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mintypython

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A member registered Dec 03, 2015 · View creator page →

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Very creative, even with such a simple mechanic there's a fair amount of complexity. I'm glad the enemy movement patterns start including ones that move multiple spaces because in the early levels you can spam the back button to always take out every enemy. That doesn't remain the case after a few rounds, which makes it kinda an exploit you can only make use of in the early game and then you're forced to abandon it, which is neat.


There's also so much polish! All the smooth gliding UI elements and the enemy animations and extra background details, it's all great. And the music's perfect, the clock ticking being incorporated into the music sounds so good.

I like the added complication of each objective needing to be finished at different times, that's pretty unique. Although I'm not sure how mission control is supposed to be responsible for moving the clouds in the sky out of the way, haha. Good game, just needs some audio and maybe a little bit more visual flair.

This is so creative and clever, it already works well as a puzzle game but adding a deckbuilding element? Ooh yeah, I like that a lot. You can amass a pretty fun strategy of hitting lots of burn tiles but countering them by adding lots of "add to your lampa" tiles so instead of avoiding obstacles you kinda muscle through them. I love a puzzle game that has open ended options for progressing, and I think that's real neat.


One thing I would like is to be able to place tiles such that they connect to a path that isn't just the tile I'm standing on. Like, if I can place a tile that connects to the path logically, and just doesn't happen to connect to my current tile, like a corner piece rotated to connect to a different patch of road, I think that should be valid. It'd open up different options for pathing and maybe give the player some more niche choices.

This game is ridiculous, I adore the sounds and the dumb smug faces you make for saying barely passable english. The countdown being so small really makes you ditch forming a perfect sentence and just cobbling together what works, which I like a lot. I think a game like this really benefits from having large margins of error and not fiddling over exact word order and stuff.


I wasn't exactly sure what the disappearing words in the list meant or why some were gold even when they were clearly the wrong choice, not sure if that gets communicated anywhere. Are the gold words worth more points when correct, and subtract more points when incorrect?

Thank you for the feedback! There, uh, sorta is controller support, but it's implemented incorrectly haha. I never tested on a controller as we built the game, so you can move the left arm around but not the right on a controller, and the input registering is bugged to happen when you tilt the stick down.

Thank you for the feedback! Wanting more effects is valid for sure. Setting up the main systems and gameplay flow took most of our time, and the side-effects were all added in pretty much on the last day. We'd have liked to have put more in but we wanted to prioritize making sure the game has a full progression from start to end.

So cool, this is a right proper point and click adventure game. The mystery itself is a little straightforward but that's probably for the best in a jam game. The different systems and modes work together well and I really like the corkboard string physics just kinda bouncing around.


One thing I think you can work on is screen-space economy, because right now you can pile up multiple windows one on top of another and the game looks pretty cluttered in that state. It might be best to hide some windows when others are open to not overwhelm the screen with lots of different things at once.


I love how you can have a mid-investigation snack, but is our partner going to face any consequences for having a, erm... pre-investigation snack? It feels pretty clear what they did, and I think it's interesting that you can't include it in your accusation.

There's such a wonderful balance in the dialogue here between a casual chat and something much more serious under the surface. Superb job on the writing, no notes there.


The art style is also nice, but it could benefit from a little bit more movement. Maybe sean occasionally shifting in place or the doors actually opening when you click them. Something small, but a bit more movement would put you more into the world, I think.

Ooh, this is fun. I really love the how active the background is, all the monitors and ragdolls falling from the sky and the shaking of the camera. Having different clones do different things is pretty fun, although it would be kinda neat if you cycled through them and needed to pick out the right one instead of being given the correct one for each puzzle. That would make the time needed to solve each one longer, and maybe that messes with your target play-duration, not sure. Either way, how it works now is fine and gives a pretty fun experience.


Seems like the percentage timer on the facility is just there for show, since it seems to stop at 01% and freeze there for as long as you need, which is fine, but it does maybe lessen its presence and makes the jam theme feel a bit less prevalent.

