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Vital Monster

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A member registered Jun 29, 2024 · View creator page →

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I did two runs: one to understand the systems at play (and read all those scams), and one to try and speedrun it.

That was fun both times~

The music was very nice, until it wasn’t, it just stopped after what I guess is the first loop on the web build (we have this exact problem on our game when switching/looping tracks), so I essentially played on mute.

Graphics are great too, just what you need, nothing more, and very rapidly cluttered when trying to manage everything. It’s not a downside in my book, the clutter plays into the old PC feeling.

If I can point out a few things: the warped HUD does not affect the real position of nodes, so interactions in the corners are a little “off”. And at some points, my loyalty points went into the negative; I guess it’s because they are not awarded, but calculated off of the remaining funds minus what was spent? It took me some time to understand the business marketplace, I thought I’d lose more by buying when the curves were at their highest and selling when they were at their lowest… so I got extremely rich by accident. :T

Good job for this game, thank you for the fun. :3

Incremental games are an easy hook for me, I can’t resist the pull of getting them yummy upgrades.

I see a several talking about the game being “too slow” for starter, but it makes the first speed upgrade all the more interesting.

Also I had just enough minerals to get my last upgrade before the last hit, yay!

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Fun concept, I wish I could fast-forward at times (the timer is a bit slow), but otherwise nice! If you add more levels you could go for more timers to make the movements less predictable, more movement types (diagonals, jump over a cell, tiles with a maximum number of uses, etc.).

Whether you continue or not, that’s a good game, hope you had fun doing it; in any case I had a good time so thank you for that. ❤

Nice way to advertise your engine, I’ll definitely have a look (GBA games? In Rust? I’m sold).

It was quite challenging; I loved how some mechanics just popped up unexplained, and were left to the player to figure out or come back to later (with rooms that demonstrate them if the figuring-out did not work :P).

The movements and animation are very satisfying, snappy and fluid and all, were they all made during the jam?

Also I did beat the boss (yay!) but can’t be sure how I did (got an idea, but not certain about it). I flayed about for a solid 10 minutes before exiting and re-entering the room, and then a few moves later it was over.

I must admit, I was a bit disappointed that the 1D didn’t have much use, but I can understand why. That’s a nice easter egg nonetheless!

Besides that, that’s a banger entry for this game jam, counting down the dimensions is a fun concept and you managed it pretty well~

Ok wow I was not expecting this. I played the first few levels in hard mode to flex (really nice touch to have adjustable difficulty btw!), but then the storytelling hooked me up so bad I had to revert back to normal.

Also it was really hard, I’m just seeking an excuse. But the storytelling did grab me by the feels. It’s silly I love it.

Damn. I don’t know what to say, it’s a great game? Looks nice, sounds nice, feels nice, the concept is nice, I had fun and will recommend it to my teammates right away.

Solid entry especially for a first! Beat-based games are a favorite of mine, planning around an inevitable deadline forces the player into making decisions (and mistakes), keeping things interesting~

I was a bit frustrated by some situations where I had no way of taking a shot without being hit (when bandits clumped together and I couldn’t isolate one).

The old school visuals reminded me of ye old Legend of Zelda on NES. It would have had an even better impact if the fonts and riffles where pixelated the same as the sprite IMO, but it was plenty fun and nice as is. :3

I can picture this game being turned into an arcade-y game, with a mix of puzzle levels (where you have exactly enough ammo/time to clear bandits in a very specific way) and generated levels like what you have now. A bit like what Puzzle Bobble did if that makes sense!

Also thanks for the Linux build, I appreciate being able to try games. <3

Happy to see a Linux build! The controls require some getting used to, but the speed you can reach in some places is surprisingly satisfying.

It’s probably a bit too floaty for me, and I was not sure I was going in the right direction at times. But I reached the end on my first try so your level design did work heh!

I want to show a genuine appreciation for the artwork there. It’s not the prettiest, sure, but it gets the point (and the narrative) across. I enjoyed playing this game more than other ones with prettier graphics but worse ideas. So yes, nice work! :D

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Thank you for playing!

Yeaaaah, we tried to balance the difficulty towards the end of the jam (it was way too hard), but we overdid it and brute force became an option. Glad you liked how the feeling at least! :3

It took me an embarrassing minute to get the pun, despite it being repeated very frequently on my first attempt.

