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MAЯP

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A member registered Oct 16, 2017 · View creator page →

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I do not know much about puzzles but the level of creativity of this game is compared to baba is you or portal. Awesome job!.... however, for me it a little frustrating. Actually I got stuck, I am sorry I could not complete the game.

perhaps I should have insisted using the key at the beginning.

Very good game overall. Good job! 

Nice game. It was gameover for me too soon because the doctor are slow XD. Nice game overall, Good job!

simple and small game, good. It is very hard though. It is a good thing the numbers can stack. For some reason the countdown stopped at some point.


Thanks for playing

> you didn't mention how to dash in the controls xD
I think I will need to include a settings option with the key bindings and a way to configure it. The controls were actually in two places; in the game description and just above the 'leave a comment' form

> including "overscoping" which is a irl brain bug xD
I did not think I overscoped yet I miss all the things I wanted to do anyway XD

Thanks for the kind words and again, thanks for playing

Thanks for playing

> the game would really benefit from more powerups/abilities
I wanted to make the player choose a powerup between waves but I lacked the time to do it. 
> extra enemy variety would also make each round more fun too
Same for the enemies. I am waiting to solve a couple of technical things including the AI (traditional) & pathfinding to start with the enemy behavior and hopefully more intelligent behavior

Thanks for playing!

> Dashing right behind enemies to hit them for there is so much anime I love it
Thanks, I did not add a collision exception with the enemies but works fine.

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Nice game!. I had issues playing it because of the size of my screen. (that is what I see in full screen)

It remind me of mechabellum for some reason. I would have been good if some enemies had some sort of pathfinding as some of my units ignored some enemies. Good job overall

Thanks for playing.
> it's unfortunate you didn't get a lot of time to work with the rush of the gamejam
Yeah, shame. Additionally, I lost a lot of time in a couple of bugs. 
>  it's pretty hard working solo for gamejams. You still did a good job.
Thanks, that means a lot. I need to keep working. Hopefully everything will be stable and I will have more time.

I really hate those rats and chasing them was one of the most frustrating things I have done in this game jam.


Having said this.... What an awesome job! the look & feel is on point. The art looks very good (and is simple). The gameplay is fun. There is a very clear narrative that also covers really well the gamejam theme.

Excellent job!

Nice game. I was not able to complete it. I reached Wave 15 and those three fishes were the limit of my frustration. Overall it is a nice game. Good job.

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Absolute masterpiece!. Actually it is hard to believe this was done in just four days totally from scratch. I mean the level of detail is absurd, even the dialog has plenty of jokes. I was surprised when I saw a joke reference about no one completing a gamejam game. The look & feel of this game is consistent and the art is simple and well done. The only thing I can mention is that sometimes magnets do things I do not want them to. Sometimes I placed them near sources of energy and literally moved all the boxes in other areas, that's about it.

Amazing job!

Superb style. The art is simple but it feels so good. The theme interpretation is interesting, it is not just about countdown but also timing. I do not know why it was so hard for me to aim, really hard. Specially with targets that are far away, no matter if I take a long time to aim. I felt a little uncomfortable not being able to click to shoot (I just jump).

BTW, it is a good thing to think about linux player but in fact the game in linux might have problems. I had a segmentation fault. I was running it with firejail though, so do not take this info as 100% reliable.

Very good overall. The whole experience is very consistent. As I said it has its style and look & feel. Excellent job! 

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Nice game. Superb presentation, also nice responsiveness. I must say it was a little frustrating for me.  First, I failed a lot until playing the tutorial. If the tutorial is mandatory it should be right before the level. There were some collisions failing and the wall jumping was cumbersome for me. I tried spamming the hook but it reduced my time (I guess that is part of the gameplay so the player does not skip the challenge). Despite all this, the mobility of the character is great I was able to complete the level with careful jumping and the hook. Good job!

Note:
I could not type 'P' in the high-score because it always led to a menu

Nice game. There are not many good endings, though. I think this is the one I prefer. Good job!

Ok, done. Great game!

wait... I can load the game.

