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NoNotCar

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A member registered Sep 20, 2017 · View creator page →

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Great and funny game, a nice break from constantly having to stop bombs from going off in other games in this jam. Could do with faster defuse speed or greater penalty for being caught since I didn't really need to strategise that much to prevent the bomb going off.

(Y)

Crank mechanic would be infuriating in an actual game but pretty funny for a short one like this. Might be interesting if you could crank down the timer as well?

Fun game, if I'm right in thinking that the steel-plated ones are the rhythm bombs I think they should explode if you click them at the wrong time because I was just spam clicking them (under the impression they were just armoured bombs that needed multiple clicks to defuse).

Loved that the timer pickups made it possible to finish a level even if you made mistakes - found that a lot of timer-platformers this jam had large windows where the game was unwinnable. Also nice movement mechanics, and I liked that everything was explained in-game (perhaps the game page description doesn't need (IMPORTANT) for the controls?)

Brilliant idea, great looking and fun game. I think you should have infinite lives before the boss appears though, since it was a bit demoralising getting hit with a game over while I was still figuring out the controls.

Fun physics puzzle, the UX for adjusting placed bombs was really good. It'd be handy if you could use WASD/arrow keys for pixel adjustments to the bomb positions (wanted this when I was trying to keep the arrow straight in flight).

Perhaps there could also be a modifier to place inert bombs? You can already get this functionality by putting the timer really high, but that needs a lot of scrolling.

Probably deserved to be blown up after making a bee-killing level in my game...

Perhaps adding a shooting mechanic to make the bees explode prematurely would be cool? Also being able to chain explode a large group of bees and getting a combo bonus?

Really liked the concept, think it has a lot of potential with adding more difficult to trigger bombs.

Idea: split the game into a "setup phase" where you design a difficult to defuse bomb before the "defuse phase" where the robot snips random wires without you being able to replace them.

Headcanon: the engineer has a mental breakdown after he arrives at a job without his tools or replacement parts and thus cannot continue the game.

oh well if the developer tells me to do it it must be fine
...what do you mean he still has his dignity he's wearing a clown suit

Nice idea and pretty fun, my only real complaint is that I wasn't rewarded for building bigger than necessary towers during the tutorial phase (I know it hadn't even said that you get more gold for a bigger tower yet but it offended my engineering sensibilities to leave a tower unfinished)

Also could be wrong but I think I might have heard the line timer sound effect going off in tutorial levels that didn't have it?

Very slick and fun game, unfortunately I was too stupid to figure out any better strategies than border a field of 2s with 1s to cause a chain reaction in that block

Cool idea, fun to look for convenient cliffs to yeet myself off. Think the hidden sections of level were a bit annoying for a puzzle platformer though.

Very slick and cool game with a nice colour scheme - would be convenient if on the single-operator bosses the selected operator took up the entire operator bar.

Nice little game! I actually liked that the ore animations were linked up since it highlighted some ore that I hadn't spotted yet 😆

Potential Improvements/Ideas:

  • Being able to hold LMB to continuously mine would be nice (could even be an upgrade)
  • The recall upgrade seemed a bit overpowered, might be interesting if that was a single-use upgrade that you could buy multiple times (but you would need a way of always being able to obtain more ore to avoid softlocking yourself)
  • Ore Radar upgrade that shows you the direction of the nearest uncollected ore
  • More consistent upgrade pricing (I think it's randomly determined at the moment, since there were suspiciously cheap upgrades quite far down the tree)

Cool idea, was a bit annoying having to shift the camera around (plus I couldn't draw from the deck without shifting the camera to it first, which made me initially think I was stuck if I couldn't play). The opponent also seemed a bit unnecessary, think that the core game could be "get rid of your hand in a certain number of turns or you die", and then turn the +2 into a -1 that lets you discard an arbitrary card from your hand?

Nice pacman variant, liked how the difficulty naturally scaled with your progress and having to rush into the safe space in the center to drop off my light. As people have said, it'd be better with a faster game speed as it took a somewhat frustrating amount of time to regain my progress after a death.

Very impressive that you implemented all the features from the design document exactly as planned! Total success in my books.

I created so much value for my shareholders. First game I've played where the audio was painful but I kept it on because I probably deserved it for carpeting the water in a nice rectangular grid of concrete.

Didn't do very well on my first run since I kept getting 21 and ruining the players' decent hands. Really fun game, some of the time I wanted to slap the players for standing so prematurely and forcing me to use special cards on them.

Could be interesting if you added some kind of "casino suspicion meter" that goes up when you use special cards and down when you use normal cards? I very rarely used normal cards towards the end because I liked having perfect control over what numbers the players were getting.