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Now this is good! Visual novels are a rare treat. I especially like which character's headspace we occupy, at the start I assumed it would play out like an escape room game, but going from the captor's perspective is a lot more interesting, especially given all the contradictions they present.


Like, I don't really know what Lucio's plan on getting away with this was supposed to be. For a supposedly smart guy, stealing the neighbor's axe to commit the crime seems like a pretty major mistake, and he's bound to get caught immediately. It's also interesting that he wants to meticulously time the murder, but completely improvises the weapon, like he's overthinking some parts and underthinking other parts.

I also wasn't quite sure what the countdown Lucio imposed on himself is supposed to represent, especially since it gets in the way of his own plans. If he follows it to a T, then it guarantees that he's late to the ball, which is interesting. Was he subconsciously trying to sabotage himself? These little mistakes actually strengthen the plot and the character just by blurring the lines on how willing they are to go through with the murder.


I'd like to see some change in the ending if you pick all blue, then switch to red at the last moment, or vice versa, but what's present here for a jam game is an interesting read. Really great job!

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Funny enough, our artist actually made grasping animations, but actually implementing them into the game got sorta lost in the sauce while we were working on other things. By the time I noticed, the deadline was already up. Thank you for the feedback, you're spot on about it.

Thank you for the feedback! I feel like it adds to the game's experience to have your hands be a little "bumbling" and imprecise, but something we kinda forgot to include was some stronger feedback on when your hands are engaged with an object, like grasping them. Our artist actually made the assets for that, but with all the other things on the todo, it just kinda slipped by, haha.

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Nice little game, the dialogue's a good addition, but there is a weird kind of tension between wanting to take your time reading it and knowing that the timer is still running as you do. I like that you managed to include two different uses for the cloning mechanic, and I woulda liked to see the third puzzle also make use of it since it feels like the central theme of the game, but what we got is still good and the puzzles themselves are interesting.


One change I'd probably make is to place the cloning machine closer to the center of the map so you have less idle walking to do from A to B, especially when trying to visit the far side of the map in multiple trips due to cloning.

Aw that's sweet. What a wonderful little game about falling in lov- wait did she just say she feeds her dog "desert", like sand?? Big red flag, abort, get out of there!

The interface is nice, and the combining of words together is a really nice extra feature for a game like this. What's there is great, it could just do with perhaps having a couple more conversation sections. Nice job for a jam game!

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I can't say I've ever seen a one-button "puzzle" game before, pretty cool as a concept. Most one button games you see are more actiony rhythm based games, nice to see it taken in a more relaxed direction. Nice presentation, and I like the light heartedness, like the "pick any number" ones.


I also like how saying "no" to liking the music gives an Oops! like it's an objectively wrong answer, lol.

Oof, this is pretty relatable. Just the listless feeling and the amount of effort it takes to do small tasks, and the feeling of losing the potential that you used to have and realizing you shouldn't blame yourself for it. This is really great stuff, the artwork's really good and you really nailed the feeling of kinda being trapped in an endless cycle. I like the ending sequence as well.

It kinda feels like there's some unsaid story beats going on in the background, is this character in witness protection maybe? They mention a few times that they "can't" go outside almost like they're not allowed to, or maybe it's just a psychological limitation, not sure. Either way it has a lot of good narrative stuff going on.

I love the little snoozing animation of the player before the level begins. Really sells the impression that they never thought this day was gonna come and they stopped caring about taking care of the place before the last second. I have no idea where those missiles are going but by god I'm gonna make sure they get to their destination!


There was one moment where a sock flew into me and locked me in place, but it only happened once, I tried reproducing it but couldn't. So I guess it's not a major issue, but it did cause me to fail an attempt once.

