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Ste

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A member registered Jun 02, 2020 · View creator page →

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i ain’t missing out on extra feedback over technically having a linear level progression 😬 the more the merrier. and i do hate backtracking too, so even if it was branching more i’m a very big fan of many shortcuts to keep that minimal

the spikes are just really friendly, don’t worry about it 😬

honestly really cool recreation of the nes driving games. quite difficult indeed, but also very satisfying when you do manage to catch one without, uh, major incidents.. i suck at driving. the controls were also surprisingly complex, though i’m not sure if that’s something i would actually change. just takes some getting used to. one thing i would appreciate is a better indication of the ghost being affected, since i was pretty sure i was under it for quite some time before it actually got collected. otherwise everything was smooth (except my driving)

neat fight, brutal bullet pattern. If you want to refine this further you could add some feedback when the boss or player is hit, maybe a little sprite change or even just a small hit flash and some sounds. the music can also be expanded and have a little beat, but i liked what you already have going. keep going!

cool little zelda inspired game. didn’t get any of the podcast references, but it was fun (and funny) nonetheless

neat entry, keep going!

neat little experience, congrats on making a complete game! even if it didn’t follow the NES limitations it was still fun to play

really cool style! i do think the game needs a little more explanation about how to beat it though. hacking and slashing is fun, but i’d like to see if there is any more strategy to it than just mashing the buttons. also not entirely sure what the difference between A and B is besides checkpoints

thanks for playing!

exactly my type of humour. funny theming and pretty art. neat little puzzles and i think for the jam game it had the perfect length to be novel and nice to play without overstaying its welcome. i’d have loved to see a proper ending though

very nes and very stylish at that. sadly i suffer from skill issue and constantly got boned. losing my power on respawn definitely made getting back up a little more difficult since i couldn’t go back to the orb. fun nonetheless, and i can’t stress enough how much you nailed the vibe

hmm yeah me neither 🤔

neat twist on minesweeper. agree that it’s not really a nes game, though i do appreciate including modern mouse controls even if technically playable on nes controller. nice music and overall just a very polished game though. i liked thinking about new more optimal strategies, but i’m not entirely sure if blowing myself up repeatedly and restarting should really be the winning one 😬

nice one. the goal of the game was a little unclear at first, but just going through and finding more different enemies did lead me there eventually. combat could be a little faster for modern standards but even then the chill music made waiting a little enjoyable :)

I’ve been quite curious about “metroidbrainias” recently where there are no permanent character abilities, but new paths are still unlocked by learning more about the world’s mechanics. Sadly we had to go for a super linear level layout due to time constraints. We wanted swimmable waterfalls and small mushrooms and similar elements across the map which you would only be able to use by carrying a shrink or floating relic from another room etc, but alas. Live by the jam, die by the timer lol

Also sorry for the respawn bugs. The whole game only really became completable like 3 minutes before page edits were locked (from the NES jam), so yep, very unfortunate that those slipped through. In most puzzle rooms it works as intended to reset the whole room, but once an item leaves the room the tracked changes get messed up. I do agree that it needs a post jam fix.

Thanks for playing the whole thing despite the bugs though, most would probably have abandoned it earlier 😅

thanks for playing and the kind words!

i see. You can press Down (keybd S) to place relics on empty pedestals. There’s usually one in front of each of the doors. I’ve added that to the controls description too. Thanks for the feedback :)

appreciate it :) we pivoted back and forth a little with the vibe, with quite a few of the tracks already being made by the time we settled into the indiana jones style lol

may i ask where you got stuck? navigation or a puzzle or something else? just so we can address it in future versions

uhhhhh, i think you got the wrong cursed relic huh

thanks for playing! and sorry for the softlock, i’ll have to give that a post jam fixup

thanks for playing, taking note of the confusions. the pause menu is very much just temporary, to have one at all :)

thanks for playing :D yeah the key softlock was unfortunately only caught in the (literal) last minute.. dying in a room resets it, but annoyingly that’s not possible in every room lol. welp, post jam fixes. don’t die with a key :P

