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SachiTechless

106
Posts
15
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A member registered Sep 20, 2022

Recent community posts

I'm not much of a Civilization type game player so I feel like I'm not the most qualified to review this but what I got from my short session of it was rather enjoyable. I think after a bit of fumbling around I understood what my goals were, and I think it's a solidly complex game for the amount of time that you had to work on it. I would possibly come back to it another time after the jam,

Me when puts fork in microwave and it explodes in a second like "Wait what"

I love how hectic this game can become as you try to figure out what you microwave how. I was probably playing it a lot faster so I think I only learnt the proper timings for the grapes, tomato and pizza, but it's actually kind of fun to put it at max speed and pray as well as trying to play it normally. Absolute blast of a game... wait... cab you microwave this game.

Very creative idea, I think the fact that the pizzas themselves are also on a countdown (albeit I don't think I registered what was happening until the second level) was clever if that was an intentional second element of a countdown. I think it took me a second to wrap my head around aspects of the game, specifically kicking the vending machines to restock them I didn't realise until I was told by someone in stream, but it's a really fun freeform platformer that reminds me of another game from the 2024 Jam Pizzascaper which I also loved that had really freeform movement and score chasing.

What a nice introduction to Go/Weiqi, never played it before and I always assumed it would be super overwhelming if I did ever try.

I am a sucker for most Moka games in the jam every year but this one was an absolute blast (pun unintended). I love extremely normal characters who enjoy extremely normal games with extremely normal bomb collars.

LET'S GO TOXIC YURI... wait, wrong game jam uhhhhh

Really cool idea, albeit I don't really think it scaled too meaningfully, I felt like loop 10 was easier than loop 1 in the end. I don't really think there was much of an issue with the controls as I see a few comments about, I think it's pretty intuitive from my end.

I think the fact there are so few enemies on the earliest loops means it can be hard to tell what you're actually supposed to do to level up. I spent the first two attempts hitting the meteor with the freeze spell thinking I had to do that a certain amount of times before I'd level up before I even noticed the smaller enemies that I could hit. I also don't think those colossus guards really proved a threat by the time they spawn in.

Yeah, I apologise that I was probably coming at it from the wrong angle as I was playing it. There's also kind of the pressure when rating a whole bunch of game jams that a slower moving game is kind of difficult to get immersed into unfortunately.

Well made platformer overall, didn't find any weird slipperyness in the movement, it was extremely responsive, it basically did what I wanted it to do. I also think that the idea is really neat, in that you are basically a legally distinct mint in a legally distinct cola bottle and have to reach your destination before you dissolve.


My two small issues are that I don't think the leap of faith that kills you are the bottom is an amazing choice for a platformer obstacle, it feels a bit cheap dying to something you can't see coming. I also think the green things that kill you are weirdly signalled, as when you see something differently coloured to the purple things that kill you, you assume they are a collectable or something, but they are also just a thing that kills you. I don't even think those needed to be a different colour in the end, given they didn't have different behaviour to the purple things that kill you.

I like the idea of this game, you get more powerful the less defenses you have, and I think there is a solid idea happening here. However, I think that the way that the game is currently means that there's not a lot you can do until you've lost most of your followers. I think either a more gradual difficulty ramp may work, or maybe smaller hitboxes on your followers may work, as it felt like I was also just losing followers to stray attacks from enemies, because you essentially have a massive trail of hitboxes following you in a bullet hell.

There was no audio volume options and I was having to turn my audio down extremely low to even hear myself unfortunately. Not to say it was a bad track that was composed for it, it's just that it was actually at nearly painful levels. Also for some reason the first time I opened the game it didn't let my select the tutorial and shunted me into a proper level.

I liked this a lot narratively, nice short little visual novels, didn't encounter any weird Ren'Py in browser bugs that I know can sometimes occur when a game is on the itchio Browser.

I really liked what you did here, the idea that it's you last moments of your grandfather's life as you are learning how much he still cared about you is really poignant, I was voice acting on stream and kind of went quiet saying the protag's lines because I couldn't quite emotionally make myself say some of them fully, so I think even in this short little scenario, it still got to me.

I think that there is a bit of a clash between the idea of the timer and the atmosphere of the game. I don't know if it's intentional, but the melancholy of it feels a bit lost when you're rushing to read everything in the room. I also didn't get booted out to the title screen properly when I only half finished reading everything in the room, and so I ended up reading through everything else, then clicked on everything after reloading to title screen and just mashed through the text, and ended up having to just wait for 2 minutes after not quite sure what to do as a result.

