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Lanyard

969
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8
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71
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34
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A member registered May 07, 2017 · View creator page →

Creator of

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Thanks for playing, plasol!

password: climate

Reminded me a lot of Coffee Talk. Great art style, unique characters, a lot to like here!

Whoops, might've destroyed the world this time, sorry y'all. Your keen sense of restraint here takes this game very far. The short lines of dialogue punctuated by explosions and dramatic music is all you needed to keep me glued to my seat. I'm going to take some narrative notes from you, I think.

Nathaniel, thanks for playing! I found this great typewriter soundpack on Freesound.org and decided to base the game's whole soundscape around it. Originally, I designed the game to be how you imagined it to be, where each number can only be used once. That was way too hard, so I decided to allow numbers to be re-used and wrote a more gentle solver / puzzle generator. Then when I came up with the modifiers, I realized I could use my original solver again for players who wanted a challenge. Always interesting what players can see no matter how I tried to obscure it.

Thank you!

Instantly a vibe. Nice variety of cute minigames. I dig the pixel art style

Oh, I love Jackbox but hadn't even thought of that connection. Great insight!

Great concept with a very cool sense of style

Thanks Diego! Yeah, I was definitely thinking about all those hip puzzle games like Wordle when I was making this for sure. I did start with a single level, but it seemed a little short and clumsy that way. I conceived of the Liabilities to also get a player-driven difficulty curve in there for players who really want to test their math skills. Thanks for playing!

Oh man, that's just how life goes sometimes now isn't it? The minigames were all self-explanatory, except the red yellow green traffic light tripped me up, what was I supposed to do there?

Reminds me of William Blake, jamming poetry into a medium where no one expects it to belong

You're so right about the scope, I have to watch myself. I'm working on UX / UI tonight! Thanks for playing!

I really like the charming hand-drawn aesthetic, as well as how her 2d sprite just turns and walks on the beach haha. This felt quite complete for a prototype, you're well set up to expand and polish this over the next 12 days.

That's a great idea I would have most certainly overlooked. I appreciate it 🙏

The game design from the video is already clear and readable from this very early stage, I think that's quite a good sign. I can see the goals are going to be those meters in the upper right corner, and I'll be investing in technologies to care for them. I think the decision to focus on one mid-sized community is wise and will play out well for you. Best of luck to you!

I couldn't figure out how to build on the grid, I tried clicking on things like solar or battery and then the grid, but nothing happened? Maybe I'm doing something wrong. I tried both Chrome and Firefox. I also noticed your game doesn't quite fit in itch's iFrame, you need to increase the vertical pixels on the Embed options a little bit and/or add a fullscreen button for players to see all the build options. I'm intrigued by what you've got here, it kind of feels like it has potential to be a limited space factory builder like Opus Magnum. That's a rich genre to explore. Your focus on real science and permaculture is a great implementation of the theme as well. I'll be watching this project.


I checked out your video, I liked how you two put a focus on the fantasy and role play at this stage, I think that's more important that some board game designers realize and can do a lot to inform design that players actually care about. I see that the mechanical focus is going to be resource allocation and event cards, I think that's a solid battle-tested loop, actually my game is built on a similar loop although its a video game and not a board game. Best of luck on the art pass and tutorializing, I imagine those will be the major hurdles ahead.

The pixel art is looking very good and immediately makes me want to play more. I assume the flowers will somehow pay for better weaponry at some point? Interested to see how this evolves over the next two weeks, I will be back :)

Thank you for taking a look! I agree that I need to tweak how time affects the ports, I'm puzzling it over myself. Tricky because I eventually want to have more ships moving around so I don't know if I can pause for each port stop. Right now the big consequence is that crew wages are due at the end of the month, so if you're not paying attention, that can really bite, kinda like a time limit I suppose.

Yeah, I've got some half-baked systems in here and no direction to speak of, I'm sure it's a bit confusing at this point. Still, I really appreciate you stopping by to offer your feedback. Great to have an outside perspective actually.

Really nice pixel art. Some smooth styling already on the UI so early is going to pay dividends for you as you develop this further. If I were to make a recommendation for you at this point, it would be nailing down the swimming of the mermaid, the full stack from input to feel to animation. I think making her swim feel amazing now and getting it just as you imagine its full potential is going to be the best force multiplier for your game and show you which way to go from here when it comes to level design and everything that comes after. I am also intrigued to see how the dryad garden will evolve. I imagine our heroine will pop her head out of the water and deposit her sea treasures for them to make use of? It's a clean loop with some real nice potential and fits the climate themes nicely.

Password: climate

Definitely aspects worth thinking about and perhaps playing to. I suppose it depends on how radically different the future is imagined to be from the present and on what timescale. Barring unmitigated disaster, I would attest that international trade will continue in one fashion or another. I want to speak to a pragmatic vision of what that might look in a healthier way than it exists today.

Thanks for checking it out! 🙏

So you'll be shooting the invasive species with weedkiller and flamethrowers?  Well, I'd play it. Kind of reminds me of Plants vs. Zombies except it's more like Plants vs. Plants. Scope seems the right size here. Good luck!

Thank you for playing!

The second weapon is so good, I guffawed. Also I love the animation on the initial finger blaster. I had some pretty huge stutters at some points, but the level was pretty big so maybe that's to be expected. Especially noteworthy here is the music. One of a kind, love that cat soloist.

Nimmy! Thank you so much, that's high praise indeed! I'm glad you enjoyed it.

Solid little tower defense game. I like the stripped down pixel art style, and the fishbowl CRT lensing is a nice touch, not to mention the nostalgic UI choices. I didn't quite understand why I should shut down rooms, and at one point all my turrets shut down, I think your tutorial is maybe just a little too front-loaded and I couldn't absorb that. But I imagine it would work well as later difficulty twist, I assume it was something like I should shut down turrets to save resources for others. That's my off-the-cuff review, I hope it's helpful for you! I enjoyed playing your game and defending our one and only glorious and benevolent ChatGPT for one more day.

Thank you Drawbert!

The engine is your Browser! This is pure HTML + Javascript

Thanks Yevhen! I'm glad you enjoyed it. 😊

Yeah man, sometimes I just want to get the player into a flow. Looking at your game, I think we've got something in common there. Thanks for the kind words and for stopping by to check it out!

This is sick. Did you write this music? It goes hard. I think this game would have done serious numbers in the Very Serious Juniper Game Dev that just wrapped up, the theme there was Spin to Win. I loved the style here, how it ramped up, suddenly there's blood everywhere, what am I doing here really? Good good stuff.

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Thank you! That gradient blend into the background was surprisingly difficult to get right so I'm really glad you noticed! The SFX are all done via the Web Audio API.

Heartfelt and cute. Good puzzling to be had. There's an interpretation of the limitation I bet nobody else saw coming!

Password: climate

Reminded me of Wario Ware! Great fun!

Factorio my beloved... I like how you expanded the play area over time. The Tetris-like element of placing factory pieces into the puzzlebox according my goals and needs was very well done. There's some UX touches missing to provide clarity and game feel, but there is still a very solid package that left me wanting more!

This was really good, love the art and sfx design, puzzles increase in difficulty at a nice pace. If you placed your Music Player in the initial scene and made it DontDestroyOnLoad(), you wouldn't have the music restarting on each level, which sounds much smoother to the ear. Zooming around in my hamster wheel never got old. Nice work!