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Rundevourer

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A member registered Apr 24, 2025 · View creator page →

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Well, I can tell you it works, as I just added it!

I'm glad you liked it! I can add your pfp and thereby also your cat into the hall of fame, as it was actually my original intention to include it, but didn't know if that would be ok, though I do then need to either take a screenshot of your pfp, which will result in it looking blurry, or for you to send the original image to me, if that's ok with you.

No problem! Thanks to you and your team too for making yours! I just updated the game and have added the hall of fame (you can access it through the yellow button on the main menu) along with some tweaks to momentum, thus making minor adjustments easier, and audio and making the one block platform in the climb after the green button a two block platform. Feel free to check it out and to let me know if you want me to add your profile picture (or another picture of your choosing).

UPDATE: Congrats, you've achieved the fastest completion time with proof and have thus earned your spot in the jam period hall of fame! Just to know though, are you ok with me putting your username and completion time in the game?

You certainly managed to apply the theme to pretty much everything in the game! Really like the look of the graphics and animations, though the game did feel a bit easy, especially with the final boss, though that might differ per person.

Neatly incentivises you to adapt to new mechanics on the fly due to the timer and to quickly master movement. Also love the character design! Well done!

Nice twist on a classic! Having some music to keep things active would have been nice though, as the gameplay felt a bit sluggish, but that unique dimension designs did partially make up for that.

Congratulations!!! You're the first (and mayhaps only one if no one else ends up beating the game and posting a screenshot) to show proof of having beaten the game and are thus eligible to enter the jam period hall of fame (for beating the game the fastest) if no one ends up beating your time!

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The game is simple to understand, but demands precision, especially in later stages, which I always like about games like this! I also like the choice of music at it really fits the game's atmosphere. There is a minor bug though where you can always see the 'ORBIT' sign while in fullscreen (bottom left of the screenshot), though that likely isn't the case for everyone due to different screen resolutions, but it might be something related to the scaling settings for that sprite specifically as it doesn't happen with the other two signs.

Thanks for playing and for the kind words! The game does have coyote time, but it's very short (only 0.1 seconds) because it otherwise allowed you to very noticeably jump midair while at max speed. It does not have jump buffering though as I was planning on maybe that after everything else was done, only to realise that I didn't have any time left to do so. Will add it after the jam though (and maybe increase the coyote time even if it ends up making it seem like your jumping from midair).

Thanks for playing! You do actually lose the momentum you gained by holding shift, but I didn't stop to think that it probably would be a good idea remove all momentum due to having only an hour left for the ending and game over screen while also doing some final movement tweaks. Will definitely change that after the jam!

The game is a bit basic, but the music fits the mood pretty well and it's still satisfying, so that's ok. I would have liked the inclusion of sfx and more unique UI, but the absence of those is completely understandable due to the circumstances. Well done on finishing this game while sick and hope you're feeling better now!

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Like how the countdown mechanic incentivises aggressive play so you don't just avoid everything! Also impressed by how you were able to make three different biomes and a final boss in just 48 hours. Did notice that you can still shoot while the playable plane is entering the stage, thus making bullets spawn out of thin air, but that's just a minor bug.

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My only gripe with this game is that it's pretty short, as I really wouldn't mind playing it for longer due to the great environment design, music and, of course, the award-worthy voice acting!

A very charming, very tense, very humorous aka awesome game! Well done!

Like how wacky some of the matches look! The phone sprites do look a bit generic in my opinion, but that's made up for by the rest of the spritework and due to Expedaniel pretty much carrying the whole game.

Ha, jokes on you Snorax, I don't even have an alarm clock! I use my phone (on the few occasions that I actually want to be woken up by an alarm clock). By the way, does the Snorax have any qualms about destroying people's phones?

Joking aside, the concept is pretty unique, and I liked how every person whose home you break into to help/force them to sleep longer gets a description at the start of the stage, but the gameplay and music are a bit slow for my tastes.

This is my favourite game so far! The gameplay is incredibly smooth, satisfying, fast-paced and tense, further aided bt the catchy music and great art! I would appreciate it though if you could add the option to use Arrow keys for movement post jam.

Hope you guys win!

Like the inclusion of some optional objects for extra dialogue, buffs and the good ending! Having the code not always be the same is also a nice touch. The swinging light also helps sell the idea of this being a dishevelled room you're thrown into.

I like how strict and strategic you have to be to get a good score! Some music would have gone nicely, but the game is still fun without it. Also like how you used 3D models for the wanted shapes in the shape builders.

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Love how polished the comic book style panels and the pixel art are along with the smooth music, which helps keep things active! Some sound effects would have been nice, but their absence isn't really a big problem. Also like how we both have the same plot elements of a villain trying to do something heinous and the protagonist having to stop him before the end of a countdown, though we differ in terms of gameplay and the evildoer's plan.

