The atmosphere is great and all but I love that you can use unix commands in the terminals
The E21
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Everything about this game is absolute insanity, in every possible meaning of the word, the most insane thing being that you made all this in 7 days. The combat phase is way faster and more hectic than I was expecting, to the point where it took me a few nights to figure out what was actually happening in all the madness. But yeah, very hectic, very enjoyable.
Simple but effective. This builds tension really well. The camera essentially acting as a timer makes it really stressful whenever you mess up in the platformer. Keeping the sleepwalker at bay is really simple but the constant choice of how you need to split your attention is engaging.
I beat the game on my second attempt after running out of flashes which was pretty intense. On my first attempt I ran out of flashes and I was on the first level with the dark background so I figured it wasn't the last level and checked out of the game before the jump scare I knew was coming.
But other than that one small moment this was really well done and I enjoyed this a lot,
This is such a cool concept but wow is the first night really difficult. Not because it's that hard once you've figured out the mechanics, but because I don't know how any of the mechanics work and the game throws them all at you on night 1.
I didn't realize there was more than one Teddy in the room at first so I spent a long time trying to grab the wrong one. The ducks make squeaking noises randomly when you move, the old Teddy drains your sanity meter while you hold it, it took me a few deaths to figure these mechanics out. I didn't realize that standing in the light replenishes your sanity until after I realized that squeaking ducks replenishes sanity, so I thought I needed a duck for the solution to night one.
I think the game would be a lot more enjoyable and less confusing if you introduced the different mechanics one at a time and in an easier setting than night one.
But other than that, the aesthetics were great, the atmosphere is really creepy and the mechanics are well polished. I enjoyed the game a lot more once I was able to get through the first night
Very simple but the vfx and sound effects feel so juicy and satisfying.
The only nitpick I have is I wish the tutorial was a bit more interactive. The game opens up with a lot of text to read for how simple the gameplay is when all you really need to know is tap to turn around and dodge the fire. (The mania mechanic is pretty clear from the visual design of what's happening) And those bits of text could be splashed on screen while the game is being played
But yeah that's a tiny nitpick. I really enjoyed this one
Gizmo, those transitions look really smooth!
I wanted to get a gif this time but kdenlive decided not to work today so I have a screenshot instead
I'm making a tower defense game where between rounds players choose how much money they want to spend on upgrades, invest into a savings account for later on, and how much they want to take into the next round for defense. I've implemented some of the basic mechanics to accommodate all of that and I'm hoping to get a vertical slice of the game done by the end of next weekend with a decent amount of visual and audio polish, assuming I don't get too busy with irl stuff this week.
Whenever the CoolMath Games employee that's been answering questions comes to clarify these parts of the rules, can we also get clarification on whether none US residents (who aren't eligible for the competition) give CoolMath Games the same rights by submitting a game? (I would assume not but would be nice to have some clarification)
I've started to work on the game today, I have a pretty strong idea of what I want the game to be but spent most of today figuring out the aesthetic style I had in mind and making sure it works. And I think despite the fact there's no gameplay or any user interaction so far it was time well spent.
I'm going for a style inspired by visuals associated with the synthwave aesthetic, which I'm hoping should be easy to manage despite my bad art skills. (I would post a screenshot but itch won't let me for whatever reason)
You got a license for that brain?
The presentation on this is funny and adorable, the cartoony delivery on those voice lines had me laughing. This is a really fun game too, I like how you can win by isolating the humans or the zombies depending on how you want to play. Only minor nitpick I have is I think the high score presented should be based on the number of humans saved rather than the number of rounds survived to give intensive to save extra humans over the quota, but that's just a personal preference. Also would be a fun game to have an online leader board.
This game has such nice presentation, I like the really manic vibe it has and there is an impressive amount of content for only 48 hours of work.
The controls just feel way too sensitive and fast to me to do some of the things the level design requires. The main issue is that the duck feels really heavy and falls through the air really fast, which makes doing the parts of the level design that require precision at speed, or wall jumps with no ground to catch yourself, very frustrating.
I do think the really sensitive controls add to the manic feel and personality of the duck, but if you wanted to keep that feeling in the controls then maybe the level design could have been changed to accommodate for them
But the art is great, I love that the opening cut scene only uses the word quack and I love that there's a quack button that serves seemingly no game play purpose.
I was really frustrated by this game and how it controlled at first, and found the checkpoint and life system needlessly cruel, but then did a second run when I picked up the hand and realized that was the point. That being said, after beating it I did have to read your spoiler warning to understand how it related to the theme but I do really like what you went for now I have read it. Well done for messing with my frustration in a cool way
Presentation on this is awesome, love how your actions get increasingly comically unethical as the game goes on. The position that the isolation knob needs to be in seems to be the same every time though, so once you've done the isolate audio part of the game once you don't need to engage with that mechanic again.
I feel like I'm missing something with this game, it doesn't seem possible to me? The base rate that your power drains meant I could only get like 4 minutes into a run before I ran out of power. I noticed there was a fuel meter but didn't know how to use it. The isolated atmosphere was sold well, so good job on that
Got a high score of 112100. This is awesome (especially for a one day jam, like what!). It's addictive in the best way possible. It looks and sounds so satisfying as well.
Like others have already said though, enemies can spawn on you resulting in a lot of situations where loosing hp feels impossible and while the effects are really satisfying, they are also really distracting and can make it hard to tell what's going on.
Would love to see if this goes any further













