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Pospec

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A member registered Apr 08, 2019 · View creator page →

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Nice idea to combine platformer with chaotic gameplay. The only comment I have is that the character sticks to the walls. This can be avoided by the use of PhysicsMaterial2D asset. You create this material and asign it to the character. Then set friction to 0.

For your first game jam entry this is really good game, fast and fluent as it should be.

Unfortunately I couldn’t get through the main menu, the buttons were not interactible :’(

I liked the concept, the feeling you get when you move without miss of the beat and overall atmosphere of the game. Only thing that was missing in my opinion was some twist on the end goal/main mechanick. The levels weren’t that different from each other.

But I still think the game was enjoyable.

Shoutout for making controller support and local multiplayer. It made the game much more fun. Is there any scaling of difficulty when more people are playing?

Funky game. Got high, lost scisors and spawned like 67 or more bombs. That’s what’s called true happiness. I didn’t even need finishing the game after that.

Exponencial growth is addicting. It was interesting to see what’s your speed equivalent. Some other mechanic or increasing of difficulty to the end would be good but overall nice game.

The beginning and the court were very funny and made me chuckle. But the prison part lacked some interesting moments (but I get that it is a game jam game so you often can’t make everything the way you wanted). I liked the stylization of characters being sea creatures (the prosecutor being a crab with face drawn on his claw was funny).

It was chaotic and very funny. I was high on catnip every possible moment. Once I saw what does each law mean I was like “why havent I nuked the dogs😩”.

It was realy funny concept. I especially liked the small details like the bandate on your hand(cursor). I realy like cats so I enjoyed your game, but I was bit confused about how your actcions impact gameplay.

Thanks so much for the feedback, we will try to recreate the setup and fix that bug.

Hey, thank you for your comment. We wish for more levels to. We will add more levels soon (hopefully)

Simple concept executed well. This was one of the fullest game experiences in the game jam. I was fan of the outline effect. Level 3 had missing collider in top right cornes, so I was able to escape into the void and became free.

cool art, dunno how to move da Reapurr tho :(

I’s okey melmosa, don’t worry melmosa. We look forward to finished game. Voice acting was perfect. Art design was nice as well. Slugman was dapper.

Creative take on the theme. Audio was also amazing.

But the boss design had some flaws. First, sometimes it looked like player collider was even bigger than the sprite, so I got hit even when I was visually out of range. Then some attacks had basically no anticipation time. And lastly telegraphs looked preatty simillar to each other. I think without these issues the boss battle would be a blast. It has got the juice, art is nice, roll attack was nicely designed.

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funny. visuals looked great. yay finaly food!

Everything was really well polished, If I were you I wouldn’t be afraid to aim for a more ambitious project for the next one.

great visual style, out of curiosity is the messed up depth buffer intentional? it actually works in a weird way. The mechanic could make for a really fun puzzle game, I would like to see you play with it a bit more than is here (but time crunch is time crunch eh).

Cool game, the mortar shots felt really juicy. Its an interesting take on the theme, though i would personally prefer to tie the negative effects to stronger buffs instead of just score. We didnt manage to figure out how to use non-mortar weapons sadly.

The lightning attacks felt really awesome to use, I would like to see similar love for the pistol shot, it seems kinda weaksauce compared to the zeus action. Maybe this game would benefit from going oldschool doom style and locking the Y angle? Kinda looked like im holding an angry little wizard plush. The modeling work was rlly cool (we saw you made the red enemies, are all the assets made for the jam?). Overall a nice fast paced shooter

Shoutout on making a browser build. The Boss fight was clever. But after it we got stuck and could move (I guess we beat the game :). We also didn’t know how we solved the puzzle with door, but we somehow got through. Putting cotrols to the game would also help, but not a big deal.

The audio / visual effect of switching between states was really well done and polished.

We get you with the video submission, it was pain for us too and we barelly finished the video on time.

Nice simple game with lot of polish and juice. Also the artstyle is amazing.

