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Vivian Webster

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A member registered Nov 05, 2022 · View creator page →

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The aerial combat works pretty well. I would have liked to see more visual feedback on things like hitting or killing an enemy. Also would have been helpful to see the combo. I feel crazy good parrying the beetles though, good work

A truly fascinating blend of two genres. I may just be bad at tetris but those tacos did NOT want to work. I enjoyed the high intensity but wish the tacos kicked in more often.

I've found this to be the most difficult game yet. Would really benefit from a button that replaces your items to before you hit start.

I liked figuring out how to get each of the diamonds. Ice bomb is my number 1 opp. 

It was great to see just how many bullets were being created in the last room, though I wish the camera zoomed out wider so I could properly watch it happen, and so that I didn't get hit with the projectiles coming from offscreen as often

Love a good chain lightning. It wasn't very long before I was just standing still though. 

I beat the bonus level!! Spent a damn long time trying to figure out how the ice physics work. I have qualms with the lighting in a lot of places as well as platforms not keeping you on them, but otherwise, that was a great time. The cinematics were really impressive

One of my favs in the jam. Takes a simple premise and style very far. I hope to one day learn the story of this game.

Really interesting premise. I got greedy a couple times and went too far away from my trees. The font is quite difficult to read, especially in an already garbled and dark game, and the tutorial prompts weren't the most accurate all the time. The sound effect for the trees connecting was very satisfying

Excellent graphical and audio experience! Fragile packages were a fun challenge to work around, though I think the fact that we could move them with components before starting the level killed some of the challenge for me. Wish there were more levels!

😠

You can resubmit after voting period ends, which is a couple days from now. Jam games will be rated as is, but can be added to after so that returning players will see the new stuff.

When just starting the game, I was running into the glitches to see what they would do. I'd give it a roughly 50% chance that the first one I ran into froze the screen, otherwise it would do nothing. The second one always froze it, though I only tried this process like 5 or 6 times in total. When the screen would freeze, the audio would keep going, but all the visual elements would stop. A translucent orange bar would appear and cover the whole horizontal of the screen, and most of the vertical, starting from the centre and going outwards. At that point, I would have to force close the game. What does running into a glitch usually do?

Very cool concept! Crazy that the glitches can spawn basically under this guy's feet. Controls felt nice to use, and though the game was straightforward at the beginning, it was pretty tense near the end!

I think I must not have figured this game out. It seemed to me like there was no way to heat up rooms fast enough to keep danger away, no way to avoid glitches at inopportune times, and the fix systems wouldn't even work if I had just detected an error. The presentation was strong though. Love me a good typewriter, and it did give dread seeing it slowly print out ominous messages.

Oh man I could not get that last carrot on top of the house no matter how hard I tried. I could NOT get myself on top of the door, and I must have launched myself at that tree over a dozen times. If there's a secret platform hidden somewhere in geometry I can't tell is solid or not, it evaded me. Other than that, the vibe was quite cool. It was magical finding that bugged fence just after the music stopped looping. The parkour itself was okay, though those circular platforms feel dishonest.

Love me a good voice-acted game. Looks beautiful as well! Gameplay could have used some more nuance, but it was nice to fall back on the freaky-as-hell story. I almost want to suggest a full pivot into visual novel style. Some good glitches here.

I will achieve 10 concurrent cups! Mark my words.

ARE YOU PROUD OF ME DEVELOPER!? This one goes crazy. The cinematic at the start is so cool and really hypes up this epic encounter. I have a couple gripes with how the character moves. The dash is a big one, as depending on how you've last inputted, it's either two or three inputs to dash. I think having the dash on a timer system rather than a "last three inputs" system could help a lot. All the attacks from the Null Beast were engaging and fun to evade, with one significant exception: The big red laser attack that can come from any direction does not feel fair, since especially given the janky dash controls, it comes too quickly to react to properly. Most of the time, you can't see the direction it comes from. While you usually have enough time to hit the dash button, it usually clips you first because it is incredibly fast, and even then there's a great chance you've unknowingly dashed deeper into its range since you couldn't see it. I just got in the habit of dashing in some direction after the end lag of each move and hoping that would be enough. The spiral directly at you attack is the better version of this one, though I do like that the effect sticks around.  Sound effects were good, but the music is hurt by having none in first phase. Beating this game took a good number of tries, and not having music during the first couple minutes was aurally offputting, though it meant the musical kick in at phase 2 is hype as hell. Everything else about this game is awesome!