Thanks, the stream link is very much appreciated! I really like hearing people's thoughts mid-play, especially a game like this where getting a little confused midway through is an intentional part of the game. I didn't think much about making the timer count down at the end, I mostly wanted to give the impression that the launch went off without a hitch so the countdown must have gone off, but you're right, it would be nice to see how long you took to actually finish the game. Maybe we shoulda just paused the timer instead. Again, thank you very much!

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This game reminds me so much of Hypnospace Outlaw, I found myself shaking my mouse pointer subconsciously on every download, lol. Perfect capturing of the 2000s operating system vibes. This presentation is completely top notch, so much attention to detail. I definitely tried clicking every system button, got sad that I couldn't delete my mail lol.


I sure did not have the knack for picking a winning fighter though, several of my lock-in choices catapulted themselves off-stage with minimal input from their opponents lol.

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I really like the lighting system, it feels good to map out a floor's layout and know for sure what's ahead after being there once. And the notes are nice, I love games that have a little flavor injected into them! My main issue was never really knowing which crystal is the starting one without first testing and dying to a couple first, or doing a lap around the entire cavern before knowing which one it is.

Nice entry, you don't see that many jam games with such a detailed introduction cutscene. I like how much background detail you added into the game like how the world changes as time slips by.

The temptation is nearly overwhelming, isn't it... Thanks for playing!

I like how moody this game is, and the open-endedness of it. At first I was afraid of getting the connections "wrong" and not advancing but I realize this isn't that kind of game, and you're free to sort out your thoughts in different ways, which I like quite a bit. The setting's a great way to establish a natural countdown without outright just putting a clock into the game too!


I did notice that, even though I could mostly arrange the words however I liked, there seemed to be a few thoughts that refused to connect together. I'm not sure if that's a deliberate choice, but some of them seemed like they would make logical sense, like "I learned to live there..." "...thanks to you" seem like they could be a valid connected pair, but they refused to pair up.

Very stylish. I admire how much polish you've got going in this game! I think this makes great use of theme, to the point where the dracula pun is almost just not necessary at all. The art direction is so cool, a lot of the assets wouldn't feel out of place in a gothic visual novel!


I also like how there's a sort of curve to how you feel about the main mechanic of taking damage when you "miss" a shot. First, you panic about shooting and accidentally hitting the black. Then, you realize you can go slowly and carefully aim each shot and never miss a shot. Then, you realize that going slow is actually a bad thing, because it'll leave you with less money and preparation for the dracula fight at the end. That's a really cool progression of thought process that a player goes through!

I like the coziness of this game, the art style is just really fitting and helps with the overall theme so much. I also like most of the minigames, they're mostly so chill and pleasant.


But I feel like I maybe misunderstood the instructions on the timer minigame? It says that the timer starts at 24 seconds, and to stop it at 18, which I interpreted to mean "stop it after 6 seconds" because it would count from 24 down to 18, but it seems like it means something different from that, I had to wait much longer than 6 seconds to get any score. Maybe the solution is to stop it when there are 6 seconds remaining? Not really sure, but I had to kinda trial-and-error my way through that one.


Anyways, that isn't too big an issue, it's still very nice and a great entry overall.

Thanks for the feedback! You've got nobody to blame but yourself for self-destructing though, haha.

I like the simplicity of this, and I even managed to stop the timer at 0.1 once! (I got real smug and immediately lost on the next round)

There's a bit of an odd disconnect between using the keyboard for the countdown, but using the mouse for the shop. If you could also click for the timer, it'd make the control scheme feel more consistent, I think.

Very cute, I love how yasmin's compliment is literally etched on ollie's brain. I like how there isn't a huge punishment for not coming up with a good joke and you can just kinda roll with it, but I also feel like I had enough time to put at least a LITTLE thought into making something good. "A hamburger just like a drink, it's fancy and combines"

I gotta say this confused the absolute heck out of me at first, I couldn't even make the second jump let alone the beat a level. It kinda feels at first like you're supposed to use your electron as a point to swing on like spiderman, and that got me tons and tons of distance, but without being able to change directions it kinda just flings you miles and miles into the void lol.


