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Ninjafrog8

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A member registered Jul 30, 2024 · View creator page →

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Oh that must have been it, yes I didn't know shooting would bring me upwards! And I'm sorry I didn't see the reply until now.  I'm not really quite sure why I was dying; it was on the second-to-last platform at the end of one of the levels, I can't quite remember which but I want to say 3-5. Every time I would walk to the end of the platform or try to jump to the red next level thing I would die. Eventually I got past though and I honestly can't tell you why.

Thank you very much for taking the time to give feedback!
Yeah, there are a lot of issues with the WebGL build. My own laptop lags a lot as well. Many seem not to have the issue, so I suspect it may be that Godot has some differences on certain systems/browsers.  I'm sure better optimisation in future could also help (the code is spaghetti)

I really appreciate the feedback! Having to count by yourself was part of the game, but I already completely agree from feedback that it is too hard and that it needs to be a bit better balanced. There are supposed to be some visual indicators (a flash) on each tick to help you count; there was a rendering bug in the web build, unfortunately, that hid it.

Thank you for the feedback!! Yeah, I definitely could work on the audio a bit more. I will look at increasing the wall coyote time further if it still feels a bit strict. 

You are very welcome!

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Yeah, I really appreciate the feedback! There is supposed to be a flash on each count, though; that was a rendering bug in the web build (so I'd appreciate it if you aren't too harsh in that regard). Having to count by yourself was part of the game, but I agree that it needs to be a bit better balanced, and some audio indicators or ticking sounds as well will also be first on the list after the jam! 

I like the way it forces you to think quickly; it was very enjoyable! It has a lot of different components, which is always impressive for a jam! I also like the shop and consumables, and the time penalty for taking more clues, which add a lot of depth to the game and force you to plan. If I were to give feedback, I think the game is a bit too punishing when you guess (as you will lose your entire run), while it's easy to get into a situation where you don't have all the clues if you run out of time. I think you could add a lot to the game by making the instructions more complex and increasing the puzzle element, imo (like piecing together different notes), and the collectibles maybe only help simplify in the time limit. But great work overall!

I really like the art style! It's a very nice, simple game! I wasn't quite sure what to do, though. I don't understand if I was supposed to be clicking on the good or bad sheep. And there was one bad sheep I couldn't click that would cause the game to restart. But it was very enjoyable!

Yeah, no, the glowing is a WebGL problem; I didn't have time to fix it. It was just a bit unexpected, as I assumed the game would play the same in the export. I think the downloaded game is slightly better for the activation indicators, but I think clearer feedback when things are getting activated is definitely something worth improving anyway! I really appreciate the thoughtful feedback!

Thank you very much for taking the time to give me feedback! I'm glad you were able to enjoy it! I agree that the game gets a bit too difficult too quickly; I think it could definitely benefit from some extra levels to ease you into it a bit more and get the hang of the timings. And thank you for your thoughts on the art style! 

You are very welcome!

You are very welcome!

You are right that fixed it. For anyone else playing, switching from Vivaldi to Chrome fixed it, which is a very strange bug. Anyway, it's a really nice concept and good platforming. I enjoyed it. My only feedback would be that the losing sound gets a bit repetitive, but other than that, great work! The futuristic environment is very cool as well; I actually wanted to have a similar background of buildings in my own game, but I didn't find the time to add it in. Good entry!

This is possibly the best tutorial I have seen! It has a lot of personality, as someone said, and you play with the camera angles very well. I really like the animations you had there and thought it was really enjoyable. It feels really nicely polished with effects and very well-fitting music. 

To expand, you could consider adding a section on the input mechanic as well in the tutorial. I think you have a very creative concept; I get how it fits in well with the theme of the game and with the robot, but I found the moveset a bit overwhelming once I got started. 

The problem I think the game has is that losing your moveset is very punishing. I know it's your connection to the theme, but I didn't really enjoy losing them based on time. As someone suggested, it also snowballs quickly. Once you lose one input, it snowballs into losing the rest of them very quickly when you naturally start losing control. And the decisions on losing inputs don't feel very meaningful; some movesets are clearly vital, like movement and jumping, so you just preserve those. Especially because the levels felt a bit random, I felt you can't really plan or justify preserving anything else. And this means the game doesn't make full use of the clearly well-made movement mechanics. I slightly feel the game could have benefitted from handcrafted levels instead of more procedural ones, at least the way it is now (but it is a very understandable decision for a game jam). 