I'm not sure this game works correctly. The asteroids don't seem to do any damage, and the glitches just sort of sometimes freeze your whole application. Love me a good space game though.

This game is in desperate need of a map! The glitch effect was cool to begin with but started to feel more common and drag as the game went on, just sort of stopping my ability to see. I did like npc's a good amount. Their dialogue was funny and at times pretty hard-hitting. Special mentions to the one whose husband was never made. That's brutal and I can empathize. The actual gameplay was lacking though, since I'd spend 10 minutes constantly being interrupted by glitches looking for one rock with the vague direction of like North-East. Additionally, I was not able to complete my quest log because the red rock quest did not disappear upon completion, and the fishing rod was never collectible, even when the fisherman was looking for it. Given this is a unique mechanic to the fishing rod, I am forced to assume it was never completed. Purple outdoors is spooky though, and I do enjoy the music choice.

Screw you, hero. The monster worked so hard. Even so, there's some real challenge here, especially the levels near the end! I think the monster should be proud. The amount of time given to move freely on your first attempt of a room broke a lot of challenges though, and seemed very much unintentional. Also the fact that the arrows were inconsistent with their ability to kill the fireballs caused a lot of undue death. A good amount of levels on display here though, this was a substantial game!

The "secret "P"" does not constitute theme adherence, though the presence is welcome. This is a game I think could grow into much more. I believe we are missing some levels due to submission troubles, but concepts like these could very easily develop into more complicated, interconnected mechanics. As of right now, there's not the most on display, but what we have is interesting. Love me a block-based puzzle game.

Speed is key here it seems. I ran through this game a good couple times to see the dialogue option. While certainly a thematic choice, I think this game would have been more fun if victory came from picking the correct options rather than just going as fast as possible. I also think some interactive audio could really sell the vibe of this simulator! Love the colours in the background. 

Super cool concept, and executed quite well. Each new mechanic introduced added a lot to the game, though my favourite is certainly the compressed block launch. Huge fan of the aesthetic. Very Rain World, love me a derelict city.  Block physics were a little frustrating at times, especially when you have to ride them, and I found the bench mechanic could very easily permanently stuck me in the walls. Consider putting a visual indication when jumping down a pit will kill you and when it won't! Great vibe, fun gameplay, good length, excellent stuff. Very cool to post a walkthrough! 

Got to level 50 at one point. Engages in the classic roguelike  charm of getting way too powerful for the level in a long enough run. Being huge and just ignoring the level entirely does go crazy. This game does lose its challenge quite quickly though. especially looping through the same 4 levels. I do enjoy the custom song, though the synthwave background is not enough to carry the visuals for me.  An impressive showing of physics! Not very glitchy though.

Got stuck in the floor a good couple times, and those hit-boxes last a devious amount of time. Wondering how this relates to glitch besides the character's robe. The boss had some interesting moves, I especially like the one where it throws swords down, that one felt good to dodge. A lot of the time though I would just stay as close to the boss as possible to dodge most attacks and kill it before it hit me with enough moves that actually go through. No audio ::(

What a trip, shout-out to the backrooms. The concept of the warping familiar location was effective, but I never really felt like I knew what I was working towards. The shrubbery presents an excellent antagonist, and I do like ending the game with a museum of sorts. All hail Godot

Very fun idea!  Vanellope Von Schweetz'ing my way through each level was a blast. Solid amount of content, and each level had something new, very cool submission

Classic Haskell moment

Realized the un-glitch mechanic was  a thing after beating the game, whoops! Baiting out that frog at the end is fire, though more levels would have been cool. 

I tried this game a couple times but always got caught on some issue or another, unfortunately. The input boxes often don't work, the click-boxes of images are commonly a decent ways off from their intended position, and I wasn't sure of the input format needed to answer the intersection questions until I read the comment down here.

