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lim_ak

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A member registered Mar 27, 2018 · View creator page →

Creator of

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Yeah someone else I knew had the same issue behind a vpn. Each version of godot just has their own export template that you can also get on the github release page or on the downloads page on the website so should be straight forward if slightly more inconvenient.

Cool game. I'm not sure if I was playing wrong or not but it didn't quite feel like the inventory was a huge hindrance or not. Once I got the tommy gun I kind of felt like that was kind of everything that I was going to need except maybe better tommy gun.

Thanks for playing it! As for the export it's just the bog standard Project->Export->Web preset to an index.html. You'll be prompted to download the export templates but if in doubt just download everything.

As for getting it done in 2 days with difficulty is the answer. Second day was mostly brutally cutting everything to meet deadline, the shop is just a grid container with buttons and callbacks that I threw together in the last hour and if was going to take too much time the alternate plan was just give the player 2 of each die and call it a day. It's why I had exactly 3 tutorial levels teach, without them I don't think I would've submitted. I'm not super fast at doing jams, I've failed to submit in the 2 day Juniper jam earlier this month, so I'm not really the best person to ask on this. But it was just start on each problem I knew I needed to solve, pieces need to be able to be clicked on, they need to snap to a grid. So the mouse handling was one of the first things I did and the sprites I used were 64x64 so my grid size was a bit bigger than that. Just picking the smallest bits of work that need to get done and get done early because everything else kind of depends on those things getting done. 

I definitely thought about doing that, D20s with any move set are super strong. So having that on them would really have changed the value proposition on them even if they are already expensive. Thanks for playing

Really cool puzzle game! Just a super well put together.

Incredible to get this much game done in just 4 days, great work. 

Cool game. Definitely agree that you feel a bit too passive in the game. Like it has a bit of pinball energy to it but you only aim the ball and can't influence the table beyond that

Cool physics game. The timer is a real double edged sword here because short timer especially encourages only one thing, build the simplest thing possible out of the given parts to get to the goal, and I think that interesting in some ways, come up with a solution out of a mish mash of parts but really discourages experimentation in your builds. 

Interesting use of uno cards, definitely felt like it was too easy to get hands that weren't worth anything though. Playing a single or sometimes not even that really bring the momentum of the game down.

Nice simple one button game, not a huge amount to it but it works.

Some really cool puzzles in here! Definitely hit R to rotate multiple times. A quick reset that keeps the last board state rather than  a full wipe would be a really good quality of life for some of the more complicated puzzles

Yeah it was always meant to be the final level, just didn't have time to make everything in between. The actual level 4 was going to be like a 5x5 grid at max and you were going to build up your dice stock level by level from the shop not just me dumping 100 coin on you. Thanks for taking the time to play it!

Reminds me a lot of the games from the old flash era. Quite like it. I kind of wish it was zoomed out a bit further, definitely had a lot of the pickups just zoom past me that I was never going to get (which is also true to the flash game)

Simple little incremental game. I too ran into the crash that Goofy duck did. but good work putting this together for the jam.

Interesting idea. I didn't even realise that moving was a thing you could do for ages, because there's no real reason to because of the way they spawn in. Moving actually seems more detrimental because it only makes it more likely for numbers on the far edge to tick down into the negatives

Really well put together. I think one of the other issues with the timer being so long is that at 30 mins it's totally abstract. You have no idea how long the game is or how much record you need. So if you finish a level only burning 30 seconds you don't really get a feel of is that a good thing or not. I'm definitely on the side of make jam games easy so people can get to the core of the thing, so it being on the long side is way better compared to accidentally making it too short. 

Thanks for playing. I think that would make for a very different game, I definitely wanted the more free moving dice against the rigid turns of the chess ai. There's just not enough puzzles in the end, so the low value dice like the D2s are actively useless instead of weird niche which is where I wanted them to end up.

Love the little frantic run animation (which I think is like 3 frames). Really well put together game

Cool idea The physics/movement could use some tightening up, the cubes on three slide about too much when stacked, but good job getting it all done.

Good work putting this together, really like the style of the art and the effect that the obscuring foreground ends up giving.

This was a blast to play. Well done putting this altogether in game jam time. 

Really cool fake desktop. Just very well done. Wish there was more narrative about what's going on with these weird fights, because that for me was the more interesting story over the foreclosure hook. 

That was really cool. definitely hit the vibes for a big upcoming event. The anticipation and the impatience that comes with waiting for something that's coming. 

Pretty simple concept but the difficulty goes up as you place more numbers fairly naturally which is neat. 

Nice and simple game. Not sure if the font is supposed to look like that but I couldn't make out any of the names I think the embed size is crushing it down. 

I literally have a TODO that says change enemy AI to use tweens and a callback. One of many things on the cutting room floor. But thanks for playing!

The movement system is pretty cool, but those early levels aren't fun to have to go though again when you're just trying to get past where you failed before (probably harsher on this for jam review reasons). There's not a lot to them which is good to ease you into the concept but mostly tedious when you've got it down and the levels being relatively long don't help with that feeling.

It's neat, definitely a fun way to go with the theme. Great job with this!

Really cool styling to a typing game. Not quite sure how you were doing the letters or if they were totally random, but the typing itself didn't quite flow for me. Character distribution felt off even if you intentionally didn't want to use real words. But the overall aesthetic of the game that all really works for me. 

Cool spin on Tetris. The new pieces are definitely evil though, they keep messing up my tetris habits! (jk) But yeah really good job on this

Really cool idea here, but the lack of feedback is killer to figuring out how it works. I think even a simple sfx you've pressed a button would help a whole lot

Fun game! It's definitely far too easy to just be on the defensive side. Only the knight moving ship actually has the ability to really threaten zones safely. You can otherwise just wait for them to come into range of one of your ships and then move into them. 
 

Cool concept, I wish some of the levels had more interaction with the bunny and the pieces. There's only ever like 1 or 2 moves that are really relevant to get bunny to the end. But the core puzzle of this is really cool. 

I had more levels brainstormed that I didn't get around to, but I think the totally free moving dice is probably a bit too powerful. Stranger maps instead of just the open grid is probably the way to fix that but never got that far unfortunately

Thanks for giving it a go

Thanks for playing it!

Thanks for saying that. On the other side of the deadline, I'm still a bit gutted I didn't get to work on it for the full 4 days. 

Thanks for trying it out. In it's current incarnation you're probably right, I had planned on doing alternate move sets for the dice as upgrades so wouldn't have made sense then but as it is now wasd controls would've fit right in yeah. 

Thanks for giving it a go. Yeah there does need to be something to do if you're completely tapped even if it is you try and run to the surface. I definitely did want you to be kind of screwed if you ran out, but not being able to do anything at all besides hit buttons until you die feels bad.

Thanks for playing it!