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Casey

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A member registered Jun 13, 2020 · View creator page →

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Neat! I love the arcade framing device and the transitions between the games and 3D worked great. I found an (intended?) sequence break in Break Out that let me skip the final red door 😁

The rolling dark horizontal line in your excellent CRT shader is something that only shows up on a camera (it's an artifact of the capture rate of the camera and the refresh rate of the CRT not quite lining up) So, unless the player character is a robot it's not something the player should perceive. This of course means your CRT filter is perfect for a CRT being seen on, for example, security cameras so keep that part of the code around! 

Thank you so much for this pack! I made a rhythm game using a couple of the battle songs for this month's Godot Wild Jam and your music was essential to getting the feel just how I wanted😁

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This was fun even though I couldn't win. I played to twice, had over 20 seconds left on the second run😂

Great look and style, love the (rotoscoped?) player sprite

Solid controls, and good level design especially considering the 10 second limit.  I figured things out pretty quickly and was having fun zipping around, but was devastated that dying sent me back to the first stage 😭

Immaculate vibes. Really felt like a turn-based Doom/System Shock/3D Fallout mashup. Balance was rough, died in the first level several times then found myself overflowing with items and breezed through to the end randomly. I forgot until my winning run that I had to feed the larva 😅

Despite all that I had a ton of fun, this was sweet!

Thank you for playing! I'm glad you enjoyed the game.  I think the lag is from shaders being compiled (which would make particles appear to lag out the game on first draw.)

Silly and follows the themes and cards perfectly.  👏out of10

I'm conflicted... I got stuck in a room after activating a couple of computers where I just could not make the jump to the left without skidding . Based on the comments it seems like there's some powerups later, but I just can't get any farther. 

I love this idea though,  it's silly but at the same time I think could be something really fun with some more work on the basics.

The music was a total bop, but I really struggled with the slow movement and close up camera.  Especially for a jam , there's no need to worry about things being too quick or easy to complete... let me sprint! 😂

Splitting and redirecting light is a really cool idea! I don't have anything to add that the other commenters haven't said, but if you have the interest, I would encourage you to develop this mechanic more. It's neat!

Who put THREE panels on the doom box???

This was fantastic! I made it to Round 23 and had to stop playing but solving the damn cube panel while everything else is falling apart was absolutely wonderful frustration. 10/10 would doom again

Thanks! 

Thanks for playing! If you decide to come back and try for the ending cutscene, the mid-point of the timing is when the note crosses over the white dot in front of you.  I did notice a couple times that lagging out when the game I started (I keep forgetting that's a thing in web builds) can mess up the synchro, but refreshing fixed that for me.

This was great!  Tight controls and a fun style. I loved the different death animations and the ending cutscene was a nice (and funny!) surprise.  

Thank you for playing!  Just barely clearing the last round is the best feeling 😁

I actually have an even harder move-list I wanted to include as a hard mode, new game + sort of mode but ran out of time :(

Thanks for playing!

Thank you!

Thank you for playing! The sweet spot is where the white dot is, which is just outside the radius of the shield. I originally had the shield line up with the sweet spot, more or less, but perspective made it a little unclear when to press a direction, and plus I liked the camera angle too much to change it 😁

Thank you for playing! I was really indecisive about the note timing because I was worried making it too easy 😅 

The intended timing is supposed to be when the note crosses over the white dot in front of the player.  Of course, that means you need to find how much before that you need to press to actually hit that spot... 

Pretty fun once I got the hang of it. Got the 9-item-stack wave before getting finally killed by all the enemies. I think adding an effect of some sort when the player or the enemies took damage would be a simple improvement that would go a long way to improving game feel.

Spooky and great style. I really felt the foreboding waiting for the monster to show up. I never did figure out if I was supposed to be able to kill it with the light, or not shine the light on it, or run or... 

Chaotic and pretty fun knowing that there was no way I was going to survive for long.  Never did find out what that bar on the right was going to do though... I just couldn't stay alive that long!

I tried and I tried until I could no longer make it past my corpses 😂

Really interesting mechanic but very unforgiving. I had a really hard time with the first doors, they kept opening and closing seemingly at random. Aside from contraptions having more feedback (it is even hard to tell when water is moving or not, even looking at the on-screen UI)  Also, I think it would help the ergonomics a lot to have the hose connect automatically.

Thank you!

Very clever concept! The time limit made getting lost, or missing an item, pretty punishing though.  Including the different causes of death was a fun detail! Got a couple of laughs out of me :) 

I liked the controls and biking around the arena. A little harsh on my fingers but I was having fun :) 

I was clueless on how to pick up orders until I saw your comment here in the submission page. You should probably update the game page.

Great art, clever lil' point and click. I like that your todo list is incomplete, that was a nice touch

Neat setup and nice pixel art! I also had a lot of trouble using Squeaky , I'm not sure I ever managed to use him :( 

Always love a good time travel mechanic and it was neat to have it on the scroll wheel. I only made it to the third stage before moving on but liked what I saw. Falling off the edge of the stage was pretty frustrating :(

Interesting idea, but I can't figure out if the web build was bugged for me. No matter what I tried I was also a bit too slow to save the robot... I could also just be dumb 😁

Thank you for playing! Getting auto-hit is probably also due to some lag. All the gameplay is synced to the music, which as it turns out can play faster than the game loop. I am learning that a  browser-based rhythm game requires a lot of testing 😅 

I liked that every skill in the skill tree had a major impact! Solid work.

Cool interpretation of the theme, but I spent most of my time not playing the game. I figure alliance mode is meant to help with that?

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I love your absolutely unhinged cover image.  Fun game, weird game, hard to play but not in a super frustrating way. Good job! Creative interpretation of the theme.

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Thank you for playing! One of my friends had this issue too... In their case, playing in an incognito window worked. They thought it might have been their browser extensions but we never figured it out for sure.

Thank you for playing! Since I didn't do the character models I tried to go as hard as I could on the environment and cutscenes :D 

Ahhh I thought I fixed the restart music ;o;

I really like the concept here; basically keeping your heart beating (did you use RhythmNotifier like I did?)

Aiming was pretty difficult, especially because I didn't know when the gun was about the fire. It also wasn't obvious to me how my beat-matching was affecting the gun's performance.  I think there's room to play around with how the gun interacts with the beat-matching. Maybe every five beats you click and hold so you can time the gun firing? Maybe the gun is constantly firing but only when on beat? Cool system, worth tinkering with IMO.

I wasn't able to play very long because of the full screen flashing. I understood that it was to help me know if I was on beat or not,  but because I had to play the game full screen I just couldn't handle the screen constantly flashing :(

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The music going faster as you move faster was a great touch! I also loved the scene transitions.  Collecting coins to get time back worked really well in the third stage where you are waiting for platforms. In the earlier stages collecting coins was questionably worth it sometimes. Very well done tutorial, didn't even realize it was a tutorial until it was over.

I found jumping to be pretty difficult, for three reasons: the bottom of the bomb not coming with you in the jump animation, the lack of air control, and the lack of a some sort of marker for where you'll land (for example, a straight-down shadow.) I kept getting stuck bouncing on the spring after the gap in the second stage (which, admittedly, was pretty funny)

I used KayKit models for this game! Be sure to check out https://kaylousberg.itch.io he puts up free models for characters and environments that are great for getting things together fast

Thank you Kay! 

I'm sorry I didn't use your work on this one, but I did make a Kaykit-only game last year for the GDTV jam 😁