I felt like I could just spam the revive on the count and guards most of the time, though most shooters are very well placed to disrupt that not-so-fun strategy. It led me into actually trying to understand and plan around the enemies rather than try to brute force, which is good.

Solid entry, especially for a solo game!

I’m way too easily addicted to this kind of game. The controls are not too hard to get used to; though I couldn’t figure out how to steer the jetpack before there was too much asteroids to maneuver anyway. Once I got them I hit the target in a few runs (didn’t count, probably around 10 maybe).

I had a small (big?) bug though, where as soon as I reached the goal, the UI just appeared, cashed in some currency, and then respawned each time I clicked on it. Pretty sure it also added the cash each time, because once I refreshed the page to open the skill tree, I bought like 3/4th of it in one go.

Overall I had a pretty good time with it, nice work!

Also are those space toilets?

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The controls are hard to get a hang off, that made the experience hilarious for me (I may have thrown some snakes off-screen at godspeed XD). The concept and ambiance are peak, and the upgrade system hooked me up for a way longer time than I care to admit.

And honestly, what I could call a downside in other games, like the overly stretchy snakes and the short music loop, actually build up in the not-so-serious theme, so all upsides AFAIC~

Great work, thanks for making this entry! :D

Walking on the stone was a bit counter-intuitive at first but weirdly satisfying, that’s now my favorite mode of transportation!

I had to cut my run short because the first encounter with the lava geysers threw me and the boulder off-screen, and I guess I’m falling for eternity now (an out-of-bounds kill zone or a restart button would have been helpful here). But I’ll come back later, I want to see what more there is to this game, good work!

That was a fun experiment, though I admit the part I liked the more was pouring the initial drink. I would have loved if it happened between each round, like, you can adjust your stats, heal a bit, and prep up for stronger opponents.

Or, I admit that I didn’t think about the fact I could just go on the first playthrough haha, that’s a nice “easter egg” (though it would be great if breaking an addiction would be that simple).

That’s a good idea, I would love to see more like this!

On the plus side, I like how the player needs to plan ahead, sometime skipping days to have the right type of seed/wait for a tree to grow, and make compromises based on how much time is left. Overall the game is still very rough; the physics are a bit finicky, the controls may be frustrating at times (like how the horizontal speed is capped when holding a diagonal), and there’s not much to play with. But I can see a full game with this base idea, with different levels, more types of seeds that you can pick/unlock, and other things. Keep up the good work! :D

It feels like a 3D twist on Super Hexagon, and definitely a good one! If I continue the parallel, I wouldn’t mind the speed going way up way faster, and the cursor could move more quickly for more a nervous gameplay. Dying and retrying is part of the fun in this kind of mastery game. :)

Good job on this entry, and damn good job on the journal in the game description, that’s a very interesting insight in your process!

Aw thanks! Very glad you liked the idea, I hope we find the energy to come back to it later and improve it further 💪

The game would probably have been better with a tutorial yes. Maybe even just a picture somewhere before the first fight to explain the basics. 🥲

In any case thanks for playing and for the kind message <3

Oooh that’s definitely a bug alright haha, good catch! The inventory was implemented very last minute, it’s honestly a miracle it works at all, but I didn’t expect actions to be able to stack either! Thanks for the report 🫡

And also thanks for the praise, we loved working on that game and your feedback is much appreciated! <3

Wow thanks for the high praise, it means a lot! <3

Oh definitely seeing the upcoming enemy would have been great! We designed a screen to do just that, but it was squeezed due to time constraints.

However we did discuss whether to show the enemy’s program. We elected not to do so with the idea that the player would have to learn the attack pattern, but that means you go blind the first time you face any enemy. Thanks for this feedback, that’ll be valuable if we end up continuing this game after the jam! (not a guarantee, but I would love to aaaaaa)

Aaaaw thanks! We did have fun designing it, happy to hear you liked it <3

Definitely a tutorial is a must for this kind of game, we completely missed that.

Thanks for taking the time to figure it out despite that, and very glad you enjoyed it! <3

Thank you for playing! We may try to expand on the idea after the jam, though we did say that for the three previous jams too and never did, so no promise~

Thanks, glad you liked the music, we are really proud of them <3

Little trivia about the control: originally the player had to move in rhythm, just like the enemies. But, it was finicky at best, and made a bug where you can step on the same tile as the enemy extremely frequent. (And no, the bug isn’t fixed, it’s just harder to do on accident TuT)

Anyway, thanks for the praise <3

Thanks, glad you liked it!

