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spooncats

33
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A member registered Jun 16, 2020 · View creator page →

Creator of

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That combo timer resetting on draw was intended, but probably overly generous in terms of how easy it is to keep the combo timer going. In general I think I leaned too much into making the game not too difficult, since there was so much going on, leading to a pretty simple strategy. Thanks for the feedback!

Super polished and impressive, the visuals, music, and game feel are totally on point! If you plan to continue development it would be interesting to see the resource management aspect play a larger role, it felt too easy to become super overpowered and fill up all your blood from even as low as 10.

Super cozy and relaxing, and a great use of the theme! left me wanting more levels tbh :)

great level design!

Great artwork and music! The game is a little tough to play in full screen because of how far the UI gets from the center of the screen, I think having the boost UI above the boat so you can focus on obstacles would have been a little easier to keep track of.

Really great way to make the puzzle solving feel tense! I managed to make it to wave 5

Really innovative and unique, I could totally see myself getting addicted to this

Adorable animations and love the physics-based controls :)

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I think this is my favorite jam entry so far, the spritework is gorgeous and the bonus levels were so good! I feel like it's rare for both the puzzles *and* the platforming to be fun and challenging in a jam game, but this totally nailed it. incredible job.

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surprisingly addicting and fun, managed to get at least a B rank on all the levels! I would've liked a way to 'disable' the cursor so you don't ruin the pose when trying to move your mouse away, but it also ended up adding to the challenge. I assume the photos at the end were supposed to show the final pose, but that wasn't working for me (web build on chrome)

Fun idea! pretty rare to see a 3D fighter in a jam, and with 10 whole characters, super impressive

I love the chaotic vibes, and the platforming felt great! 

controls very smoothly once you get the hang of it, great job!

really funny interpretation of the theme! I think not knowing how far I was going to jump made this a lot harder than you might have intended. 

The addition of an undo button was very appreciated :) super fun, great execution!

really clever level design in this, it was a cool feeling to do something with less "lives" in subsequent runs because I found a new path or mechanic

simple but really fun. definitely planning to play this offline with other people!

Very funny and creative :) I really like the addition of achievements for replayability, impressive for a jam game!

Very fun little roguelite/incremental-ish game! I like that the enemy patterns are super harsh, but don't feel unfair or overly punishing because of the low-stakes runs. I think some nice QoL would be an auto-firing toggle since there's no reason to not shoot, and maybe some kind of "run summary" that shows how many enemies were killed each attempt. Great job!

Yeah likewise! 'real time card game' turned out to be a really fun interpretation of the jam theme to work on imo

Really impressive amount of depth for a jam game! Definitely want to come back later to try out different team compositions

Super unique battle system and take on the theme! I do think it might be better if we could choose which balls to use each turn, since I got stuck a few times on a round where the score wasn't possible to make

Love the art, very cozy! 

Thanks! It definitely needed a bit more playtesting for sure, I reworked some of the numbers at the last minute and ended up with some really broken strategies.

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Super fun right from the first second and really creative!

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Cool idea and pretty fun once you get in the rhythm of it! The rules made sense and I like the choice to have the suits all be different colors. I think keeping the "guide" on screen all the time instead of having to toggle it would be helpful. I wasn't totally sure what the point of adding "regular" cards to my deck would be, as opposed to the powerful ones.

Very creative idea :) would be cool to see what other kinds of upgrades you could come up with if you had more time, a lot of them were already pretty interesting!

Genuinely the perfect jam game. Unexpectedly creative mechanics, great art, hilarious writing, and just challenging enough to be a fun 15 minutes. Amazing job, I really loved it :)

thank you!

Does the game content need to be designed for and encompass the full space at the 4:3 aspect ratio? Or would it be allowed to create a 16:9 aspect ratio game, 800x450 pixels for example, and have black bars fill the remaining space, as long as the game is presented in an 800x600 window?

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The engine provides the underlying system for the input management, deterministic physics, hitbox/hurtbox interactions and the character state machine, so I was responsible for designing/programming the different attacks, the character's movement values, enemy AI and attacks, etc. as well as the art. The audio in the game is also from the engine, unfortunately ran out of time to produce my own sound effects/audio. The controls definitely are a pain point that I'd like to fix up after the jam, as well as making actual controller support work properly

Thanks for the feedback! I definitely had more mechanics in mind in the original scope, the goal was to include synergies and status effects, as well as other roguelike/deckbuilding elements. Ended up having to scrap most of my design wishlist because of how long the artwork took me, but I'm definitely planning on adding more stuff after the jam is over!

Great prototype, big fan of the roguelike deckbuilding elements and the idea of sharing energy between movements/attack/defense.
It might be nice to give some benefit to passing a turn or ending with excess energy, because a lot of the time I ended up with no reason to actually do anything on a turn (ie moving would put me out of range or open me up to attack and I had no defense cards) and repeatedly passing turns waiting for attack cards is a little boring. I could be wrong though, maybe once encounters become more varied/fleshed out with more enemies and obstacles this wouldn't be a problem.