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Unfortunately I could not keep playing because of a bug when killing flying enemies. I not longer could move.

``` Uncaught TypeError: Cannot destructure property 'x' of 'this.currentWorld.getPos(...)' as it is undefined. ```

Having said this... Excellent job! The sound selection specially the music is superb. The mechanics are well thought and there is such a great "ludonarrative harmony". The art is very good. Good job overall!.

I must mention a couple of things;

- One of those I already did which is the bug.

- I played your game 'Large Mystical Collider' and it was very innovative similarly to this game but they are hard to understand at the beginning. Mystical collider was a lot harder to understand than this one, so good job but there is still this confusion of "what am I missing". For example, I took a long time to realize I really had to get souls through the peasants and I did not necessarily had to move the cultist in my area of influence only so I could risk to move further for souls. There were a lot of priest in the area so that exacerbated my confusion.

- The theme interpretation is ok... not good, not terrible... However theme interpretation is not rated so you can disregard this point.

- Perhaps there must have existed another unit such as a paladin because there is nothing that can beat the demons.

- This game is heavy on micromanagement. I would not worry that much because strategy games are usually like that, but I had to say it.

I liked the game overall. the details where the priest disrupts your influence, the knights rushing to close a portal, among other things is well thought.

Excellent job!.

It is a nice game and I liked it but I must say it is very frustrating. For example, the game guides the player by only letting him go down. You pick the skill to push down and then you freely let the player pick left or right... I chose left and I took a long time of suffering to say 'maybe I should insist on right' and I was able to complete the game after more suffering. Don't get me wrong is a good game, but that was a little bit of my experience. Of course I also must mention is a good game and a complete game with content. I liked the music among and part of the animations. Good job!

Thanks for playing!.

> I remember playing S.L.I.C.K. from the big mode jam!

That means a lot thanks.

> I like the simplicity of it

Yes I am starting to think about the 'experience' of the game instead of the 'features' and that is the reason of the simplicity of the game. Additionally, I did not have much time.

> It's pretty challenging though I think but it feel snappy and responsive and fun! Well done!

Yes I know what you mean. The idea is to make intelligent behavior but I am in a phase as a dev that I am still building the base of the things I want to make and therefore most of my games are 'rough' and I end up making simpler behaviors that end up being hard.

Again thanks for playing and for the kind words

I love this game!

I always thought I was good at the keyboard but boy I was wrong....


Good theme interpretation. The stress of the countdown is very present, maybe too much stress for my taste. It is a good game overall. Good job!

Excellent game. Very creative, I was not expecting this theme interpretation. It is kind of countdown yes, but also "loop"? or recursive. Realizing what you have to do is hard so it might be frustrating for some players. Shame this does not have more reviews. Excellent job!.

thanks for playing

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Yeah, I started working on this late (Thursday night). I had issues with my code that took a lot of time, that means nothing of the behavior I had plan is in the game. Thanks for the kind words & thanks for playing.

Excellent game BigPiggy!, very good theme interpretation. The art is simple but it looks very good. The gameplay is awesome. The only thing I would say is that it is some sort of "thong twister"; blocking the green bar, hitting the clock and the evading obstacles is a lot. Excellent job!

Quentin, Very good game!. The premise is simple but fun. The game is also funny, specially because of the random dialog (e.g.: "that one?"). This game has a high "look and feel", common thing in most of your games. I am wondering how you always manage to make such polished experiences in a short time. As always, Excellent job!

I love your game. Perfectly executed. Great theme interpretation and I also got this experience of "timing". I love the art and sound. Excellent job

I played this game in the gamejam, Excellent game!

I was not on time to update my review. It can get frustrating I must confess. many times one of the boxes gives my character some momentum I would not like to have to control better my jumps. It is a good game overall

nice game. Simple and fun. Perhaps in a future you can use a tilemap. Good job overall.

Thanks for playing

>  i guess i messed up engine placement at some point

I understand, it can get frustrating. I wanted to add more feedback for the components so you know when something is connected or not. You can actually add three cannons if it fits but it is hard to know without feedback.

Thanks for the feedback

<click> for firing. <space> for fixing you tank. <E> for scanning other tanks important components

This game is a topdown tank game with a special inventory for each tank. All the tanks have components inside that can stop working if hit. if the commander seat, fuel or ammo deposit is destroyed the tank dies... including yours. Avoid yellow projectiles as they are armor pearcing.

The components are connected by proximity. You can rearrange all the components as you see fit (with exception of special sockets)

This game at the moment is half baked, unfortunately. I spent a lot of time in this Inventory / components system

The idea was that progressively you would find more tuned tanks & better components and will end up fighting a boss. A mega tank with lots of cannons... nothing of that is in this game.

Thanks for playing

> A simple procedural noise texture for ground would help tremendously
There are a lot of things that I have to learn or have not tried myself. Thanks for the feedback.

I was honestly stubborn, I should have stopped developing the inventory/component system to work on these details.

Again, thanks for playing and thanks for the feedback.

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Good storytelling!. I hope there is another ending. I have not found that out but it would be disappointing to know there is only a bad ending. Nice game nonetheless.

The atmosphere and storytelling of this game is amazing. I got a little confused (and frustrated) in the part that I had to use both drones to lift the passageway. Additionally, it would have been good if the character runs if I double click. Other than these things I mentioned there is nothing more I can say. Excellent job

This game is very atmospheric. I got stuck in the bio-printer. I had to mute the speaker because the sound of the coins mining was driving me crazy. Nice game overall, good job.

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Nice physics game. It is a little bit hard to control, so the player has to be patient. Good job nonetheless. 

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I still have not been able to complete it but this is an awesome game, 100%!. I would have wanted a dash... I am not sure if I have not find it yet. I guess the theme interpretation has to do with those pillars connecting the enemies, right? is the only thing related with the them. Other than that, I do not have any other thing to say. Good job.

Thanks for the technical details. I like the artistic work here. I was rather impressed that the music was done within two hours, among other things. I know not every goes as you want to during a game jam, so I understand.