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Trazam-dev

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A member registered Feb 01, 2025 · View creator page →

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Hey! Thanks a lot for playing my game. This is like my first game in Unity, and I haven't spent much time on the current version, so it is pretty far from what I imagined, but I will keep updating it. I assume you were playing in a browser; if so, the thing I didn't realize while making the game is that the VFX system that I used in Unity doesn't work on the web, so you should get tiny floating blue balls that are hard to see. On the downloaded versions, you should see big glowing blue balls in the distance. They are in the hills next to the dirt biome. I was also sure I put screenshots up on the page, but I guess not. Anyway, here is what they are supposed to look like.

 As for the sounds, I don't recall making any one of them. We had an audio designer/Music producer, but it seems he got caught up in life, so I had to improvise and get the sounds from online. Sorry about the souls thing.

For some reason, both Norton and Windows really don't like this game, and I think they are stopping me from running it.

I accidentally submitted the wrong game to the jam. I remasked it for the time being. Sorry.

Interesting game, to say the least. I like the different forms, and I find it quite original. I think I could have fun playing this. It reminds me of Slime Rancher for some reason.
There seem to be invisible platforms. You can climb walls after falling. My first slingshot was really weird; I ended up falling off the map. The jump seems laggy. I don't see how the enemies can die to the surroundings. There are walls without hitboxes. There should be a checkpoint before the first enemies instead of making the player do all that in a tutorial. I don't really see how the title matches the game. The UI needs a bit more player feedback.
All in all, 6.5/10. I did leave once I reached the checkpoint after the enemies.

Please make sure to rate my game too if you have the time.

I like this idea, but it is missing a goal and a reason. Like a score, for example, or making this a roguelike. Of course, there is no audio. I hand-switching colours is pretty neat. I think difficulties could be a thing. Maybe in easy mode it tells you what the piece you ate was and stores all the pieces you ate, or the bot is simply easier. More player feedback; I guess most of that would be the missing audio. Does the player always start first? It is hard to know who starts, and I think it should be randomized to add more personality.
7/10, I like chess, so I might be biased.

Please make sure to send a review my way too if you have the time

Oh, I see for the neon tiles. As for the exit, I meant like when you exit (win) and play again, not just exiting a room.

I absolutely love the art! The GIF explains the game already quite well. I don't quite understand where the theme comes in. The eye button seems finicky. When you press it after the cards are revealed, it is useless; sometimes it shows up for half a second. The game doesn't really have a gaming aspect. Like, there are two abilities, and you don't really ever lose or start. The audio is quiet and is missing some music. You also need to press the place where you type in the bet, which is quite annoying and has no real reason other than a time constraint, I assume.
6/10, small, simple, but fun game.

Please make sure to send a review my way too if you have the time!

Awesome game! I like how it looks, and the extra mechanics/secrets. I don't quite get the neon tiles. The blocks don't seem to be reset after exiting so if you don't go to that one room then you can't get into it. After exiting the tutorial the second time  I came out of the door on the right weirdly. The pogo is interesting but hard, annoying and doesn't seem that usefull. The last little thing I have is that there is alot of text and it isn't easy to read, although I do understand that there is a big time constraint.
6.7/10, it has it's own vibe.
Please make sure to rate my game too if you have the time!

Fun game! I hope I get to make something like this in the future! I think the audio needs a bit more variety.

I would like that you send a review back my way.

Dayum, I have the same goal!

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That was on purpose, can't trust the doors. Only one door does that. Thanks for giving it a go! Admittedly I knew the voice line for the storage was a bit off, I tried lowering it but I think it just had to be redone, and the door that restarts is perhaps a bit too close to the other door that doesn't.

I pulled like 8 hours on the last day to put everything together, so there were a lot of bugs that stopped the player from progressing (like the electrical room door not allowing the player to enter). I am surprised you didn't complain about the lack of gameplay. I mean, the game without bugs is already perhaps a bit short. I fixed it now though.

I am the ice berg

I am hardwired to click the closest option when doing anything relevant to new things because surely the most recent thing is the first option, but Itch does not think so. Since I'm new, I didn't realize something was up until the jam started, and I didn't see my game on it. I was wondering if there is a chance to correct this in any way? I could dismantle my old game, but then it shows that I made the game some three months ago.

If it isn't too late https://trazam-dev.itch.io/amoung-u
It is quite short and needs a lot of work and maybe doesn't really follow the theme, but I like it.

I was able to squeeze it in anyway C:

I had to do a marathon

Can you add settings during the 48h grace period? I'm talking, like, fullscreen, FPS, volume, and sensitivity. It says it is for fixing bugs, but I mean that, practically, it can mean anything.

It is a very hard theme. My team decided on an alien that has taken over the players body. So the player can't trust themselves. Funnily enough, it will be a puzzle game, but I think it wasn't necessary.

I like that take

Crying, lol. I don't think there is going to be much gameplay in my game.

HOW DARE YOU STEAL MY NAME IDEA FOR A GAM

The way I see it is that no matter how much time I have, the gameplay will never be done, so I might as well be done with something.

Your game piques my interest. As for me, all I've done so far is an escape menu and a main menu. I'm kind of worried since tomorrow I won't be able to work on the project at all, which means I have considerably less time, as well as needing to make shaders for the first time, among C: other things.

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This game had a very similar colour palette to mine, so I had to check it! Apparently you also went solo, like a bossss. I didn't realize you could jump until the end of level three, where you can't progress without it.