Once I treated it more like a rocket jump, I made more headway and managed to beat every level. It's actually a pretty fun mechanic. I especially like building speed on level 2, it just has some problems with proper conveyance, I think.


I did notice there were tutorial prompts that would appear every now and then, but they seemed to disappear super quickly and I couldn't figure out how to make them come back, sometimes even after restarting a level they wouldn't appear.

Lots of potential here, this game's cute, but I think it'd definitely benefit from a couple more minigames overall, or some variance if you go around for another playthrough. Even maybe just shifting around where the button to attack in the mashing game, or the order of the posters in the corkboard game. The mashing game easily takes the most time, so optimizing mostly boils down to perfecting your clicking technique, lol.

I actually played it by myself using both a keyboard and a controller. I'm guessing that this feels better when it's two people fighting for control instead of one person deciding when to switch by themselves.

I'm guessing you put in the "press a button to steal control" mechanic over it just automatically switching to counter strategies like throwing yourself off a ledge right as the countdown finishes, which is a neat bit of foresight.

I gotta admit though, the end-of-game fanfare full on jumpscared me, it's a lot louder than the rest of the game.

This is pretty much the purest form of the theme, no nonsense, there's a countdown, it's tiny, and you gotta finish before then.  Using time as your life total's a cool way to make the countdown more interactive and relevant, which strengthens the theme more. And giving the option to skip levels is an accessibility option that you don't see often in game jams and it's appreciated since some of these levels are pretty tough!

I found myself mostly using the dash for attacking over the gun, but I like that there are clever design choices to force you to use the gun, like not being able to drop down through platforms (I think? I couldn't figure out how to, at least) meaning enemies in platform boxes essentially trap you if you dash up into them, meaning you have to use the gun to take em out.

One last thing, there's a bit of a funny bug where if you hit the flag as time runs out and the game's transitioning to the game over screen, you can start the next level with negative time, and it'll go on forever haha.

Haha, yeah, you sorta get both rewarded AND punished for playing with the buttons. Thanks for playing!

Thanks for giving it a second chance, I appreciate it!

This is absolutely BEAUTIFUL! I love the art, the music, the theming of Laika (rip). When the game first booted up I was expecting a methodical, puzzley, turn based sort of game, but what it turned out to be instead was a lot of fun. I really liked what a frantic experience the game develops into, and wow there's a lot of upgrades.


I kinda wish I could just hold a button to travel in that direction instead of mashing, but I guess that adds to the frantic-ness. I also like how movement metas develop as the game goes on, like how jumping isn't just a way around obstacles but also acts as a movement speed increase when you use it properly, and map wrapping just breaks the game wide open, haha!


The short little narrative you included is very sweet as well, and it makes sense that it would have a bittersweet conclusion.

This game is very mechanically dense, I love how each item has a different set of motions to interact with. Kinda makes me think of warioware smooth moves with the ways you swing the mouse around!


I have to admit the hourglass resetting mechanic felt a little complicated and confusing to me, but after a little bit you get used to it and it settles into part of the gameplay loop.

Very casual and relaxing, I like that. I wish I could use the coconuts in some way!


There seemed to be a bit of a problem with registering the E key being pressed next to the boat, even holding the button didn't work, and I just kinda had to mash and hope that it registered the input.

Oh this is wonderful! So cutesey and I love the designs for the different fruits. I really like the kinesthetic feel of dragging the fruits into the blender instead of it just being a button.

I dig the art, nice lil game. I woulda liked the spawn rate for the animals to be a bit higher so you can collect money in the early game a lil faster, but that's my only big gripe.

Great! I really enjoyed building up a lot of speed and using jumps to maintain it. Slammed into the kilometer barrier at such a high speed while mashing jump that I only got a fraction of a second to see the victory screen haha. The sounds are fun and I really like bouncing off the seals.