Really like the expressiveness of the protagonist and the simple but good looking spritework along with the audio, which fits the game's aesthetic! I found the puzzles to be a bit easy but very fun nonetheless.

Some things sadly have to be done for the greater good....btw I liked the design of the countdown and how alive the environment feels.

The concept is pretty interesting and the opening cinematic is really well done! The sandman statues being able to collide with the player is a bit annoying though, as it resulted in one of them launching into the sky (R.I.P sandman statue), so I recommend putting their collision shapes on a different collision layer than that of the player (I'm explaining this due to the possibility of you not knowing this due to this being your first game) if you decide to update the game. I also recommend adding a sound effect for when you're hit.

P.S. Congrats on finishing your first game! Hope to see more from you guys in the future!

Pretty fun concept with some good art! I did run into a bug where I was stuck on the rewind screen on the last level, but it wasn't too big of an issue as getting back there after reloading the page was fairly quick. I wouldn't mind playing again if you ever add more levels and some audio to enhance the experience.

I like the backgrounds and character design! The cards feel very out of place and random, which of course makes the game even better. I do think their designs would have been improved by making the corners of the images round instead of sharp, though that's just a nitpick.

Thanks for playing! Holding the run button lets you build up momentum while moving and releasing it reduces that momentum, even in midair. The idea is that you can use that quick reduction in momentum to slow down so you won't go over the platforms or slide into lasers. What I recommend for the second button is running towards the checkpoint, jumping once you touch it, jumping from the first platform from the side of the blue button once you land upon it and then doing two jumps in which you let go of the run button partway through the jump and then hold it again once on the ground to build up momentum for the next jump. The final two jumps after that can be done without holding the button.

The art looks great, but the gameplay, while not bad, feels a bit too easy as I was able to win the game hitless. I do appreciate the enemy variety and the difficulty ramping up smoothly with each wave, though the furniture at the end felt more like it made things easier than harder due to blocking enemies.

The idea is neat, but patching more than 22 or 23 computers feels impossible due to it taking ages to get rid of ads as the game doesn't seem to register consecutive clicks if you click too fast, the button for removing the ads being offscreen when there are multiple threads. However, I do like how the UI and assets have that authentic 1999 feel (even though I have no personal experience with technology from 1999).

A pretty well put together Sokoban, which a very pleasing artstyle and interesting mechanics that result in good puzzles! Something I noticed while playing: you can see beyond the metal bars on the top and bottom of the screen when in fullscreen.

Yeah, I think I might have gone a bit too far with that one. I'll make it a two block jump in the post jam update.

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Thanks for playing! The game does actually have coyote time, but it's only 0.1 seconds because I noticed that you could otherwise very noticeably jump midair while at max speed, but I'll likely increase it anyway post jam to make the game easier (and also add jump buffering, which I didn't have time to implement).

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The narrative consists entirely of my favorite type of humor and I love the game because of that (also maaaaybe due to how great the spritework is along with the very fun gameplay, even if the final boss did feel a bit too easy).

I was immediately reminded of Johnny Upgrade when I started playing and then realised why once I read your comment about being inspired by that game. Even if simple, the amount of nostalgia and joy/whimsy it has by allowing you to become pretty much the greatest ball in existence makes it great.

P.S. Just as a side note, the current value of the upgradeable variables show up as 0 and only display their current values once you upgrade them again on the upgrade screen. If you ever decide to update the game, you can fix it by copying the lines of code that make the labels show the variable's values into the function that makes the upgrade screen appear.

Guess you should never use a cheap microwave! At first I though I'd have to do every second, but that not being the case at the end was a nice change of pace. Also like the use of taped notes for dialogue and tutorial text.

Can't say I was expecting demonic eyes in a game about a playable alarm clock, but do like their inclusion. This is honestly a great use of the theme and it also meshes well with the different types of platforms and obstacles. I did notice that you can see the Godot editor background at the end of Level 4, but that's just a minor issue.

Like the visual style and how the more generic 3D assets lead to there being more focus on the hand drawn 2D sprites! I sadly wasn't able to get the good ending due to not being able to discover the correct sequence of events after getting the forest card.

The music, characters and general aesthetic mix together amazingly well! Getting perfects did feel a bit too easy for me, but that might not be the case for everyone. I also think the shift could have been longer as it currently ends fairly quickly, thus reducing the challenge of getting a good final score. Still, there's nothing stopping me from playing again...

I really like the game's narrative and the artwork even more! The gameplay, while easy to get into, does actually require understanding and properly using the different card types to get good combos, which is probably the best possible gameplay design for a card game.

Thanks for playing! If you're willing to try again, I recommend running towards the first platform from the side of the blue button, jumping when you touch the checkpoint before it, and then jumping immediately once you're on that platform and letting go of the right key partway through the jump to lose momentum so you can land on the second platform, then hold the key again until partway through the jump to the platform after that. From there you can do two smaller jumps to get across the last two gaps and get back to the blue blockade, which will be gone due to having pressed the blue button.