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ShrimpCryptid

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A member registered Jul 09, 2017 · View creator page →

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I had a hard time understanding this game, which makes me think it might have benefitted from a tutorial? I thought I understood it after my first playthrough and rereading the instructions on the game page, but in my second run the towers never got fully disconnected and I could never accurately report them. Is the intent that I need to lie to falsify my numbers? :O

I enjoyed the frantic absurdity of this one! The red/blue color aesthetic was fun, as was the room becoming larger and more cluttered.

Love how strong your sense of aesthetics was for this jam entry! The design of the enemies especially was suuuper cool.

I found the flashing/strobing during the ring selection screen to be a bit much, and would have loved a setting to disable that if you get around to updating the game post-jam!

My winning strategy was to spam tons of cage spells, minions, and boomerangs so I could hit lots of enemies at once. I wish I’d known about the boost rings earlier so I could plan around them (though as soon as I started losing fingers I was in a pretty fast death spiral LOL).

They smelled it 💔😔

I liked the horror aesthetics and tongue-in-cheek humor! I do wish that there was a more defined end state to the game besides letting the timers run out. The explosion noise that happens each time the pipes burst spooked me >m<

Tried this one out, though the 640 MB file size kind of scared me! I found the controls really fiddly, and it made it feel like I was fighting them the entire time. Decreasing the sensitivity might help! I also would have loved to see more shots into the future so I could plan better around my shots.

I also think there were some opportunities for the game to give user feedback. I didn’t realize that mismatching colors decreased my health until I accidentally ended the game early.

I did think the fireworks aesthetic was pretty, and the balance between defending and trying to match up colors was interesting! I ended up with a final score of 350 points.

Ooh, I liked the style on this one a lot! I couldn’t get the game to work with my controller so I had to use the keyboard controls, and I managed to get to the first boss after a couple of attempts. I liked the unique patterns for each of the enemies and that they were clearly color-coded.

I would have loved to see a few more game juice details (a little bit of screenshake on the enemies when you hit them) and maybe a greater emphasis on when the power/damage upgrades happen!

I am definitely NOT good at twin-stick shooters but the game felt really polished and clean in a way I enjoyed.

I for one support horses’ wrongs

Ooh, that’s a good suggestion! We got really focused on the parry system for speeding up the gameplay since it’s opt-in, but maybe we could make the combo increase with every few attacks. Thank you for playing!

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Staying up for 27ish hours was worth it 😌😌😌😌

I strike love/fear into the hearts of my enemies/Richard

Remembered this game recently and came back to play it! I got really lucky and mostly got non-breakable items, so I managed to make it all the way to day 40 where the game promptly crashed.

I won at housewife :)

I was keeping my eye out for your jam entry in the final ratings because it was such a polished little gem. Congrats on top 20 for Enjoyment!! ✨

My high score is 35 but our other programmer has hit the absolute max of 37… 👀 Thank you, and thanks for playing!

Had fun with this one! I think I had a hard time understanding what “too much” luggage meant– maybe some sort of meter or numeric threshold would be helpful? I like that you focused on three simple roguelite levers to balance between (the belt speed, the number of robots, and the robot speed), it made for interesting tradeoffs between the cards. Lovely work.

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I had a lot of trouble understanding how to play… an instructional image on the main page would have helpful, I think, to explain what all of the different buildings do. I eventually figured out that you had to bring all of your bunnies into the green-roofed building to protect them between waves.

I think the core concept has promise, but it’s really unclear how to play, and even a little bit of guidance could really help the new player experience. I did like the sea bunnies and the experience of amassing more of them though!

Oh, thank you for the thoughtful feedback! I deliberately made the wall of obstacles so players would get familiar with what happens when they run into an obstacle (sound cue + losing a horse), but I can see how it’s frustrating as a player. I’ll have to think about how to handle that, maybe just a rewording of the text would be enough.

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Heart broke for my little meeblets working so hard and then I right clicked and my browser also broke lol. From what I got to see, the meeblets were indeed very cute! Wish I could have had more meeblets amassed into my army 😔

The error I got was:

An embedded page at html-classic.itch.zone says
"An error occurred running the Unity content on this page. See your browser JavaScript console for more info.
The error was: 
RuntimeError: null function or function signature mismatch at https://html-classic.itch.zone/html/14550593/Build/

Clever idea pulled off with lots of nice game juice! Panicked so bad when the first missiles started firing, very nice work selling the effect through audio cues.

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I had a hard time understanding what to do at the start of the game, I think because the green square wasn’t immediately obvious as a source to me. I picked up more of the mechanics after a few more playthroughs but never got past the first enemy (all powerful plumber rat) ;(

A little more tutorial text would have been helpful, I think, or a tutorial screen. I found the core concept creative though, and would definitely have potential for some interesting gameplay with more refinement.

Thanks for fixing that! Had a great time playing the game, left a comment on the ratings page! Tamagotchi angel my beloved 🥺💖

Wow, REALLY stellar game aesthetic! The silly little plot got me instantly hooked and I was so invested in meeting the cool dog. You set a vibe perfectly! I love the little polish details like the main character’s face changing color as the track plays and the options to change colors, and I adored the little angel tamagotchi character.

