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makegamergirls

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A member registered Jul 12, 2020 · View creator page →

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Thanks for continuing to play our games every year! It means so much to us!

The art in this one is amazing! Great job!

This was really fun! I enjoyed the strategy of placing my attacks and picking which new abilities to unlock. The art is wonderful! This is overall very polished for a jam game -- good job!

Very cute little management game! I liked the art a lot. It's funny how similar the storyline of our submission is to your submission haha!

This was a very cool little game! I loved how the upgrades could lead to a "build" (full clover lets gooo). Congrats on finishing!!

Wow, this was so creative and unique! I loved the abstract gameplay. The art was really silly and charming. Great job! Congrats on finishing the jam!

Eat the rich! Hahah :)

That's some truly beautiful avocado art. Funny concept and cute game! congrats on finishing!

Very tricky but fun concept! The blinking lights in the background really added to the challenge.

Oh my god this was so stressful!!! I had a lot of fun! Very well done game with good polish. The math problems kept killing me lmao. I loved the final cut scene. It was also really smart to have the game save your some of your progress on the installation... when I died I was motivated to keep going because I felt I was making progress!

The art is amazing. Truly incredible, I can't get over it!!! This is overall such a cute puzzle game, with well designed levels to teach you all the mechanics. Amazing polish for a game jam!

Music and sound were so stylish for this game! I loved the concept -- when you got a good weapon it was so exciting! I enjoyed this one a lot.

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One of my favorite games of the jam. I love how it starts as a careful economic game, but by the end you become so OP that money means nothing to you and you can just spam all your abilities. My only complaint is that the tech tree that reduces enemy spawns seems bad to me? If anything, I wanted more enemies!

Overall great job!

This was a really cool concept! I really struggled to get things off the ground though. Those towers do not make much fuel!! I also loved the art in the intro cinematic -- really beautiful and great color scheme.

The art is gorgeous! I really enjoyed the gambling mechanic and figuring out how to get to a perfect score to ensure a win. Cool twist on blackjack!

This was great! I loved the writing in the intro section and the boons/penalties were really interesting and varied. I also love your bomb asset and the visual style of the game -- really stylish and communicates clearly! Very mind melting at the higher difficulty levels!

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This was amazing! I played the whole game. The music and artwork were so great and I found the gameplay really fun and satisfying once I got the hang of it. The upgrade system was fun and kept things fresh. I'm super impressed this was a jam entry! 

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The anti-cookie clicker!!! It's so cool how our games took the same base idea of "you're a rich person with too much money" but went in completely different directions. We were originally trying to imagine a game very similar to yours but couldn't figure out how to make the mechanics work as a cookie clicker ("If you have a lot of money, why don't you just buy the expensive things right away?"). You totally cracked it! Needing to sell your shares to access your wealth is a great way to get the cookie clicker mechanic work with this theme. I really enjoyed playing -- it's surprisingly hard to get rid of all your money! I got down to 400k. Great job!

This was such a fun idea. I love the sound and art! The frantic nature of trying to rotate my shooter guys to the right direction was really entertaining. Great job!

My teammate already played and rated this game with our account, but I just played it for the first time and cannot believe how good this is! This is the most fun I think I've ever had with a game jam game. Absolutely phenomenal job!

Peggle was one of our primary inspirations when designing the gameplay -- we're so happy that we managed to evoke it for you! 

Also, I agree. Blair did an amazing job on the final animation -- it was 57 frames! :)

Thank you for playing and commenting! 

This concept is a welcome sight, the idea of finding a loophole is just inherently very fun. I definitely did not get all 3 for each level, though. For a final version, some kind of feedback on the logical inferences the player is making would be very good.

Thanks so much! It was absolutely crazy to see it be the first game on the stream. I was so confused, since I had the page open on a bunch of other tabs. Took me a second to realize he was playing it!

Yes our artists are awesome. The person who animated the ending had never done any animation before, and then she dropped that 57 frame beauty on us. We're so lucky!

Nice score! Yeah honestly I'm pretty proud of the go-up-the-waterspout section concept. At least I think it was my idea? Well, if not, then I'm proud of the teammate that came up with it!

We actually considered a turn-base approach in the very early stages! Though personally I think in its final form it would approach something like Peggle.