Overall its a very creative game with incredible execution; I just think the core gameplay could be changed a bit, and it would make an incredible game! But I found it very enjoyable overall!

I haven't been able to play it. Unfortunately, I seem to be having the same problem with the camera going crazy. I may try it again later on a different device.

Very good! I have been looking for a space theme! The style is nice, and I appreciate that you took the time to make the game feel real with a lot of cool props. It was fun to jump between the rooms. That said, I wasn't able to solve it, as I could not find more than 1 battery while it seems that 4 are needed, nor was I able to find anything to use the wardrobe key on.

I also suspect that the game was designed for a lower resolution, as certain things didn't work for my laptop and the text was really small. Good work all in all though!


Unfortunately, I could not play it; my screen was black. This could be an issue with Windows ARM, though.

I honestly found this really fun! And it's a fun concept, and it's very polished with a very cohesive style. 

Thank you very much for playing! It's good feedback.  Thank you for being understanding about the web version. There was supposed to be a little flash on each tick as a visual cue to help count (and it's a shame it's not visible on the web build), but regardless, the game could have definitely had some easier levels. I appreciate that you managed to complete the game anyway very much! 

Very nice game! I love how clear your impact on the world is as you dig. I found strategising and digging systematically to plan a path for the return very fun, and it provided some extra depth. Good entry!

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Clearly you put a lot of effort into this. A lot of attention to detail, like with the screen that follows you, the particles, and the trail that comes out of it. A good amount of animations. Good title screen, very nice transitions, and a nice pixel font. And I like how the final door brings you to the title screen. It's impressive that you were able to mix it in with quite a few ideas like doors, buttons, levers, etc. And you had a bit of a narrative. I appreciate that those things can be very hard and take longer than expected, and it's very impressive to get all that done in a jam. You are very close to having a great game. I understand, of course, there is never enough time with a jam, but I think it would be worth focusing on having a consistent art style (for example, I felt some objects had different sizes of outlines) and perfecting the puzzle design. It's easy to get lost in the polish; I do it every jam, but you will find you can create more time if you focus on those first. 
You would be surprised how much of a difference those two things will make to the feel of the game. 
I hope I'm not being harsh; you got a lot done by yourself in a jam regardless.
Great work!

This game resonated with my automation instincts.
You can tell it was made with a strong attention to detail; carefully designed rooms- the hints were very well made. The CRT effect fit really well; I didn't appreciate it until I tried turning it off. I noticed it was very complete with animations for everything, even drilling and sucking the water. I'm impressed that you found the time to make the rocket takeoff so good with a camera shake as well. The monochrome pixel art was also very clean; great choice for a jam as well (I tried to use it last year myself). I found it very satisfying to progress, and I stuck with this game quite a good amount of time.
I personally took a minute with the tutorial. The first hint I got said to press QE  to switch tools before I had it unlocked, so I spent a minute trying to mine the rocks instead of collecting the rocks initially (which was just a bit of bad luck, a reasonable risk to take for a jam, but for a full game I would recommend having the hints come as they become relevant).  It could be worth making it a bit clearer that you have to collect the scattered rocks first, but it was good regardless.  
Again, a reasonable risk for a jam, but for a full game it would be worth preventing the player from getting softlocked by mining out a material before getting the extractors. 
Apart from that, it was a great entry. Definitely in my favourites this jam!

You are very welcome!

