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misterbrain

7
Posts
A member registered Jun 08, 2020

Creator of

Recent community posts

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There was a lot of research to try and make sure that any pictures that couldn't be drawn from our team were either taken from publicly available photos or from other sources that explicitly state they do not use AI. If someone lied about that, then we apologize, and will remove them as soon as we are able. However, we made every good faith effort we could to make sure that no AI images went into the assets for the game, but time constraints didn't allow us to have custom art for each individual card.  Continued work after the jam judging period would be focused on updating art and making things look more cohesive in general.


As for the comment about these rules being possible to extend to a lot of different games, I feel like that is something you could say about any particular mechanic. What we feel is innovative is taking this collection/completion mechanic into the green space and showing how seemingly small impacts, especially across multiple people, can snowball into bigger and bigger impacts.

Controls are clunky with a lot of input delay, and the mismatch between level layout and jump height meant that I was constantly finding myself in situations where I was stuck in a very small area with nothing to do. 

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I feel like this would have benefited a LOT from some story/tutorial or other directions in the game itself. The music is hauntingly good and I could play it on a loop all day long though.  Also, the spawn rate could use some boosting. By the time the enemies started showing up with any frequency I already had more towers than I knew what to do with them.

EDIT: Turns out I had the slow spawning bug without realizing it. A refresh tweaked the difficulty settings quite a bit :D

This looks like it has a TON of potential but you just ran out of time to hit the marks with some of the criteria in the theme and educational value. I'm excited to revisit if you keep going with it.

Fantastic entry! My only complaint was the mouse sensitivity for looking around, as I would be wildly flung in completely the opposite direction with just the tiniest mouse movement. The ending to the story threw me for a loop to, and I felt like it took away from the unlikely hero (a lowly maintenance bot) that you were building up the whole time.Nice surprise to throw the player off from predicting it, but I personally thought it detracted from the theme.

A cute little game that was a lot of fun. Messed up late into the first run and thought the death sound was amazing. I hate the sound of mosquitos buzzing and it really annoyed me here so very much on point. The mosquito facts are a nice touch at the end.

Love the soundtrack. The controls are very difficult to work with however, causing me to continually tap customers and then being unable to interact with them at all.

The final boss fight was hard to interact with, since the attack took you all the way across the screen and guaranteed a death in the lava on the side. The hit box for the boss in all stages was a little weird and inconsistent, but otherwise a very solid effort that was fun to play.