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SmiteThyEnemy

271
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A member registered Mar 16, 2017 · View creator page →

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Great visuals, love how the wizard changes color depending on which spell you use

The abilities are well thought out and most levels seemingly have alternative routes that you can take to save time, which I really enjoy. The wizards a bit floaty but I think it adds to the platforming. I wish there was a way to use the abilities without it chunking your life, maybe a colored crystal you can collect to use an ability for free. I love the movement in this game I wish I could do it more often without it chunking my life

If there was a whimsical category this game would score 5/5

While I am thinking of ways to encourage going towards the middle a little bit more, I do not entirely hate how the game is now, as everyone I show the game to route completely differently. I might try a few things to encourage it a lot more which may just be as simple as putting bodies in a 2x2 grid in the very middle, but I would have to test that out to see if it works

Thank you for playing!

Thank you for playing!

This is a very complex game, the story is really funny and the gameplay is really well thought out! Even the final boss card fit the game perfectly with its absurdity, although it was too easy to neutralize with a single card. The only thing I can suggest is effect cards, like maybe the alarm clock could hasten all your cards and an hourglass could slow down the card in front of it. This was already done with the inventory items but having cards have unique effects like that too could add the game a lot more depth and make deck building really interesting

The tutorial also made me really jealous, great job!

The placement of the bodies are not actually random, they will always be on the orange rooms at the edges on the minimap! I wish I had time to tutorialize it better, I did not have time to make the tutorial I envisioned for it which I will be sure to get to once the jam ends

Thank you for playing!

I know some rooms are more dense with mechanics and conversely more difficult than the others and that was intentional! However I am thinking about revisiting all the rooms to make the overall difficulty differences a bit smoother (maybe add a hard more along the way with harder rooms?)

Thank you for playing!

The aesthetic of the game is top notch, really like how all the cards have unique personalities too. It is super unique, both in art direction and game setting

Well done!

I really like how much you managed to cram into just three controls, the levels are really well designed and the mechanics aren't difficult to understand. Love the spongebob aesthetic too. You can spam space to cheese a lot of the levels though, maybe if it took 0.5 seconds off your time instantly as well as the drain it would help combat that issue

Loved this game it is really cute!

The game's idea is very novel and I think it is executed pretty well!, The game gets really trivial really quickly though, only 2 types of birds makes calculations really easy to do at the top of your head. If there could be more bird types that all gave different amounts of feathers that get shuffled not only in the type but also in the quantity, the game would be much more difficult in a good way. 

I wish there was an end level button too but I get to look at the ducks for longer so I ain't complaining

I had a similar idea to this before going with something else, glad to see something very similar to what I envisioned! The game gets very hectic REAL quick - especially simon says and the car minigames at once - but I think that really adds to the experience. I wish some minigames had a few more variations, like the car minigame with a different race track, but I have no idea how catastrophically that would affect the rest of the games going off at the same time

Loved it!

The concept is very original, I like how you manage multiple things at once. Though the things to kill time felt very interchangable to me, there was not one that I particularly cared about having as long as I got to hold a button down. The boss's mechanics too I really did not understand even after reading the game's page as I could just hold any button down and I would not be penalized much for it even if I got seen. I think if the UI was a tad bit bigger and more readable it would make for a more visually clear experience and make these mechanics more easy to understand

Love the cheat console though, but I wish it was shown after you beat the game once. When I first started playing it confused me quite a lot. Still, very funny idea and the music is a jam

Thanks for playing!

Gobo, gobo

I love how everything is meticulously timed to make platforming as smooth as possible, this game controls brilliantly despite what I thought it would control like. The only thing I wish was for the pogo's leg  to be a tad bit wider, turning around was awkward in a few situations and I found myself hanging by the edge of the box instead of the pogo leg

The music is also really nice for the game, very enjoyable!

I don't usually like using tilesets but when I do I like putting my own spin to them, feels a bit personalized that way. Even a single color palette change can do a lot for a game's personality. I am glad you enjoyed it!

This game's art and color scheme is very unique, and the concept of the game fits it perfectly too!

There are a few crashes, namely on level one if you die to the spikes the game spits out an error and if you fall on level 5 you just fall forever without respawning (don't know if other levels have it too). With that being said though, this game looks really polished! The animations of Lola are gorgeous though I do wish the other obstacles were animated too (but I understand how that would be hell on earth to do in 4 days)

Besides that though the game has plenty of content for 4 days! Very good game its extremely pretty

The more rooms you visit on a life, the more seconds you earn for the next body which grows the more rooms you visit (the cap is +15 seconds per room). You could try exploring a little more to give your new lives more time to find others.

I hope it was fun regardless!

Yeah the web build is extremely laggy due all objects being loaded at once, I am planning on only making rooms loaded once you can actually see them, it should help the games performance a lot. It used to be worse with the sound effects which lead me to sadly remove them on the web build. The executable performs perfectly though if you want the more polished experience

Thank you for playing!

Thank you for playing!

I KNEW I RECOGNIZED YOU

Concrete kaiju was really good too! Your games are really well presented as always!

This game is really fun! Great artwork and the implementation of the mechanics were very well made. The player controller is also amazing and I love how you change to a different mouse after each life, its such a cute detail.

The power mechanic though was a bit difficult to understand  - I was only able to figure it out once I read the comment about it here - but once I figured that out it was smooth sailing. I too wish there was a way to better manage cables though

Great game! I can totally see this game get top 100 due how polished it really is

The jump was designed to be an obstacle to overcome within itself, I am glad you enjoyed moving your little guy around! Thanks for playing!