Very creative concept, possibly my favourite game this jam! I honestly love this type of game. You also explored the core mechanic very thoroughly with a lot of other ideas. It makes it very immersive that you let the gun affect everything, like yourself and the death counter. 
I also noticed how the timer only starts when you move, which is a problem I had in my own game that I solved differently.
To improve, the game could be polished further in some regards; the controls for platforming could be improved, and the game could be a bit more responsive, like camera shake when you shoot, or give clearer feedback when you die because you ran out of time. (which is very understandable for a jam game)
I know someone said to consider focusing on the puzzle appeal, but I would actually argue that you could have also pushed further the other way. I enjoyed solving the puzzles the way you intended; however, I could tell that you had left further ways of saving time, eg speeding up certain walls or slowing down the death countdown, which I found weren't really necessary to complete the level with the time provided. I think it would be good to find a way to reward players who make use of all the mechanics properly. Maybe by tightening the time provided (which may have come from more playtesting), but you could also add optional goals, or anything else more creative.
The puzzle design was very good; I like that you guided the players towards solving things for themselves.  I personally like to only introduce one mechanic at a time in simple levels and reduce the complexity to prevent the player from getting overwhelmed or reduce the chances of a player getting stuck on something they don't know, then put everything together later.  I think it was perfectly manageable the way it was, but maybe to perfect it, I personally would consider only having the moving platforms on the first level but the death countdown on a different level, or the bouncing surfaces having their own level. 
Sorry for writing so much.
Great entry, though. The game clearly has a lot of potential for both puzzles and platforming!

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It's extremely well polished, and it has an impressive amount of content! I don't really have anything new to add to the feedback, as it's already been covered. I definitely got into the game after I almost died at the start. I can see the Balatro inspiration, and I also like the change in color in each layer.  I stopped when I died, so it's possible I didn't see everything. As the other guy said, the timer could be a bit more impactful, but on the whole, a very impressive entry!

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The artwork is good, and I enjoyed the music! I'll admit I think dodging objects falling from the sky isn't the most original idea, but you still managed to make a complete game with a title screen, an introduction, and a narrative, which is impressive for a jam and definitely counts for something! 

Thank you for the feedback!

Thank you very much for the feedback, and I'm glad you were able to enjoy it! I will keep what you said in mind for the future; it's very possible more was needed in the tutorial. 

Great puzzles and very polished!

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Thank you very much for the detailed feedback!! I appreciate it very much! I will keep what you said about the movement in mind; it's a very important part of a game. By rigid, do you mean that it's a bit too linear or snappy? I admit I did use quite a high lerp value. 

Thank you !

Pretty well-made puzzles that were well explored! I personally did find the puzzles straightforward enough, but it could be practice from Baba is You. I liked the introduction of the moving wall, which was a nice surprise. The only point of friction: the game could have had a bit more instruction or a tutorial on how the recording worked, and also, I feel like maybe the animation for replaying the recording could have been faster. Overall, good work though!

Sorry about the difficulty, but I'm glad you were able to enjoy it!

Thank you so much !!! 

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Great style, music is good, and the core mechanic is quite fun! I got into it at the start; I admit I got stuck on level 6, though, and had to stop there. I was searching for a bit, and I couldn't find the code.  But it was fun, good work! 

I can't believe this hasn't gotten more ratings; it definitely deserves more! The background and visual style are really cool; definitely a lot of care went into the game! 
I have to say my vision for my own entry originally felt something like this.

I found it fairly difficult, which was fine, but I did get stuck twice.
Once I was dying at the end, and I didn't really know why, but I managed to get past eventually. 
There was one level with a really large gap, and I haven't been able to cross it after quite a few attempts, unfortunately.

Great tutorial, as others have said, very well polished, and its a cool concept you explored well. 
I did find myself mixing up the dash and the attack at the start, but overall it's great. The only thing that you could take into account (in case anyone else does the same thing) is that I assumed the dash only went sideways, and I found myself stuck for a minute on the level where it was introduced.  Good job though!

The art is very impressive for only four days! I only made it to wave 8 before I bombed myself. If I had to give a suggestion, I would say that it would be nice if you got quicker feedback on whether you hit an enemy, like a flash or using a tween or something. Overall great work though!

Thank you so much for playing, though. I appreciate the feedback!!!

I love the art style, it is difficult and I admit I got stuck, but there seems to be a good variety of obstacles. I also did like the little drawing at the start where the controls were explained. Consider taking into account how long space is pressed to change how high the player jumps though (usually done by halving the vertical velocity of the player when they release the jump button) I actually found it a bit floaty.