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nathmate

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A member registered Oct 19, 2021 · View creator page →

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Very polished, well done. Reminded me of Uncle Chop’s Rocket Shop. The integrated hints in the gadget graphics is super clever.

The embed was a bit too big for my 1080p screen as well, didn’t affect gameplay just gave me some annoying scroll bars. imo “Click to launch in fullscreen” is a better option for large resolution web games.

Gary Gadgetson.

I found the “How to Play” wall of text was a bit rough, breaking it into dot points might have helped. Some of the info was repeated once you start playing as well.

Cool to see a take on the classic Whodunnit, a pretty straightforward interpretation of the theme but hard to design a game around, I imagine. The “I don’t know” answers kind of muddied the true-false concept, and I couldn’t find any reason to trust or distrust the alibis

Was there anything in particular about the tutorial that made it hard to get into? I’m aware I tend to make strange games, so feedback on making them accessible would be useful.

Have luck and fun in life and in making your own choices as a grown man. Hope you´ll make it!

I hope so too.

I also got stuck in nothingness, but it was fairly pleasant.

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I always like seeing mixed media games, they’re very charming.

I’d say each round starts a bit slow, the version of liar’s dice I play with friends we have the initial X-Y bid have X equals to at least the number of players.

Dialling in your bid was also a bit awkward, two dials for X and Y would be a bit more clean.

Lastly losing dice when your bluff is called or you make an incorrect guess is a bit of a deathspiral, as you have even less certain information to work with for subsequent rounds.

I found the hitboxes a bit small\confusing, the letter getting picked up through the stamp, for example. The mistake list also didn’t stay on screen long enough for me to be able to read it. Day three I made several mistakes and it seemed to bug out day four, I didn’t get any instructions and the stamps weren’t interactable.

Otherwise a solid Papers Please clone, captured the feel of the dystopian government well.

Yeah it was intended to be 720p. I’m not sure how you got the itch embed bigger than that tbh. The difficulty is a bit random level-to-level, due to what tasks appearing in what order and their outcome all being randomised. Perhaps it would’ve been better to have it all deterministic but we were designing as we went.

oooh, that’s pretty funny. Yeah I’d figured out all environmental 1s were hazards.

Same

I found the knight’s sword swinging around very funny for some reason.

There’s a visual bug pressing C to view the rules in the menu:

Impressive simple, self-balancing gameloop.

Agreed with others the minigames were a bit confusing, though I usually figured them out after a few tries. Something like a three-two-one countdown timer with controls and instructions on screen. Games did repeat a bit, then I’d suddenly see one I’d never seen before. Maybe make a list of all of them, shuffle it, and progress through the list instead of just picking a random minigame each time?

A party of incompetent adventurers helping each other is a nice positive spin on the theme.

Nice art. Everything had a bit of a art house feeling to it. The gameplay sections I just spammed shooting the letter since it was fun to just have the others bounce around, and it got me one word or another pretty quickly.

I found the shaders a bit distracting. I know you there’s a slider for them in the settings but an example of what they actually looked like there would make it easier to adjust it.

It felt quite zoomed in compared to how fast you moved and how big the levels are, I often blundered into guards. Something like Hotline Miami’s shift to move the camera towards the mouse would’ve helped there.

Pretty fun. I couldn’t tell what caused damage to me sometimes, and the sound effects were a bit too loud.

I had a technical issue playing through wine, with monster potraits and some text symbols in the dungeon appearing as tofu. I had a similar problem with godot making my game, not realising it was using system fonts and that you need to export a font which supports special symbols if you’re using them in-game.

Examples:

Seems like a very ambitious game. I’d mostly say the combat log ought to be more detailed and prominent, and character stats should be visible during combat to be able to make more informed choices about what ability to use.

Yes, somehow no matter how many gamejams I do I never learn how important a good tutorial is. Thanks fir the feedback :D

I’m glad you enjoyed the physics. Technically they don’t add anything to the gameplay, but I hoped the dynamism of them all moving about would be enjoyable.

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need a little more time to figure out what it wants to do

same, tbh.

A tutorial will be forthcoming, thanks for the feedback.

The undead minions going zoomies is a bit janky, but is intended. I intend to tone it down a bit in the post-jam version.

I’ve added a text tutorial in the description. Typing it all out did make me realise it is a bit complicated, haha.

Really cool concept, Conway’s Game of Life meets Terra Nil.

The wind being a set condition for each map makes it rather difficult to visualise exactly how things are going to play out, I found myself just raising\lowering a corner of the map a lot of the time to step through the simulation.

It’d be nice to know what else gives points other than crocs 🐊. Or what the maximum score for each level is, I got the impression there was a “solution” to each.