I appreciate difficulty options, I started on the easiest difficulty to learn the game and then played at the highest difficulty to have some challange. But even on the easiest difficulty it starts to be challenging as game goes on.

Lot of endless runner games in game jams make the mistake of not increassing the difficulty enought, so in them I quit the game out of boredom, even before I die in them. But this game wasn’t like that, the difficulty curve was just perfect.

Nice interpretation of the theme. Some map would help a lot because I was constantly trying to find the thing that changes me to another object, but I got lost quite often.

But it’s impressive you created whole online game just in 4 days.

Nice cosy game, loved the idea. The beats were fantastic. My only negative feedback is that I dropped my first 3 tapes. I wouldn’t add gravity to this game especially if there is already way to recycle cassettes.

Interesting idea to combine Balatro with minesweeper, more games should have such treetment. Also rewarding player for risking was fun in the game.

Horze to the win! Fun concept. Upgrades add depth to the game, but on the other hand, when you upgrade your horse, it’s easier for them to win. So the game get’s easier and easier and as races go, you have almost certaint win. Maybe some progression to higher league could help with that, but that’s to much to ask for in a game jam game.

I think the progression is super slow for a game jam game. Nevertheless my time is 46:53. It’s so addictive.

Wow, this is the most creative take on the theme I’ve seen! Also loved the story, the art and even the music.

I like this game a lot. It’s well designed, artstyle and music are perfect, even naratively / emotionally it has something to say. You did really good job.

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Nice cosy game. I don’t know how, but the end screen is so well written it almost made me cry (now I have to re-rate all the games and give them lower narative numbers XD). Also the artstyle is amazing.

On my first try I got stuck at some house with stairs. When I walked the stairs I couldn’t return back. I feel like the city didn’t add anything interesting to the game. Some simple environment fould fit game of this scale more and made it easier to navigate (and also faster to download ;D).

But I liked the idea of riddles.

Nice concept and character movement is also great, but the levels are really hard. I couldn’t finish the level with arrow.

It’s impressive that you made all this in game jam. I guess playing with people must me lot of fun. When playing with robots, really good strategy was just to wait to level up and do nothing - left bots to beat each other. If some robot apeared, I just spammed to kill him fast.

Movement felt great, especially the ropes, but some jumps were too hard to make. For example the jump at the end of ropes levels, I couldn’t make it.

Appreciated easy mode, it was perfect difficulty for me. Liked the grid combat, but maybe for the sake of faster gameplay I would move all enemies at once.

Interesting artstyle. The popsicle stick was also nice gameplay wise because it showed x position of characted mid jump, so I always knew where I would fall (if I stopped moving). I don’t know if this game has coyote time, at least sometimes it felt like it isn’t there and jump height wasn’t variable. These are quite essential for good platformer. But these are just small issues with movement. Otherwise nice game.

Fun concept. Really liked how fast retry is, because I crashed a lot in this game fast reset is essential. When levels become larger and cars faster it’s really about fast reflexes. As comment bellow says, maybe some time to look at the roundabout and plan would maybe help the game, but other than that nice game with nice graphics.

Interesting concept. Is there always guarantee solution exists or no. but it’s nice you got points even when the solution isn’t perfect. So even if player has bad luck, they don’t fail totally. But I’m still curious if you looked into the math of it and if there is some prevention mechanismus, or it’s mathematically guaranteed solution always exists.

Nice game. What happen when I pay the depth. When I played it, nothing changed, did I beat the game or not. Also I couldn’t understand how health worked. Some visualizatoin of how many HP I have coudl be better.

But other than that nice game, artstyle and sounds were incredible, risk reward system was also nice. Good job!

Game was really hard. But I liked the effects when dashing or quick falling.

I ended also on the level with hexagons. In my opinion they had really big colliders. I just barely touched them and I was killed.

Nice take on the theme first I din’t understand how it relates to it, but then when I read that the solution are loops I was mind blown!

I was really bad at it and get only to the second level with red tiles. But without the hints on the page I wouldn’t even got that far. Some UI feedback like what tile is selected would also help, but in the ned I did away without it.