Unfortunately the audio mixing was rather jarring. My headphones were just under half volume and the sfx for the timer and crows were still extremely loud after turning the game itself down to 40%.

I feel like maybe I could enjoy this with more time, however I think that the grass regrowing so quickly makes that feeling of progression you get from farming RPGs in the early game as you clear little bits of extra space feels missing, as it then just feels like you are going through more motions. IDK if this is meant to be an incremental game and I'm missing something there.

This isn't to say I don't like the idea. I like the idea that "yeah, there's a countdown technically, but don't really worry about it." Hell, most farming sims have a cut off date in their stories anyway which is well into the future, I just feel like the bones aren't quite there sadly.

That's fair enough, it was still a good ending anyways and I loved the feeling of dread imbued in the game not quite knowing exactly *what* is going to happen despite the mentions of an impending doom.

I am not exactly sure how to rate something like this. I think it was a nice break from other games that I've played so far that were rather hectic, but ironically, as a rhythm game player, seeing a "you were 0.1 off the timing" actually kind of stressed me out a bit more.

I think I tried to get into the experience so much that I didn't realise until coming back to this page that his expression and everything were changing as I went on. That was really cute, because I only really took it in at the end. I will agree with another comment on here though than I think just a bit of narrator at the end, even just a "Adam was able to make his day a bit lighter with your help" or something would have tied it all together.

I appreciate this appearing on my feed.

I wasn't expecting cosmic horror in my GMTK Game Jam feed that was so sick. I almost wish it had gone even further with the horror at the end even though I'm not usually great with horror. I think the music was a little repetitive, but it is what it is when it comes to making something in this short a timeframe.

Really solid cosmic horror from multiple perspectives I was worried at first that repeating so much information between characters would get grating, but it worked really well in the end.

Great work, felt genuinely freaked out once the ending hit. I was straight up looking at the sky to see if there was a smile where I thought there was looking directly at me.

Just wanted to mention on the page itself rather than the submissions page, but the game randomly reset my offset a bit after restarting the chart at one point.

I will post my first reaction on stream to this later.

Finished the game without taking the health or shot cooldown powers. A few small glitchy things with the music and I think the way shot patterns interacted with Turret changing directions in phase 1 (it would fire three bullets in 1 direction in a diagonal pattern rather than the 4 way horizontal and vertical cross when Turret reached the side of the screen to turn around).


I think my main criticism is that, given the game jam's theme was countdown, I never really felt the presence of the timer. Maybe this is because I naturally play SHMUPs rather aggressively, but I never hit that 30 second wall, and by the time I had the speed and shot distance upgrades, I was basically at teh mercy of my own understanding of the bullet patterns rather than the timer. That doesn't detract from the actual game quality though.


Neat artstyle I felt the personality of the antagonist really well.

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Got relatively stumped at the end before I realised how to make the number I needed (positive)

Banger puzzle game within the concept, wasn't sure initially where it was going to go and it managed to keep adding stuff I wasn't expecting.

Valid crashout honestly

I love realising that the reason jump is the way that you jump is the you are moving, and then you tell the game to go up, and that's fundamentally what jumping is, moving forward upwards

I'm sure others have touched on the weird interactions between enemies and eitehr you or them touching walls. I think I had a weird interaction with the charm ball getting destroyed by the fire one and it freezing the enemies as well.


Otherwise I LOVE this concept so much, a bullet hell of your own making where you are constantly dealing with your own chaos. I think the fire ball might kind of not work with the rest of the game design but otherwise the gameplay loop is super fun as you get progressively more and more stressed about where you fire your next ball and the chaos of how you'll dodge it this time while leading enemies into them.

Ooooooo I like the idea that the theme is in that your viable actions are looping and you have to use that as a puzzle. I hope to see more from this idea if you keep working on it because it's a great start.

So I picked go up and it instead took me down completely off the minimap, and then I faced the wizard like, a 3rd of the way up the map after losing my first run. Fun little roguelike though

Loved the game, wanted to share my playthrough from stream yesterday. Sorry for the break in the middle.

Wanted to share some gameplay I streamed the other day.

Wanted to share a short play of the game I streamed the other day.

Wanted to share my playthrough here if you wanted

Expert yeeter of pigs incoming.

I think there are a few issues, a few other people have also said that it takes a bit to understand what's going on, but yeah it's really hard to tell what you're meant to do after you catch an animal. It's really satisfying and silly though. Also the camera is way too sensitive and clips into the floor but otherwise this is just a fun time.