The music fits, the sound effects are very well picked and the art fits the game really well! The theme of the jam is a bit loose, maybe the bugs themselves could spread to adjacent cells after an independent countdown rather than them appearing all over the place after a single one? Or maybe the tank could mutate after a few pills, shuffling some rules around? For what it's worth it was enjoyable though, a jam game having achievements too is really cool to me

I am pretty bad at it though, half the time I was fighting my own placed pills rather than the bugs. I guess that means I shouldn't be hired at a medical institution

The viewport is too small in relation to the window size but besides that this game looks very polished! The idea of using bullets to platform is very creative, wish there were a few more levels to expand upon the idea (maybe more weapons that fire in different speeds and have different ammo counts?)

That is one SMOOTH jump sound too I'm going to need to take that from you

The artwork is extremely pretty and the idea is really original

I found the pods pulsing when you hold the correct item extremely helpful. The difficulty curve was also very well done, especially that last part where Kori just chows down on whichever object she finds. No complaints here, very well made game!

That was one long kiss though I'll tell you that

The sound is a little loud, but the game is really fun! The character controller is smooth, rooms getting harder if you don't beat them in time is a cool twist since the rooms do not get impossibly difficult (besides level 3), and the art style is very charming! The only thing I wish was maybe another pick up that gave you a bit of time - maybe 5 seconds - when you collected it, I found myself dying after finishing a level more than I would like to admit.

Cute game! Also PICO-8

From making you do multiple things to the countdown decreasing in a different decrement, the twists this game introduces to the countdown mechanic are really fun! 

The only complaint I have, albeit a small one, is the music. The music is a tad bit distracting though as it is a little too loud and doesn't sync up with the countdown, I found it easier to play without the music as a result. If the music maybe decreased in volume or changed to be not as obstructive as you are counting down the number in your head (maybe it changes volume once the number disappears?) it would be easier to keep track with the music turned on

That's only a small nitpick though. The assets are great and the game is pretty polished looking!

I really like this game's mechanic and the setting, it is really original

Having to juggle the bomb that counts up every time it explodes was really fun, but after a while it become really hard to keep the streak going. Moving the bomb is also a bit difficult as to make it count down you have to aim it, if there was a way to count the bomb down while not having it move that much it would be much appreciated. Dying instantly also felt brutal as you are always one hit away from losing all your progress, maybe if you touched the fishes it took one sushi off your progress instead?

Despite that though, the game is fun! The setting is very comical and the sound effects add to the experience, really creative idea!

This game looks like an indie release, I really like it!

I got a bit confused getting the stuff on the to-do list done, as I thought it had an order, and the list being written in reverse didn't help much with that, but you can just do everything in a random order.  The idea is very novel, and I like how you make the player figure out everything by themselves rather than showing how things are done. Though the guard stunning you is a bit irritating when you are trying to learn how to do anything initially

If I could call this game anything, it would BE "cool". Right? Right?

You get more time the more rooms you visit in the previous life, it slowly increases for each room up to +15s per room visited. I am planning on revisiting the onboarding process to make this mechanic more clear (but maybe with this knowledge now you can go further?) 

Thank you for playing!

Sorry for the reawakening of past trauma! I hope it was a good time despite that!

The game gets a little repetitive after a while. I think if there were different sliders, like maybe one that is curved around the dog stand and is longer, one with a really big trigger zone that you have to mash to get score, it would add a lot of variety to the game. These could maybe change between each other after you are done with a board of hotdogs?

I like how it has a rythm to it though! It is enjoyable timing your presses to the bar. Visually it is very clean and I really like how the gap in the middle of the line you time to makes it easier to look at as it is bouncing back and forth. The art is also really cute, very fun!

Thank you for the kind words!

The color scheme just popped into my head the second I had this idea, I am glad I managed to pull it off

Glad you had a good time!

This game was crushing, very beautifully made and written. I wish it was just a tiny bit longer and a few more things to do (n-no I am not sad that I can't spend more time with the game)

For critique, the models were a tad bit hard to differentiate between one another and I wish the UI was a bit more prominent when you can interact with stuff, for me it was mostly spamming the interact button for me until something popped up. Some models also did not feel cohesive to the other objects (mainly the player character) but the writing more than made up for it. The UI was also very well designed

Despite that though, you know your way with words, the game was very beautiful

I like to think that you saw the theme and instantly your brain fired off:"Ah yes,", dusting off your 500 page brick of a math encyclopedia, knowing the SPECIFIC page this math formula was on FROM MEMORY, you say to yourself as you flip the pages "Eureka!"

I like how this game is structured, not many levels but you can pick whichever number you want to tackle said levels. My only gripe is that you don't seem to be able to see what number your ball is going to fire off at (if there was a way to see it, maybe like a queue of numbers at the very top) it would make the game much easier to play. Or just have a "Calculate Speed" button which opens an in built calculator. Then you cackle like a cartoon villain and pet the evil cat that you totally have in front of your evil fireplace

Thought the last level being a reference to the golden ratio very cute, wish it had actual curves like it though but it does get the message across, well done! Very creative

I am glad you enjoyed it!

Thank you!

This is a really cool spin on snake that fits the jam theme perfectly! I really like the idea of this

My head does not look like a giant thumb and Clyde is a big meanie for taking it like the fingers :(

I love how Clyde moves around the room, despite the design being just a clown the poses and him moving around the room really gives him character

It was really tense for the first few rounds until I started to lose fingers no matter what I did, while I was fine with the scripted losses I think if there was some timer rather than the game ending on it's own for a while, it would up the stakes by a lot. You could lose fingers on minigames you could totally win that way but I think that would add to the experience, everyone would end at a different point and maybe you would get some unique dialogue depending on when the game ended too?

Very charming!

Thanks for playing!