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Spindrift

12
Posts
A member registered Dec 01, 2016

Recent community posts

I wasn't able to progress past the third room... no matter how long I waited or what I tried to do, the lights didn't seem to change at all and there wasn't a safe way to proceed. Restarting did not help. Unfortunately it was hard to get a feel for the game! A shame, what I did see was cute.

Easily one of the best I've played in the jam so far. Controls are solid, there's a good level of challenge, the difficulty curve is nice, the upgrades feel meaningful. The concept of a running roguelike where you have to maintain momentum while handling an inventory and dodging enemies is interesting. I feel like the graphics are the biggest shortcoming- it's a bit hard to make out small, finely detailed sprites like these with the game's relatively zoomed out perspective. The broad view of the game field does start to be useful at higher speeds, though.

My highest score so far is 402!

Interesting concept, though I feel like there's much more room to explore the possibilities opened by having a visual timer. I think it's worth developing further. Cute art, too!

Very clever concept, good narrative/gameplay cohesion. Juuuust difficult enough to be on the edge of frustrating. If you plan on refining it further after the jam, I suggest a more gradual difficulty curve, with shorter phrases at first that gradually get longer in later rounds. (If something like that is already implemented, I missed it!) Still, very interesting approach to what felt to me like a sorting puzzle. Well done!

Fun game, very solidly put together. The enemies feel a little overtuned- specifically the shielded minigun guy (very high turning speed and tanky health make him more annoying than difficult to deal with), and the rocket launchers (the rockets are so agile that it feels more like the answer is to hide from them entirely, whereas if they were a little slower and had a wider turning radius it would be more feasible to dance around them in the open while fighting other enemies). Still enjoyed it even if I had a hard time.

Easy and engaging concept, nice and tense gameplay loop. Will reiterate what another reviewer said in that the bots were a bit easy. I'm also not sure what the value of obscuring the timer/sound of a bot, who presumably runs on some other logic than interpreting audio/visual cues. Also also, even when I purchased protection from modifiers, I still got hit by clock obfuscation in the round immediately following the buying phase? Not sure if that's a bug or if I misunderstood its functionality.

Regardless, still enjoyed it quite a bit. I think the core concept of using random modifiers to confuse or misdirect someone in a relatively simple timing contest is a strong one. Good job!

Very interesting little puzzler! I found the narrative a little confusing, and some of the explanations were hard to follow, but the actual gameplay was fairly straightforward. I don't normally enjoy math puzzles very much, but I had a lot more fun than I thought I would. Clean presentation and smart audio choice went a long way towards making the experience enjoyable. Good job!

I thought this was kinda fun. The gameplay of jumping around, collecting a stack of numbers and trying to avoid the bullets on the way back to the central hole was satisfying and arcadey. I think the stage layout needs some work to improve the flow of it and make it easier/quicker to get to the upper level, and that was the biggest obstacle to really getting into the groove of it, but there's a fun kernel of a game here.

Very enjoyable! The overall exploration/unlock loop was very well-put-together. Small touches like the decaying bodies and the cemetery went a long way towards selling the somber mood. Some of the climbing/platforming mechanics were a little finicky and that was frustrating when working under such a tight timer (I kept getting stuck at the top of climbable vines, and was struggling with wall jumping in the climb leading up to the fire), but overall I liked this a lot.

I actually liked this a lot and wish it had gone a little further! The actual aiming and shooting gameplay was punchy and rewarding and felt really good. With a bit more variety in enemy/strategy and less of a need to conserve ammo it'd be a great time.

For those trying to launch this in VR in Windows and having trouble with the included shortcut pointing to a nonexistent file, here's how I fixed that:

1. Find GNOG.exe in its install location; right click, and 'Create shortcut'

2. Right click the newly created shortcut and open Properties

3. In the Shortcut properties window, in the Target field, add "--launchvr" without the quotes to the end.

4. Click OK. Use this modified shortcut to open the app, and haaaave fuuuuun

look at these adorable lil music blops. look at their lil faces when they sing. what good blops they are!