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ShadowLT

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A member registered May 17, 2021 · View creator page →

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This was an amazing experience. I really liked the story, it was a bit melancholic but very beautiful ;-;

Everything about this game is top quality, this is definitely one of my favourite games in this jam. Congrats!

Best anti-gambling PSA ever! Very dark and depressing, love it. I liked that all the endings have more or less the same outcome, as if your first choice (which wasn’t really a choice that you as the player had control over) was your most important and life-deciding one (Though I would have liked a redemption ending, or maybe an Easter egg ending where you click at the first button 1000s of times to actually decline the gambling option).

One thing I would suggest is adding a button to make the text scroll faster for replays.

Thanks for the feedback! :) I’m planning to update this with more levels for the post-jam version later this month (and possibly develop this into a full game later), so your feedback is very appreciated.

I had originally planned to include the dialogue in an opening cutscene, but that got cut pretty early in the development process since it would require me to have an entire dialogue system which I’ve never done before. That would have explained things a bit better, but I think I’ll do an extra level before L-3 (or just change things around in L-3 and L-4 so that they better explain (i) that the hourglass flips and lets you have extra moves and (ii) that the moves are not ‘refreshed’ and are literally the sand/moves you’ve used so far.)

I had thought about adding a grid outline, but I was going for that Baba Is You-esque aesthetic and so ultimately decided to just have a solid colour background :D I might experiment with changing it later.

Thanks for playing!! :)

This game is peak fun! The parkour mechanics are great. I also liked the dystopian meta-narrative and it’s awesome that the game even has VO lines that you recorded.

While playing, I did encounter some bugs like spawn displacement in some levels and cubes not resetting to their original positions after failing a level. Otherwise, I really liked how there’s lots of shortcuts you can take and many ‘hidden’ parkour techniques (my personal favourite is probably using CTRL to build up speed, and combining that with regular/wall jumps).

I like to think that the cubes being a bit slower and slightly annoying to properly place are a sort of tie-in to Sisyphus with the ‘forced happiness game show’ theme, but I don’t want to start going on some philosophical tangent :D

anyways, once again, great game!

Congrats on making your first game! There’s some genuinely impressive stuff here. I really liked that you could escape in multiple ways, and the music is very good too.

I wish you the best of luck in your gamedev journey; can’t wait to see your next game!

It was quite fun, and the perks/debuffs stayed interesting and varied throughout my playthrough.

One thing I would suggest is showing what changed after this round’s debuff while choosing the powerup for this round since I had multiple situations where the powerup UI was covering the entire board, then I made a wrong choice and had to reset the game (since I couldn’t undo the powerup choice) as there was literally no valid digit configuration I could change the board into :D As it’s often said, bad choices should feel like they are entirely the player’s fault.

also, like those ‘gotcha’ match puzzles, I think it would be a fun idea to allow having two digit one’s in a single 7-segment (for example, this could be read as 11:

 x
| |
 x
| |
 x

where x represents the empty space in a 7-segment.)

Had lots of fun figuring this out! Took me multiple tries, but I got there mostly on my own (I did use a few hints at the beginning).

I think that the terminal could do with some improvements. It was quite unusual that I could see the files of a_giles while logged in as b_tables; going back to the root directory after switching the user would feel more natural. Also, if there are files that start in uppercase letters in a directory, pressing TAB should auto-complete the command even if the entered letters are lowercase. I feel like players who are already familiar with the console would also benefit from additional accepted syntax like some command flags (like ls -al) and possibly the ~ symbol for root. One particularly odd thing was that whenever I would load up a previous command by pressing the up arrow, the new command would go after the pre-loaded command in the history and not at the very end.

(Then again, this could vary a lot depending on the terminal used, so I’m just suggesting these things based on my own personal experience with the command line :D)

One more small suggestion: In these types of games, you usually need pen&paper to write things down. It would probably be helpful to others if this was included in the description (wasn’t an issue for me as I always have these ready on my desk).

Overall though, I really enjoyed this since I like both puzzle hunts and command line stuff :-) and it’s quite creative, I haven’t seen anything like this so far in this jam!

I really liked the puzzle design in this game! In the first level, I initially thought that I was controlling the top-left character (which was actually the enemy!) and also didn’t fully understand the CutDown mechanic until accidentally doing it in level 2 (I walked onto the same square as the enemy was standing on in order to complete level 1), but I really liked how the mechanics were learned intuitively as I progressed through the game (especially in the purple level where you have the enemies shoot each other).

There’s a small bug where the enemies don’t respawn after undoing the move if they shot each other the previous move.

Overall though, the mechanics are very creative, and I would definitely like to see more of this :)

I really enjoyed this! The overall aesthetic reminds me a lot of the Paper Mario games (maybe also because you switch perspectives between Mario and Peach in the original game).

For some reason, it also reminds me of the 3D Rayman games and even Runescape with the music and level design. Oh, and obviously Zelda Spirit Tracks too :)

This game just perfectly captures some sort of nostalgic feeling from the 2000s-2010s gaming era that I can’t exactly put into words :D

The game is overall very polished, too. Definitely one of my favourite entries this jam!