At last, biblically accurate bullet hell.

I found the eels a bit frustrating, they have pretty big hitboxes and can spawn right in front of you.

Another small issue is I didn't notice a crack that appeared under the eye for awhile.

Impressive sandbox engine for a jam game. The level editor being integrated into the gameplay I thought was interesting, but it does trivialise all the puzzles. It feels like it's begging for a "meta" puzzle, where there's some restrictions on the editor itself, or you need to exploit some feature of it, in order to solve a normally unsolvable puzzle.

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You get more moves by having a bigger army, didn't get around to breadcrumbing that. Different units have different hitpoints which is only shown by how darkened they are, I guess health bars are standard for a reason, even though they're a bit ugly.

Indeed the combat is a bit opaque, didn't have time for a tutorial unfortunately.

Yeah, big enough undead blobs will bumps into nearby peasants, damaging them.

Cool idea, but it's a bit easy to soft lock yourself if an intended market can't afford the item you intend to sell to it. More indication of which markets desire or sell which goods would also be useful.

Interesting concept, though often when caught by the giant I'd immediately swap back, maybe a small 'invincibility' timer would help. With the line-of-sight mechanic it seemed like this was intended to be a stealth game, which would be challenging to design to be fun from both sides, but I like the idea.

> Skibidi Tuvalet

I see some things transcend language

Capitol seems a bit OP.

Lightning in a Bottle seems bugged, it doesn't cooldown and stays locked.

It'd be nice to have a bit more direct control over what you'll draw, as some "common" buildings (fields, apple orchards) are useful for combos later on. 

It seems like there's certain 'chains' where by placing one building you unlock others (e.g. placing a windmill will give you wheat fields), but if you try to have as few of these 'chains' active as possible you increase the chance of getting buildings that synergise with your existing ones. I like the idea, it just feels a little obtuse when your only other form of hand management is limited rerolls.

A related UI bug, you can select a building then reroll the hand, and still can place the building from the 'old' hand.

Cool game, I had fun.

Cool game. You should put the LD link in the description so I can rate it.

I think the screen-clear attack of the tower was bugged and removed the upper limit of some of my units.

Very cool game, a strong design with nice polish.

Not being able to totally 'choose' what deck you play with game-by-game is a bold choice. It prevents strict meta-decks from emerging and forces you to come up with a different game plan every game. It feels extra nice when you get a game with a killer combo. On the other hand it makes the game feel slightly more weighted towards luck than skill, but whether that's good or bad is a matter of personal taste.

The art and theme I thought was a bit weak at first, but it's grown on me. Kudos for crediting every photographer!

Having to grind games to unlock cards is a bit annoying, but I'm going to play the game that much anyway, so I don't mind being drip-fed content.

Again; a really deep, fun, and polished game.

Yeah I haven't done fog of war before and used a pretty hacky inefficient method, so I'm not surprised it lags out when everything is scouted.

Very crisp visually and mechanically. The staccato movement reminds me of stop motion animation. I loved that the enemies with guns would kite the horde.  If you keep working on it later a level editor would really make the game shine.

Neat idea, but quite difficult. Is there actually a win condition? I thought enough states getting independence might be it, but couldn't achieve it. I believe the actions overall are net negative in cooperation, so it's always a matter of time until you lose.

While visually interesting the map doesn't seem to actually serve any purpose, I guess it's also thematically relevant to the "anti map-painting" premise.

Nice Easter egg that only Poland has its name unchanged for a Polandball game. And I had quite a funny moment when the first choice was Ardoirre asking for their 700k back.

Very cute. I honestly wasn't expecting to be able to draw well enough to be able to guess what each thing was, but the instructions were very good. The roleplaying writing was also nice.

I liked this a lot. The opening cutscene and blood splatters for dead pieces are particularly nice touches.  The risk-reward of trying to kill as many of your own pieces as you can without losing so many that you can't also take all the black pieces is very fun.

That the black queen will happily kill the white king is kinda funny and can make the endgame a bit tricky, though the AI seems a bit random in how aggressive it is.

A small UI thing, the "possible moves" highlights don't show enemy pieces you can take, I didn't realise the king has the queen's moveset at night initially because of this.


I like the look and feel. The gameplay seems to just be spam attacks as fast as you can though, with no decision making to be done. Spamming attacks does feel pretty good though.

Nice concept, quite ambitious for a 48 hour jam. The art and juice was really nice. I found the movement controls a bit clunky but 3d platformers like this need a ton of tweaking to feel nice, so that's to be expected.

Good job getting it done, I think this is the submission closest to the deadline that I've seen :P

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