Cool game, got a whole lot easier once I realised I could just click where I wanted the cue ball to go rather than trying to judge the angle from the position of the cue.

I think there definitely should be some things that can only be placed on green - definitely the more nature-focused builds like the forest and lake at least. Also doesn't the sprinkler let you change terrain under buildings already?

Max Level Heat Turret my beloved 😍

Brilliant idea, counters my top issue with the tower defence genre that you can just spam turrets near the start to make a killing field. The two annoyances I encountered during the game were:

  • Couldn't see what the range of a turret was when I placed it (resulting in some suboptimal turret placements. Would be cool if you could see the ranges by level when you place a turret, since I'm pretty sure the higher level Spread turrets are most effective placed further back from the track than the level 1 version can hit.
  • Need some preparation time before the first wave - several times on the final stage I lost immediately due to an alarm clock spawning and then instantly blowing up

Also the Heat Turrets can end up sychronising up and becoming less effective, but this encourages deeper strategies like mixing turret levels and types so I don't think this is a bad thing.

Great and slick game, but I got a hole in one in a par 3 hole and was a bit disappointed my great skill wasn't acknowledged by more confetti or fireworks or something

Hawesome game, very stressful, mildly educational, pretty funny.

Think you nailed the endless corridors but helpful signage feel of Underground stations, well done!

One of the most technically impressive games I've seen in the jam, and I had a blast playing it. The difficulty didn't seem to change between rounds - it might be interesting to have less fuel available each time?

Nice looking and fun game, would rather personally that the game was paused while I was shopping but can't really complain since I won first run. If you do decided to implement paused shopping, perhaps it could stop when you've just finished digging a gold vein and have upgrades available to purchase?

Nice game, only real feedback is that it was weird switching from LMB to Space to advance dialog during the date.

I was tempted to go back and try picking the clown suit, but then I felt too bad for Dan...

Excellent game, loved the writing and felt very pleased with myself for discovering some of the mechanics earlier than you're supposed to. Also liked that you spent time on making tutorial levels for getting to grips with the movement, as a lot of games I've reviewed just throw you straight in with a ticking countdown.

Fun game with some cool ball bouncing animations. Never really used the right click to nullify velocity in favour of just taking another shot mid-air. Also would be nice to have zoom in and out via scroll wheel, plus allowing the player to drag from any point on the screen to shoot (like in Uncanny Cat Golf)

Fun game, though towards the end the meteors stopped showing up for some reason (perhaps because I had protected about 90% of the map?) and I was grinding to get the well card to show up again so I could fix my suboptimal early-game well placements and water the entire map. Did like the tradeoff of "you can put stuff on unwatered tiles, but it's going to be a pain to water them later", even if I didn't really realise it was going to be an issue.

Nice optimisation problem, enjoyed trying to place the trash can so it buffed everything without reducing my score. Also struggled to understand that I could place multiple buildings by ending my turn, think the game would still work if you were forced to place every single building you own which would avoid any potential confusion.

Fun game, mildly concerned by the implication that the baby starts going back in as long as you're either doing sick tricks in mid-air or destroying cars in a nitro-fueled rampage 😆.

Excellent game, very creative.

Possible Improvements:

  • Turning off the valves could require moving in a circle around them (like the curtains)
  • Unique death animations for the count would be fun (I intentionally let him die to the mirror because I wanted to see how "no reflection" would kill him)
  • Breaking the mirror with the garlic was hilarious, but it would make more sense to use the candlesticks
  • Ensure that holding directional keys as you restart allows you to immediately move
  • Apparently some versions of vampires have the obsessive urge to count things (hence Count von Count), so throwing a bag of rice on the ground in front of the Count could be a stalling mechanic for later levels

The friendly bomb is a top-tier pick imo since you can use it to stall and get to safety when your other bombs are about to explode (though I usually avoid picking up a second one if I can)

Funniest game I've played so far - my one bit of feedback is that it's a bit confusing which one of check/question is highlighted initially (could be the one dark one or the one light one)

Cool idea, initially I was pretty confused by going straight down in the first level and immediately dying until I realised I was pushing the (off-screen) bomb into the wall. Think you'd have more intuitive physics if the rope segments were smaller and didn't collide with each other.

Cool idea, might be clearer if the ability to drop the remote was disabled on the first level you get it (I initially thought you had to press 1 to flip gravity before the timer on the remote ran out)

Loved the art style - I noticed in the wire game that you could get away with cutting subsequent wires as well (i.e. if blue was the target you could cut blue + orange and still win)