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perplexgg

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A member registered Dec 08, 2022 · View creator page →

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Pretty insane amount of content and polish for a weekend jam!!! All with claude?

Short but sweet, a surprising amount of content and variety in that short amount of time, and very nicely polished. I wonder if some people might feel stuck on the very first part though? Slightly too dark perhaps, but otherwise generally felt clear what to do. Great job!

Unfortunately using the tent and other UI elements are in a language I don't speak so I couldn't get far.

Absolutely amazing, you got a whole genetic evolution thing in there and a lot of nice extra like speeding up time etc. I'm guessing you used AI assistance but even then this is still a very impressive result!! Well done!

Yes, music and sounds were pretty nice!

Dunno if it fits the theme/prerequisite that much, but it's definitely a really great deck building game idea! The beginning was too hard for me (I only found the fish that the tutorial told me about, probably highly unlucky?):

But I survived that week then it actually became a bit too easy to make it through the later weeks. But yeah I really like the concept and a lot of the ideas you visited here. Maybe at the start, the map can be smaller or some of the early pieces can have abilities (which are where the most fun is). Great job!

Pretty fun take on VS, surprisingly polished and fun. I never understood how to control the rotation though or what logic that used, so that made some of the strategy aspects weaker than they could have been, so would have loved either control or an explanation for how to control the rotation (even if the control is indirect or imperfect).

Nicely done!

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Wow, winner here. Really amazing, I guess the coding was all AI? Most impressive is how good the game felt and how you implemented all of those abilities, that not only can the player use but also the AI can use (ok they're not the smartest, but still). Great job!!

PS: If you implemented the gameplay, you should definitely be putting your own name in the credits somewhere!!

PPS: I ate the dragon :)

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Tutorial is like 100000 steps. I went through a bunch of it, does it end? What's there is done nicely enough, but it never felt like there was any logic to anything, it tells me to press a button and I press it. There's no decision making or anything interesting from that perspective. It didn't feel like I was being taught to play a game by step 50 or whatever. I already know how to place buildings, you're not teaching me anything by making me place the 5th building type or research the 10th science thing. Supposedly I'm rewarded after each of the 50 steps but I don't know what reward or what they are useful for or anything.

I think has potential, but there needs to be feedback to the player for why they are doing things, what they are getting out of things, and the player should make decisions after a few minutes, not just follow instructions blindly for 10+ minutes.

Worked pretty well overall, was fun to play. Audio did not work at all FYI (other games seem fine).

Pretty cool puzzle game, I think it could use some soothing music and sounds, and probably an easier first few levels to get the player thinking the right way. Great job!

Seems like a solid tower defense production overall. Main trouble was the UX was uncommunicative at times. Like I placed one green tower (the one that slows and does aoe), then went to place another, it let me choose it and it looked like I could place it anywhere, but I kept clicking around everywhere and nothing happened, no error, no success, felt like a soft lock, eventually i ignored it and started the wave but this was recurring. Other than that, was fun to play for a few waves. The sounds and music were very tinny, annoyingly so, they seemed good if not for that aspect.

Pretty solid entry, nice work. Main complaint for me was that even in full screen, the black border remains, and that's fine for seeing but when i right click on the black border in the middle of fighting it opens a menu and that's what killed my run. There were other bugs but that one was really annoying all game. Otherwise it's pretty well put together, looks nice for a jam project and runs well.

Yeah, it's good to explore things like this. One thing that would be too much scope is if you somehow saw a simulation of all your choices together and how they go wrong, maybe you'd have to generate like 5000 AI videos for all possible scenarios. :D But makes total sense, you presented the concept very well!

Excellent stuff, super impressive for a weekend project especially. Crazy that you even managed to make a little tutorial and all that. It did make me wish for box select again :D but it was fun and I won (but ...)

A familiar game, but the softbody physics and nice choice of imagery make it look really good, nice job! It terms of gameplay, it was decent but you could just click a lot without strategy and get pretty far, though I think this issue is common with this style of game. Otherwise it works well and was fun for a little while!

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The concept is interesting, but I'm not sure it makes for a good gaming experience. You're kind of literally telling the player that their choices in the game don't matter, so why put any thought into anything? It was interesting to think about the choices, but then you just get "gotcha, it was sensible but didn't matter!". Cool and interesting, but then there's no reason to keep playing after that?

The project looks good and is well put together, generally clear enough to follow, though one issue is the text auto-skips sometimes and other times it waits for the tap. I kinda missed some stuff early and was confused about why I was being asked anything during most of the questions, was trying to piece it together from other hints. Anyway, nice job overall, it's an interesting project!