Had lots of fun playing so far, I will definitely try to get all achievements later :D (got the first 5 so far). Lots of well-designed (and funny) upgrades.

The game is very polished and Göby is very cool :)

Thanks for playing!! ^_^

Regarding the feedback:

(1) Agree; levels 8-9 were a bit rushed due to being designed basically last-minute (even though the tile mechanics themselves had already been coded into the game on Day 2). I will definitely make some changes to these levels (and maybe even remake them from the ground up) for the post-jam version :)

(2) I added some safeguards so that the sand in each of the hourglass bulbs does not exceed 99. I tried also restricting the total sand (the sum in both bulbs) to also not exceed 99, but that wasn’t very intuitive with multiplication tiles while testing, so I rejected the idea. Looking back, I think it would make sense to re-implement a maximum capacity for total sand (but have it be first displayed in the level where you initially change the amount of total sand in the hourglass, so as not to confuse the player in the earlier levels).

(3) That’s actually a bug :D I really panicked when I discovered it while developing level 9, but couldn’t find what was causing the tiles to behave this way (The code looked fine and there were ~2 hours left until the deadline - I could’ve probably squeezed in a few more levels had I fixed the bug). There was originally a ‘multiply’ tile in the middle of the water and the intended solution involved sliding on the ice in the flipside mode (dark world). The level is still possible by using the ‘add’ tiles to rack up steps at the beginning, but it’s not the type of solution I was going for :)

Yeah, making the level up happen faster should do the trick I think. Also, one more idea I just had: it would be cool to add some randomness to the rotation (have it be random between 90, 180 and 270 degrees) while displaying the next rotation direction :)

I love the idea of having a community/collaborative style game in the jam. I put 10k clicks in, which was enough to land me in the top 100 so I’m happy with that. I don’t know if I’ll do any more though (at least on PC, I might try it on mobile), I don’t really want to break my keyboard :D

It’s a pretty cool concept; it reminds me of that one Fall Guys minigame. The music is very nice. The movement could do with some improvements, and I would also suggest to still display at least the outlines of the balls while they’re blinking so that you don’t lose track of where you are. Still, I would definitely play this again if it got updated, especially if multiplayer got added :)

Very creative take on the theme! Definitely one of my favourite games this jam :3 This is the highest score I managed to get: image.png but I like my second-highest score picture a bit more (mainly because of Orion looking at the camera at the bottom of the frame :D) image.png

I really liked the concept of the game, and it was quite fun constantly having to make strategic decisions while playing the hard difficulty. I would suggest adding L-trominoes and making everything happen faster (both the tile dropping and the arena rotation speed) as you level up (kind of like Tetris) to make it slightly more challenging since I found myself being able to get into a sort of rhythm while dropping blocks even in the hard difficulty.

Incredibly fun; at first I struggled a lot with the easy difficulty but managed to clear the medium and hard difficulties on my first try :D

The artwork is super cute, and the UI is very polished (There was even a confirmation progress bar when I hit Escape to exit the game!)

Some of the cards could do with a bit more balancing (especially the Timing card; I think it’s a bit OP at the moment, especially if you combine it with cards that add time to the opponent’s countdown clock).

Overall though, I really liked the game and the wide variety of cards you managed to design in only 4 days!

It’s a cool concept, I enjoyed the fast-paced chaotic movement!

One small suggestion I have is giving the bus a negative speed while driving backwards so the timer doesn’t always tick down in that state (if you’re still driving fast enough).

It’s a ridiculously fun and creative platformer, reminds me a lot of Rayman! The artwork is super cute, too. You did an incredible job! image.png Regarding the music: it’s great, but I would recommend adding some variation as it can get repetitive to listen to the same loop over and over (especially if you’re stuck on a harder level).

It was very fun, my final score was 750-ish (can’t remember exactly). Had to switch to Chrome so I could play the game and struggled with the controls a bit since the numpad buttons didn’t affect the lights, but managed to get there in the end. I love that you had live-recorded music and voiceovers, the audio quality was top notch!

Glad you enjoyed the game! :D

Thanks for the feedback! I tried to make the first 4-5 levels act as a tutorial for the main mechanics (movement and the hourglass tile), but yeah I definitely agree that the other mechanics could have had a bit more of an introduction before dropping you straight into the puzzles. I just didn’t have enough time to add more levels at the end of the jam and wanted to showcase the mechanics I had already implemented in the rest of the levels :) I hope that having to figure out how the rest of the mechanics work didn’t detract from your overall experience too much.

The game is very immersive; I loved how the sound design was used to show progression in the story. It was very fun to play! I got the good ending (the one where you get a picture of poppies at the end) on my first try, even though I’m not very familiar with the IRL context this game is based on. But yeah, the writing is very good and the game being a text adventure just adds to the charm :)

This. Is. Amazing!!! I adore the art and overall premise of the game, it’s just so original and creative and makes me want to start doing gardening. There’s nothing else quite like it in this game jam, and definitely one of my favourite entries so far.