Wanted to share my play session of the game, sorry it wasn't all that long

Absolute banger game, love me some demon girl roller derby against a robo-fascist cyberpunk army. Music was great, art look good, super satisfying little score chaser game. Makes me want to shake The Pokemon Company until they give us a new Pokemon Ranger game. I could genuinely just sit there for ages making loops around robots.

Only real issue is that the upper hitbox can feel a bit janky, maybe moving the hitbox a bit above the legs might help just because sometimes the enemies, especially the larger ones, can spawn a bit high up the map and it can feel a bit difficult to get around them. I can see the awkwardness though given the skates create your line but your body is where your eyes naturally focus on so it can create this weird dissonance.

Really really solid, I think my only issue is that there isn't really anything to tell you how to give an item to someone so I got stuck in the first puzzle for ages. I might just be stupid though. Otherwise really solid and forces you to pay attention to what the characters are telling you to do. Makes you feel like you're making progress even when you feel stuck.

Blessed be to Steve

So true bestie I've had at least three train trips where loop mode had to be activated

I might have to come back to this one when I'm not trying to get through a bunch of games at once. I like the idea of you having to create a recursive deck, it's one of those fun silly little things in deckbuilders that always feels super fun because it feels like you're cheating the devs when it's actually intended. Sadly it didn't quite click for me on first play but I will try to come back to it again before rating closes.

I feel like I might have missed something in the drag and drop because I saw there were two different colours in some samples but I was only ever getting one colour with each. I feel like if you keep going it would be cool to have more samples to mess around with, or a longer queue, because while it was fun, I ended up getting the same 7 or 8 mixes over and over and would sometimes just have 3 sirens in my queue.

Really fun way to play on the theme though and everything fits together sonically really really well. Glad this ended up in my queue and I hope you keep working on it.

Camera movement barely worked, I'm pretty sure someone has already done this as a rage game.

It's breakout and the audio quality is horrendous.

Game had massive lag at some points for seemingly no reason. The music loop was very jarring, I would suggest adding some kind of fade to the start of your music for like, a quarter to half a second to stop it being jarring every time you loop.

I like the idea, however I feel like I've seen it done better elsewhere unfortunately, it's just a bit too finnicky to control and death planes are rather difficult to judge at times. However it still works as a puzzle platformer.

Peak. Sokoban. Inject. Into. Veins.

I genuinely had a lot of fun with this. I love how many moments I was like "oh my god this is a crazy mechanic" and then you just went all in. Especially how the mechanic of pushing numbered boxes felt like it was disregarded for just enough levels that when you remember it exists again it feels like you're having a pure neuron activation moment. I also love there were a few puzzles where I thought I'd outsmarted the trap I thought was coming my way and then fell into a completely different trap without it feeling frustrating. Like I was laughing at myself for my own hubris.

I will say though the sound design needs to be tinkered with a bit because it is a bit loud, especially with no BGM to judge it I was somewhat jumpscared by how loud the movement noises were and the box pushing the first time I did both of those. If you eventually get around to adding BGM that might help set a baseline level to expect for sounds, but for now I'd turn them down a bit.

Solid game overall despite a big of frustration at the start. Because 4 is so close on level 1 and easy to hit, it made it feel like I had to loop 5 > 4 > 3 > 2 > 1 > 5, not 5 > 1 > 2 > 3 > 4 > 5, and it felt like I was missing some kind of instruction. A tutorial screen showing two images of a loose rope, one disconnected and one connecting with the next rope spawning could solve that, especially if you did 5 and 1 as the tutorial images.

However, I really like the concept here a lot, the rope physics were a bit fiddly to grasp, especially when parts of the rope caught on ledges, however it was really fun and I genuinely hope you build on this in the future cause you have a really cool concept.

So NicolasGatien already pointed out what I think was done perfectly in that the game starts out with you eating your tail to show you "this is what you want to be doing". Great way to demonstrate to someone the goal given usually in Snake you DON'T want to hit your body. I also like the added challenge that if you don't hit the tip of your tail the score seems to be counted based on the segments after you hit your body.

I think maybe the rate of obstacles was a bit fast sometimes, it could be easy to have a fruit just spawn in the middle of obstacles and there was not much you could do about it. Not sure how you'd tweak this though I think it's just a given based on the challenge needed in a game of Snake where you want to hit yourself. Also dunno if it's intentional that you can clear obstacles before they spawn by running over the warning with the snake?


Nice work overall.