As feedback, I sometimes solved puzzles without really realizing I’d arrived at the right solution. I would have loved it if the UI paused for a second to play through the correct loop so I could see that I got the right solution! Other than that, it’s an incredibly polished game for 96 hours. Wonderful work!

I got up to round 10 by stacking tons of tiger paws and blindfiring my cue ball without any strategy lol

I would have loved to see more mechanics that built on each other for crazy combos, which I think you were getting at with the watermelon and triple-ball upgrades. Maybe spawning more cue balls or causing your cue ball to ricochet more could help, since those are triggered by contact with the cue ball?

Overall lovely artwork and vibe, I love that the shop is a shrimp in a vending machine 😌

My beloved husband Richard requires one shrimp platter, one steak, three chicken thighs, three wheels of cheese, a whole pie, two juice boxes, milk, two loaves of bread, and a bottle of wine daily, all of which I prepare lovingly for him with thankless dedication 😌 Also, a bottle of ketchup to wash it all down 💞

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I liked the little directional indicator to tell you what direction you’re moving in, and the use of greyscale to communicate when time was paused.

I had trouble navigating the levels until I started just holding down Shift + a directional key and spamming K, like the commenter below noted. I also noticed the bug where, if you pause after touching the water, the level resets even if you’ve managed to rewind back to a point in time before doing so.

Nice work putting together the series of levels!

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Enjoyed this one a lot! The game felt really well balanced, lots of nice screen shake effects and game juice! I didn’t realize you could slide until after beating the game on easy mode so a tutorial would have been great (though with 96 hours that’s totally understandable). Spritework was cute and easy to read even as the game got hectic. Lovely work!

(Oh, and editing just to add! An interesting idea I had would be if certain enemies caused your cycle timer to change faster/slower if you stay within a certain distance from them– could be interesting to give players a risk-reward if they stand near it.)

I’d love to play and rate this for the jam, but the current build doesn’t indicate which platforms it supports. Unfortunately, that means I can’t install it via the Itch.io launcher, and I’d prefer to since it comes with a security sandbox feature.

Would you consider updating that info? Thank you!

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I was Live Laugh Loving my way to the grocery store until I broke the only remaining bottle of ketchup and starting throwing piles of meats and produce into my cart in a blind housewife rage 🔥🔥🔥

Absolutely delightful entry! This DRIPS with style and I really like how the challenge of the game was simple but compounding.

It makes me so so happy to hear our game’s mechanics felt smooth! Programming the lasso mechanic was tying my brain up in knots LOL so I’m really glad it paid off. Thank you so much for the kind words!

I found the sheep sprites incredibly cute and charming! I would consider tuning the audio volume to make the SFX a little quieter/calmer to match the vibes.

I liked this, the idea felt very reminiscent of a Zachtronics game where there’s a straightfoward solution but you can work harder to optimize for score. The click add/remove lops felt intuitive as an interaction, and you got a nice challenge out of some simple rules!

My final score was 160 though I think I could maybe crank it higher…

I liked the exploration of the layout on level 4 a lot, it was creative. Just an FYI, on level 6 I noticed that one of the blocks (in the middle of the screen, towards the bottom) didn’t have collision and I looped endlessly until I reset the level. Thank you for adding the level reset!

The timing was tight but satisfying to pull off! A little bit of tutorial would have been great to help explain what I was doing, since it wasn’t obvious what the triggers were when I walked into them.

Fun premise! I liked the level intro camera cinematics clearly explained what changed about each level. I got caught and was banished back to the start of the game though, really wish that the level reset sent you back to the start of the current stage! 😭

No worries! Something I learned when testing our game is that, like, if you find something in your game mildly challenging, 25-50% of players are going to find it impossibly difficult (and in this case that player is me 😭)

My chicken army did its best…

I had a hard time getting my chickens to lay eggs or my eggs to hatch, especially because they sometimes moved when I tried to click on them. I also noticed a bug where clicking a chicken several times as suggested caused it to slide suddenly offscreen, and it would sometimes be targeted by an offscreen bomb where I couldn’t save it. Adding some bounds for the chickens would be helpful!

Very cute spritework, the scoring animation was also really charming! I struggled a bit with this one, especially with the layer switching. Thank you for including onscreen controls and an easy restart function!

Pro tip, you can save a few dollars on groceries if you start eating the pencils

I was interested in this one because of the Papers Please inspiration! I think you all did a good job having simple interactions (stamping + trash) while having the constant mode switch feel frenetic.

The soundtrack is a bop, and I like the minimalist visuals! I wish that you could restart at the level you died at instead of having to start over from the beginning, because having to stop and click buttons broke my flow. (I was also bad at this and couldn’t get past level 7 lol.)

Because some of the levels require you to react almost instantly, an interesting idea could be to have the incoming level appear inside the circle, so you can see what’s coming up next.

WOW, absolutely perfect execution of a game idea! Loved the enemy behaviors and sound design, and the lots of game juice details. Tons of charming little animations and movement, good difficulty progression, and fun gameplay loop.

My friends are all saying I cheated because I used a drawing tablet to draw my lassos but it’s because of MY WRISTS!!!!

The hand-drawn illustrations and animations are gorgeous, wow!! I successfully avoided the evil and hateful hedgehog 😌