Funny thing is, we ended up with a Necrodancer auto-battle really late in the jam, that wasn’t the original plan at all! XD

Thanks for playing and the nice comment, glad you liked our idea. :3

Our musician is elated you liked the music! <3 Ow yes putting all actions in inventory is something we didn’t guard against. It was implemented last minute and is reaaaally buggy. Thanks for the feedback, we’ll be sure to improve that if we continue working on this game! :D

Thanks a lot! We tried to go for a balanced experience, but with the little time we had it erred on the hard side (at least for some enemies). Glad you enjoyed it despite the difficulty :)

Thanks for the praise, glad you liked it! :D

Short and sweet little puzzle game, I like the trope of the robot that just wants to destroy itself. And this absurd humor hits just right for me~

The platforming is smooth and snappy, the visual effects give great visual feedback (though the jump cloud is maybe a bit much), I had a good time playing it. Good work!

Really cool art! The aesthetic works very well and helps important elements to pop up, so that’s extra readable, and my tired eyes like it~

The layer transitions is a bit abrupt, I went right into the first enemy I encountered while it was switching. That’s pure bad luck though, I’ll get back later to try and beat the whole game, nice work :)

Woooo I love this kind of time shenanigans! I spent a lot of time trying to perfect the hard mode. It’s easy enough to make all the tasks but I can’t for the life of me not let one of the bois explode with the steering and all.

I would love to see more of this kind of puzzles with different setups, if you ever plan on continuing at some point. But for this game jam, that’s a very good entry, congrats!

That’s a good idea, nice to work on the ability to memorize and reproduce rhythms! I feel there should be a limit on the number of times you can repeat the beat. Being able to just replay it any number of times trivialize the exercise IMO (but then it’s on the player too not to optimize away the fun :P).

I did have a bug at the… 4th level I think? Where the music was validated, but didn’t move to the next level, and I had to quit the game.

It’s a very addictive game, and surprisingly well balanced! Some move seem overpowered at first, but the number and speed of enemies force to actually make some planning to get past the 10th level.

The music and enemies do get a bit repetitive, and generally speaking it feels like the game lacks some polish, but that’s expected in a game jam. It’s already impressive to have implemented all those different moves! :)

In summary, good variety in the actions, good visual and audio feedback, that’s a solid base! Congrats~

I like the idea, though I think the whole game would benefit from being a little faster (walking, gravity, and the angry spirit) to raise the challenge.

The inside of the ruins are a bit bland, but I did like the transition to outside at the end, that was a very cute ending~

Very clever concept, melikey~

I didn’t go far yet, but I’ll definitely come back later to try and beat the whole game! The art is minimalist but not simplistic, it does work well to keep one’s focus on solving the puzzles.

The sound effect of opening/closing drawers and doors is however too repetitive for me. It would have been strange not to have sound effects at all, but with all the back-and-forth, it becomes tiresome.

So yes, good entry, congrats!

Very cool entry! I played before reading the description to be as unbiased as possible, so I had a “woah” moment when I realized that I did in fact had to dig to the stars. That was like getting pancakes in bed, so very enjoyable yes!

I feel the character is a bit slow (… now that I think about it, is it what the foot upgrade improves? That would explain it, I didn’t buy a single one haha), and it can be frustrating not to be able to dig directly above.

But all in all great work, there is a nice ambiance, a bit of lore sprinkled above simple but effective graphics! Thanks for this experience, it was a great 20 minutes. :)

That’s a hard game alright. I made just a little over 300 on my first try, and did improve afterwards but still, I’m far from the 1125 mentioned in the description. Having your own attacks looping back to you is a good twist, it gives an incentive to be mindful of the debris we put on orbit; and it’s been the reason for my downfall each time.

Other than that, that’s a nice way to implement the theme. Looping around the planet does add some challenge: yes you can see everything at a glance (which you wouldn’t in a linear lane-switching game), but you need to keep track of everything and act accordingly at an increasingly fast pace.

I think you planned to implement rogue-lite elements (upgrades in a shop, different routes, etc), and I’m all for it! If I had to suggest something, it’d be to let the resolution of the game fit the screen: I have one small monitor where the game doesn’t fit, and a large one that leaves a lot of default gray space on the sides.

All in all a solid contribution for a single person team!