I don't know which member of our team took that screenshot, but 48 absolutely crushes my high score 😢

Thank you! We were initially going to lean into the Itsy Bitsy Spider theme for the name, but we kept on accidentally saying "on the fly" when referring to the quick decision making on the web and it stuck! (The name, not the fly)

Oooooh this is a good one! I had two issues:

  • on Pinball, whenever I held both shifts at the same time, I could only release one of them. The other would get stuck, and I'd have to do a full press and release of that shift to correct it.
  • on the final level, on the last stretch to the goal, I consistently fell through the floor. This was after every interactable part of the level

BUT you guys implemented a skip level feature (which honestly for jam games with levels should probably be a requirement). So I really cannot find a single fault with this game.

The player model is adorable, the level art is everything it needs to be, the music is a jam, the conveyance is great, the gameplay is FUN, and the finger-twisting absurdity gives your premise the crescendo it needs to leave an impression.

This is a stellar entry. Kudos!

Took me a second to figure out why platforms were disappearing! Very creative concept.

Definitely feels slippery for how important precision ends up being. Skidding an extra step can more or less kill the run. And maybe I'm just bad, but it doesn't seem all that possible to do more than, like, one or two loops? Even constantly jumping as far as I could, there just wasn't enough safe space to land on.

I think I'd want to see a LOT more pathways at the start. It would be a lot easier to get invested in a run if I felt like I had the ability to be strategic about which route I took each loop.

Part of me wishes the modifiers changed up. Part of me is very glad they didn't!

There's a lot you could adjust to get a very different effect. Make the instructions a little bit quicker each time? Start leaving off the first part of the recipe? But I don't know if that would be better, just different.

Don't think I've seen someone interpret the theme with Simon Says yet. Very creative!

In all seriousness, I think this is pretty much the perfect jam game. You introduce the premise, ease the player into it, then ramp it up to the point of absurdity. You take what is in reality an extremely merciful shape assessment system and make it feel like a parent who's "not mad, just disappointed." The music is a bit grating, but I feel like that almost adds to it. Trying to finish wrapping gifts before the in-laws come over, and the dog is barking in the background.

Absolute bullshit. Just the worst. Frustrating, unfun, mean-spirited, petty, and demeaning.

It's perfect. <3

Very cool concept! I was playing on a large monitor, and the window was extremely tiny, which made it extremely difficult to be precise enough. I hit my limit at two balls. Maybe a thicker shape outline and a larger brush?

I love the design, though. I feel like every jam, I'm always most impressed by these minimalist concepts that do away with all the bells and whistles and just find an elegant core premise!

>::::)

Thank you, we're glad you enjoyed it!

Thank you! Fun fact: the napkin animation at the end was that artist's first animation EVER!

Thank you! We talked a lot about the nature of loops in gameplay mechanics, and we decided that the interesting thing about them is that different opportunities arise at different parts of the cycle.

So if you were to break the loop up into sections, each section should offer something that the others don't. And that was how we came up with the idea of the climbing portion, and using it to give the player time to assess and strategize that they don't have when they're actively falling. If a cycle has rising and falling action, the falling action shouldn't just be dead time. (Of course, in our case, the falling action and the rising action are reversed!)

Hello again, friend! Thanks so much for stopping by! Yes we are so proud of our artists.

We were so close to implementing new web layout generation! But we deferred to a single level instead to keep ourselves focused on getting the systems to work right. I think if we kept pushing in that direction, we may have ended up with something sort of like Peggle? Pretty interesting to imagine!

Thanks for your thoughts! See you next year! Lol

Good feedback! Initially the spider's hitbox was much larger, but we found that it was too easy to grab bugs from other routes, and made it too easy to collect everything. We ended up revamping the collision system so that you only collected things that were specifically on your route -- but as you noticed, maybe that doesn't gel so well with the current sizing. I think future revisions would involve a lot of fine tuning with regard to size, speed, distance, and camera zoom.

Thanks so much for leaving a thoughtful comment!

This was such a delightful game. I was confused at first, but the moment that I started to understand I got so excited and felt such satisfaction in solving all the puzzles. I loved the details of changing into different chess pieces. Honestly I think this game idea has a lot of legs and could be developed into a full game. Amazing job!

The title card illustration of the ouroboros is gorgeous. I really liked the concept of this game - super creative!