All that said, your game poses an interesting challenge that I think could work really well with mysteries hidden just a bit deeper. Clues laid a bit more carefully than a single voicemail with the intended solution could lend themselves to a really fun investigation. 

The audio and the visuals are very cohesive. I especially love the family tree illustration (shoutout to Philthy Phil Marsh).

This game is clunky, but I like all its bones!

Happy pills, lets goooo. This game is very impressive in context. While there's not much to the gameplay, I certainly got a sense of the intent. The vibe is on here all the time, and I think a huge part of that is the sound. Whereas lots of other elements of this game can feel overwhelming and maybe a little oppressive, the sound was consistently balanced and interesting (even the dialogue). I am especially a fan of the happy pills sfx.  

The memory leaks were inconsistent in when they died and when they killed me. Sometimes none would spawn in for a very long time and sometimes they wouldn't kill me even if I ran into their evil side.

The onioneater graphic goes crazy. This is a very cool submission.

Oh this one is real good. Use of visual and audio assets set the tone incredibly well. All the sights and sounds and concepts here are familiar, but the way they are put together is off-putting and ominous. 

The gameplay also adds a lot to the atmosphere, but I'm not the biggest fan of it in a vacuum. It's monotonous but that's on purpose. 

I've never played a game like this before, good work!

I think this is the most fun gameplay I've had in this jam! Not really sure how this game fits the theme though. Bullet hell shooter gameplay has been well explored, but there's a reason its a time-honoured classic. The music was additive but never central. It's really cool how the power-up system seems to work, though I think the story falls a little flat and struggles to be too meaningful given our critical lack of context alongside the characters' vagueness. I get a sense of it though, I think.

Though minimalist, I think the graphics were effective. The spinning time eye is a cool standout. Interesting stuff, I had fun. I would have liked a more linear story, I think.

Ah I can't play this game! It always seems to crash in the first minute or so of gameplay, sometimes when I'm not even inputting anything. I like the look of this game, and the concept is quite good, but this game needs a reset button. Whether its because I placed a tower I want to try that doesn't do damage and I just have to watch until I die, or I don't like my tower placements, I have to close the game and start it up again. I'd like to see more, but the game consistently stops working. The way it crashes to me implies that some infinite loop is being entered somewhere, since music still works and the program doesn't close.

The concept of this game fits uncanny/absurd really well, but I wasn't able to see as much of it as I'd like. Unfortunately, I can't get any endings.

I played the web version until it suddenly stopped working, though I certainly played enough to get a sense of this game. A little absurd but certainly not uncanny, though it's a tight and fun challenge anyways. With a mouse, this never broke 'difficult' even on higher levels, but there's something satisfying about blasting the goofy ahhhh absurd animals with progressively bigger explosions. 

Putting the difficulty scaling a bit higher so the game ends before things get too repetitive might add to the experience.

I've heard a bit about what the rest of the game looks like, but I think I've just gotta comment on what I've seen. This bit of the game doesn't have any uncanny or absurd in it and the music doesn't loop, but the gameplay itself is quite fun. I got quite invested in the monster fight and ran it until i did it without getting hit. I like zelda-esques so I was having a fun time. I think the enemies could stand to take a bit more knockback. Sometimes I hit things and the only reason I know it went through is because of the blink. I'm excited to see the whole game!

The newly-long-awaited sequel.  Funny and engaging, but could use a bit more time with audio balancing. I enjoyed the changes between levels both obvious and subtle. I think my favourite bit was the flashback pisstake and the fourth wall breaking. The focus here is certainly the audio and I think other than a couple noises being too loud, it all works quite well. 

I think a lot of this game's movement does not work ideally. From choices like the wall jump not giving you back your double jump to stuff like spikes not letting you jump off or platforms not letting you fall through, I was not able to traverse the world very easily. 

I do quite like the visuals. Each of the sprites for the character and the enemies feel natural but strange in a good way.  The background in particular is striking.

I only got to level 3, I would be interested to learn how far it goes.