glad you enjoyed it :) turns out trippling the amount of player sprites needed isn’t super time efficient lol, but it is definitely my fave too

appreciate it :)

thanks :) caught some legendary teammates

just removed it, thanks for letting us know

Thanks for playing :) Yes day 5 is the last one which can be repeated. I’ve fixed a few bugs that should make that clear and also make playing it less of a laggy pain than the jam version was

snek? crossed. image.png

nice little game. got the first part in 22:22.2 which was pretty funny, could not have planned that. i was also afraid of blocking myself out of future solutions at first, but once i realized how much i could really bridge things got different. it seemed like there was always a long way out

whoa this is cool.
i like the twist on match 4, being able to pick up more than one flower at a time really made me strategize more than i would think.
a well polished game mechanic with some additional things on top for some variety - a super nice arcade game.

awesome game! but please enable the fullscreen toggle on the itch page.
took me two minutes to figure out to press enter to switch between control modes though, perhaps these modes could switch automatically as soon as you enter the upper part of the screen.
the first levels get a little repetitive without additional tools since options are so limited.
the start box could also be labelled.
i really love how the music has elements of a train chugging, it helps the vibe a lot.
for a jam game, all the levels could be unlocked from the start (is there a cheat to unlock them?) so that other levels could be played even if one or another could not be solved or weren’t super interesting. very nice entry though, would love to play more!

cool style!
i think the game could benefit from some preset patterns in order to stay fair, as random spawning can often lead to undodgeable patterns. i would also love a secondary control scheme with wasd, especially since the qwertz keyboard makes the xz combo really awkward. keep going with this entry, add some other enemies and patterns to dodge, i see some more potential here!

cute game with funny writing. the story could use a bit more direction though. it has quite a few bugs, but i made it through all the way. collisions are janky and sometimes the enemies get offset into the floor.
i do like that level restarts keep the progress you made before which makes it a bit easer to go through. since the audio clips are quite long, the levels could be a bit longer too in order to avoid them playing at the same time. liked it overall.

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neat idea. sadly, the game is getting trivialized by enemies getting stuck on basically every surface, it’s super easy to trap them and then attack through walls if you need healing.

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the terrain gets the player caught frequently as well - i would guess that is an issue of not using move and slide to slide across the surfaces when touching them.
attacks were a bit finicky since their hitbox is so far away, but being able to use both j and k for rapid attacks did help a bit. even if it may not have been intended.
the art has quite some scaling issues, i’m not sure how you scaled it up, but just using a smaller window size should fix most of this (given that the sprites are real pixel art). i’m not really sold on the AI title image since this is an art focussed jam, though i guess the title art isn’t really part of what is supposed to be judged.

super cool that you got a leaderboard up and running, that gives a little bit of incentive to keep playing. even though i’m still racking up score as i’m writing this comment lol.

neat little game, sadly i also couldn’t get past the first level transition as it stayed on screen and blacked everything out. hints were quite obvious, but i assume this is down to being a tutorial level. make sure to post it again on the discord with post jam fixes for the transition so we can play it again

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A new Katie Cherry cover song just dropped! ;)

For all of you who might have missed the end of the game due to the annoying dialogue looping bug

that sounds rad! super well done for just four hours!

very interesting puzzle mechanics!
i enjoyed playing quite a few levels and seeing how i could trick enemies to help me. pretty cool. faster level transitions would certainly help when restarting and changing levels though. i see some good potential in more diverse movement patterns breaking away from chess too and levels being tied to these a bit more. super unique, i enjoyed it.

super cool idea and well executed overall!
i agree it needs some variety though and also a bit slower introductions of new phrases instead of having them all in a text dump.
had some funny moments with the dwarves talking weird and 90 year olds wanting to get hammered. who am i to judge their choices though lol.
fun game, expand on it - it has potential!

wow! incredible game for the short time span! exploring felt rewarding and the fights were fun. i managed to beat the volcano so far which is nice. just a few minor bugs i’ve found pausing during a fight does not disable input for the fight itself if a team member is defeated it still considers the team full but does not let me “replace” the empty slot with the new recruit i wish i could see which items were equipped. awesome job overall, well done!