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I listened to all of the 10 minute version, it's pretty great! The first third to half of the 10 minute video is pretty rough while you're figuring it out, but then it comes together. In terms of editing the 10 minute video, I think you could have skipped more of the start of the jam, and had less cuts/edits later in the video... you guys were playing grooving later in the jam, and I wanted to listen but you'd just cut when it was good heh. Otherwise nice job to everyone playing!

Thanks so much!! :)

https://perplexgg.itch.io/sphere-of-life

So sorry, I hope it's possible, something broke on upload and I was 2 minutes too late. :(

Ooh! Yes, it's a tough fight, even for me as the dev (always took me many attempts when testing), so congrats on beating it!! Sorry about the bugs!

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The environment and atmosphere, and the models+animations are so great! I couldn't figure out what to do, I thought I needed to collect enough scrolls for something to happen but after many attempts nothing did, and I tried pressing different keys to cast spells to no avail. Maybe just an issue with the embedded version? Also FYI fullscreen is disabled on the itch game page.

Pretty nice, I like the pixel art especially!

Pretty fun, I think the main thing it needs is attack animations for enemies so you can dodge and time your attacks etc. Otherwise good stuff, nice project!

Level 9, fun stuff. L9 felt impossible, or close. Congrats on a cool project!

Thanks! Yeah I thought they might be too tough for many folks, since it's difficult (albeit doable) for me, and I'm the developer + long time gamer. Glad you found a way to reach the end though, I guess I can add "multiple ways to play" to the features! :D. Thanks for playing and for the nice works and feedback!

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Thank you! I made a big update just now, I added a boss fight, fixed the enemy behavior, added sounds, added the witch model, added checkpoints, fixed bugs and added a little polish.

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Thank you! I made a big update just now, I added a boss fight, fixed the enemy behavior, added sounds, added the witch model, added checkpoints, fixed bugs and added a little polish.

You mentioned on disc that you'd be interested in giving it another go if there was a new version. There is now! Mostly fixes and polish, but also added a couple of final enemy types towards the end that were very close to fully implemented at submission time.

Thanks for playing and for the kind words! The slow spawning is the bug mentioned in the first note in the game description, there's a workaround described there as well, but yeah I'll update the build with the fix when the ratings are over.

Cool concept, unfortunately didn't get a chance to play, but I watched some of the video. The artwork is really nice, and the educational content fits in great. Wish it was playable online in some form, hope you decide to keep building this! Congrats!

Great concept and artwork, wish it was playable! :)

Hope you decide to bring this further along, congrats on what you managed to accomplish!

Pretty cool concept, it kind of feels like a small part of a bigger game, i.e. what's in this game felt like a mechanic in a shoot-em-up, where you need to maximize one color sometimes to kill certain enemies more easily, then max out the other to kill other enemies more easily? The movement and shooting felt good, but wish there were enemies or more interesting obstacles of some sort. Visuals are good, though could have added a scrolling (or even static) background to add some depth and set the mood. All in all though, nice little project, congrats!

The visuals are truly top notch, models and VFX look almost AAA quality, pretty insane for a jam! The action is hilarious and pretty jank, but all good. Congrats on an amazing production!

Beautiful project, the water and artwork is amazing! Pretty relaxing, although I couldn't really figure out where to go, and I found some info and got a 'ding' sound but that didn't save anything. I eventually saw Jern play it and how that works, seems random to find? Wish there was a way to search that didn't feel random, I think maybe the sonar could have gone a lot further? Other than that, the controls and camera felt a bit awkward, not sure why, I think maybe I expect it to feel like a flight sim where you're swimming by default? Might be good to try "press to stop" (i.e. swim forward by default) rather than "press to swim" (stopped by default)..

Anyway, great job and congrats!

PS: I'm a big fan of the sonar mechanic, I based my previous game jam project on that! 

Thank you so much, I'm glad you enjoyed it!

Missile Command juiced all the way up! Very nice!

Yeah unfortunately I broke the spawn rate in the last hour of the jam, thanks for giving it a shot, and I love the idea of some narrative that revolves around how well you do inside the king! :D

Really awesome game design and execution all around, even more impressive considering this was solo!

At first I couldn't understand why I couldn't move the camera around other than the sides, but once I figured out the screens it became a tad too simple, but still a challenge at times. For a full release I'd maybe expect the target to become moving later on. Also not an expectation for a jam, but for a commercial project you could alternate between the current game loop and another one to change pace (e.g. what you move also affects some platforming sections).

Anyway, this is really amazing, congrats!

Super cool project! Destructible space with dynamic enemies that are fun and challenging but fair and (mostly) readable.  Very fitting music too.

I think it could definitely be a commercial project with more enemy + weapon variety, and more game juice all round (particles, camera shake, big bass, etc). Amazing work!