There are quite a few problems. When you spam the spacebar, you hear the SFX every time, and it cuts itself, but you only change gravity once. It doesn't really make sense why the player dies to the border but not the block; the border is only infilled. The game doesn't seem to quite fit the theme. You need to press Enter to first launch the game, then again to play it. The window doesn't fit, so you need to go fullscreen, but it also doesn't expand to fullscreen. The SFX needs some variety, as you hear it a lot. Some background music would be very tolerable. A way to escape and a level select would be sweet. The player shakes for some reason. I feel the camera is too zoomed out. A cheat sheet on the screen until further improvements (like a dedicated tutorial level) would have been nice. The controls could be different, but because it is a slow-paced game, it doesn't bother me too much.

6.5/10, don't let all those scary things above scare you, 'cause I'm scared.

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A very neat little game. I think the score adds a lot of value in the form of replayability; perhaps you can make a leaderboard like the other games in the jam. Are there any differences between characters? If not, it would be cool to add some. Is the light mode hard difficulty?

The main menu has Zs popping over it, so it kind of gets in the way of reading it. Although the learning curve is not steep, a good tutorial is always show-and-tell, not just tell-tell-tell. A little relaxed background music would be top. I imagine there is a max score, that should be indicated. A fullscreen would help my eyes.

 I liked having a moment of panic when everything turned on at once. 8.2/10, I didn't see any feet...


I just accidentally changed the button sprite to an outline instead of the filled in one at the last second. It just says 'Main Menu'. Maybe I should add a leaderboard.

Well, for the reset button, if I do, like, a complete whiff and waste two seconds, then it pretty much is a dead run, but there might be ten seconds left, so I'm there waiting for ten seconds.

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Well, I'm too much of a youngin to have a gamepad or Game Boy. That is very interesting. I was sure that looking up made me jump higher and not holding down, but now that I have gone and measured it, that is correct my bad. I wanted to double-check before posting the review, but I thought, whatever. I do know about the lamps lighting up the player; when I said "current binary", I meant more so maybe having the player be lit up like the background is by the lamp. I prefer things like the controls to actually be inside the game. I find that putting it in the description makes it far and stuff.

I wanted to get above a minute, but I got a bit annoyed about a few things. The dash streak goes through the perimeter; you could just add, like, a boundary sprite on top of that to stop it. There needs to be a reset button. I think the timer should only start when you start moving. The sounds need some variety. The Zs on the thumbnail is different then the pickups. I'd like to give high marks because I like it, but because it is such a small game, half of the rating for audio would be to like have variety, and that goes with the other ratings.

I do like the Flash game vibe. I think you thought about picking up two Zs at the same time for the audio, which would be a good eye if you did. At first I was like, does this really follow the theme, but after thinking about it, it does. I think there is potential in bringing the game out of the Flash game vibe and adding different levels, items, and mechanics.
8/10, flippin got 59 instead of 60 on my third attempt, which means I SHALL NEVER GIVE MORE THAN 8  for you have doomed me. I'll come back someday....


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Great game! I find the controls uncomfortable, I think there should also be a "modern" version. I personally don't like needing to look up to jump higher, more of a hold-the-key-down guy. I wonder if, for the lamps, they could light up the player like they light up the background instead of the current binary.  Some explanation(tutorial) of the game would be pretty sweet, as I found myself disoriented even after reading the reviews and expecting it, perhaps a cheat sheet of the controls somewhere, as well as some kick ass lore to complement the game.
Extra points for making it for Game Boys, 8.5/10; easy 9/10 with more comfortable controls.

Great minds think alike! I do have some ideas for the falling blocks already, after talking to the other reviewers, such as the same particles that the player has dropping down, for starters.  But the SFX is an add-on. Thank you for your time!

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This looks... very familiar. ... the GIF did ... now that I played the game it is not similar.

Thank you! I'm happy to know that at least one person made it to the end. I did plan the music and some more SFX, but I fell short on time due to a few last minute game breaking bugs. The timer is just a foundation to encourage speedrunning and replayability. I have thought about having an in-game timer, but the timer stops when the eyes are collected, which currently is half their use. Going to bed could be a good moment of anticipation to see if you beat your high score. I wonder if you thought that the game was recording the speed and since you were too slow, the button was blacked out. By accident, I changed the button's sprite to be the outline instead of infill, so you don't see the text, but it is just to go to the main menu.

What do you think? Should I still put an in game timer? I could just make it a setting. And about the falling blocks, did you fall when you first encountered them? 

Reducing the price for the mistake is a good shout. The blocks do, in fact, respawn, it is a 3 second timer. Yeah, you have to go through the falling blocks. It is the last part. There is the bottom line of blocks, the top line, then two simple jumps.

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Cool game! I feel like the UI could use some work and a guide on what is going on. And of course, a settings menu can never hurt.

Sorry, I took a bit too long contemplating how I wanted to do checkpoints. I wasn't sure how much help I wanted to give the player. Making the eyes checkpoints is an interesting idea that is far from what I imagined. I guess some sort of event that shows the blocks falling down, or more of a sign, is very needed. I did want to make particles with the blocks, but I didn't have enough time.

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Got it. It is meant to be more of a relaxing game, and I don't think dopamine rushes are expected in relaxing games, but I do understand. I guess the diagonal moving platform is hard because it is too early in the game, and there isn't much I can do about it since a speedrun is less than two minutes.