I would need to hit the cymbol.


I very much enjoyed this. Stellar submission.


I love the idea of walking around and training up villagers into a little army. I was hoping I could see some of them running around. My first time facing the boss -- 20% chance -- I managed a victory. Then I immediately turned around and did it again and lost.


I think I found a bug, if you lose to the boss all future interactions, until you restart the game, are just to face the boss again regardless of where you are.


Still, I enjoyed whats here. Congrats on submitting!

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You seriously need some screenshots. The gameplay was a lot better than your thumbnail suggests :)


Had a lot of fun, and I was literally laughing out loud when the zelda arena came up. Instant recognition. This was fun, and the AI was engaging for a while. Solid little brawl game. After a while I figured out how to cheese the AI but... isn't that a right of passage for SSB?

Very charming game. The level design was quite clever for what this is. Walking the old lady across makes you see the money, going for the money makes you see the rat. Pretty tight and a solid short experience.

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Don't be too down on yourselves on linking the assemblies post jam. The actual runtime is unchanged and its pretty easy to get working.

This game is whimsical and I love its style. I wish the countdown was just a little bit longer... I get that's the point but I would love to see even crazier components and variety. The "Tape" mechanic is awesome.


EDIT: Oh my god there are more levels!! This is delightful.


Well done!