One tiny nitpick: the last number among the Lucas numbers that are at most 100 is written to be 78 in the Lily of the Nile’s flower description, even though it’s actually 76 (Mechanically, it works fine though; you can select the flower and plant it on move 76). Also, 1 and 8 are missing from the powers of two in the Oriental Poppy flower description, but I noticed this just now so I can’t remember if the powers of two functioned properly during my playthough (I think they did). As someone who likes mathematics a lot, I feel like I had to point this out ;)

Here’s a picture of my finished garden: image.png

I managed to get the best venue on my third playthrough! I really liked how making good strategic choices affects the performance at the end. The overall story and music are also super cool!

I really enjoyed the story of this game! The audio was very atmospheric and gave me Blue Prince vibes, you should be very proud of making the entire soundtrack in 4 days!! The artstyle also fits the overall theme well, so good job on making everything so polished and cohesive.

One small thing I would suggest is adding a fast forward button so you don’t have to wait once you know what you’re supposed to do. Other than that, I don’t really see any faults with the game. This is a very solid entry, congrats!

I managed to bake all the yummy fruit tarts! It’s a super cute and very well-polished game, and I had lots of fun playing.

I don’t know if this happens only on my laptop, but the sound completely disappeared at random points while playing so I had to reload the game page (Thankfully, the game remembered which levels I had already completed, so that wasn’t much of an issue).

Once again, very impressive stuff for a 4-day game jam! Good job!

Resetting the game via the enter menu also resets your banana counter… I was more thinking of something like a way to go back to the main menu without losing your bananas :)

i did manage to get through L-6 B-side, turns out you can do a wall jump off the spiky pillar and then everything works out fine!

The story is too wholesome, so I don’t want to comment on the gameplay too much ;;

(yes, it could be made more difficult by separating the layers out across the screen and letting them rotate freely, and maybe adding a lot of fake layers that don’t fit together with the 3 main ones to throw you off guard, but the game is more about the story than the puzzles, so it’s still great for what it is.)

You did great, congrats on making a game for the jam!

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Very cool game! One small thing that could be improved: I think the game needs a bit more stakes (if you excuse the pun). Adding a timer to each level would spice things up a little (you would have to memorise the room layouts on your first runs so you could optimise your later runs, kind of like a roguelike).

Anyways, I always appreciate the more creative interpretations of game jam themes, and this is the first vampire-themed game I’ve played so far, so bonus points for that!

It’s fun, but very difficult… I couldn’t get past level 3 without using the Konami code. I think there should be a way to speed up the timer or go back to the main menu so that you don’t have to wait until two 20-second timers end to play the individual levels if you do choose to use the Konami code (or just mess up a level such that there’s not enough time left to realistically finish it).

Also, I’m not sure if L-6 B-side is possible; I always seem to hit the spikes at the beginning when jumping over the pillar.

I really liked the art though, and the platforming/movement mechanics feel very smooth and polished! Well done!

Thanks for the feedback!

Thanks for the feedback! I originally planned to have more levels to introduce the mechanics, but ran out of time before having to submit on Day 4. Initially, I actually wanted to include even more mechanics in the game, so I’m glad I cut them so I could have more time for level design. However, I’m now starting to think that still adding new mechanics on Day 3 of the jam is simply not a good idea and it’s best to have already moved on to the level design phase at that point.

Yeah I get a lot of comments about the UI, it doesn’t even look right on my own monitor (even though it did in the scene preview!) :D Again, some poor last-minute time management decisions there.

I’m glad that you still enjoyed the game overall!

I got the Survival ending on my first playthrough, and then the Noia ending on my second playthrough by picking as many clues as I could (with a score of -2447, lol).

image.png

Are there any more endings apart from those two? I would love to get them all!

Anyways, the game is very creative and fun to play. I enjoyed the psychological horror aspects with the [?] clues and all the tiny details sprinkled throughout the entire game.

Good job!

It was quite tough figuring out how everything works, but I managed to beat it in the end!

I was stuck trying to figure out what to do next for like 20 minutes until I randomly pushed a rock (which I thought was immovable like the trees) in the top-right screen and was like OHHH… so that’s what I have to do… and then the rest of the game went pretty smoothly from there. It also wasn’t immediately clear that the buttons undo the rocks (since nothing really changes if you press it for the first time before doing anything else), so I reset the game page after messing up the bottom-left screen even though I didn’t really have to…

If you make a postjam update, please consider tutorialising mechanics to the players a bit more, and maybe make the interactable objects like rocks stand out more. It would also be nice to have a way to undo your last move so that you don’t have to repeat the same sequence of moves if you slightly mess up.

Other than that, the game was very fun, and the artstyle is super cute. The mechanics are very cool and have a lot of potential if you decide to make a full release of the game. Congrats!

thanks for the feedback!

Thx so much for the feedback and kind words!!! Baba Is You was actually one of my main inspirations while making the game, so it’s very nice to know that this resonated with you as well! <3

glad you enjoyed the game!

Thanks so much for the kind words! It really means a lot to me :)

Regarding the level select screen (and UI in general), I blame Unity for not showing me what sort of UI I’ll actually see in the build while in Play mode (It was much bigger in the editor) :P. But yeah, there’s probably some setting I haven’t checked which made the entire UI smaller than it should have been.