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voltcutter

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A member registered Jun 02, 2021 · View creator page →

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Looks like a really well made and polished game! Although I wish there was a larger distinction between enemies and bullets, some enemies and bullets look the same, although that may be intentional

I really like this game! I like how it naturally looks like you’re hurrying downstairs somehow. When I ran past the key, it actually looked like I was picking it up in a hurry.

I like the general game loop of this game! Also it’s a really creative idea, and I haven’t seen any mech games like this on this jam! I also really like the general feeling of controlling the mech, and the environment of being on top of it. Could probably have a lot of co-op potential.

Definitely a fun concept! I had fun trying to brew the potions while franctically looking at the recipe book. However, I wish there were a few QOL features, such as a notification when a customer arrives, or being able to view the time remaining while you’re in the kitchen.

I really like how you’re able to suck up the sand and flip yourself, many games don’t do that and this is a unique feature! I also like this gameplay loop, where you try to maintain yourself while also gaining upgrades over time. However, I wish that the upgrade icons had descriptions of what they do exactly, such as that one luck upgrade.

I like how you have to actually choose between the cards instead of just spamming them, because some cards give you a longer cooldown. A pretty enjoyable experience with interesting mechanics! Although, I wish the game gave a little bit more time for us to think because i’m not good at deck builder games.

I like the deck building element of this game, and the cute artstyle! A meta-game.

I like how the baloon stretches the faster you go! I also like how it has upgrades so you can keep trying again and get more progress to reach the winning area.

I like the minigames in this game, where you have to help the people. However, I wish that the spacing between customers was more dense.

I like how there’s not only one down symbol, but you actually have to look at it closely. Also surprisingly polished! I also like how even though it looks simple, it’s actually really easy to slip up and mess up the answer.

Love the polished-ness of this game! I like the idea of swinging the ball in order to kill enemies. You gain more euros as it goes faster, so there’s risk and reward because if you swing hard you could gain lots of euros but also slam into the bullet. However, I wish the stamina depleted slower by default.

Extremely creative idea! I also like the mechanic of having to hold the tombstone in your hand and making sure it doesn’t fall off your hand. However, I think the game was lagging a bit in my browser, but I don’t know if that’s just my browser’s fault.

I like how the button started moving rather than just staying still. It made the game more interesting to play, however at one point, it began moving too fast and it was hard to click because it was moving all over the place. I think the strategy is to keep your mouse still and click only if the button moves close. I also think that if a sliding/moving animation was added to the button, so that you could predict where the button will go, it would add a lot of fun and deterministicness to the game!

I enjoyed the sound effects in this game! Although, I wish that the goal/objectives were more clear.

I like the feeling of the grappling hook, and how it is rigid rather than stretchy, so you have to swing like a pendulum to gain upwards velocity. However I think if a small amount of stretchiness was added just for a better feeling, that could make the game feel more fluent. Overall, I really like the character movement of this game, but it’s kind of hard to know what symbols to put.

True, if sliding gave speed, it would make preserving momentum easier and making the movement more fluent/fun. We may consider following up on it after the jam!

Thanks for the feedback! I believe the issue with the loss of momentum when grappling is caused by the damping formula of the grappling hook. We may fix this issue after the game jam ends! Also thank you for pointing this issue out as I probably would not have noticed on my own.

I didn’t think of the cursor turning red idea, that’s actually a great idea! I found it a bit frustrating when I was grappling and it didn’t hit the wall because it was too far.

Glad you had fun getting a cardiac arrest in this game!

Thank you, glad you had fun playing this game. Our group has worked hard!

Thanks for the feedback! I think the concept of a countdown until you get cardiac arrest is a bit hard to balance, especially because other comments we have received have stated that the timer is too lenient. Perhaps we could have implemented the countdown theme in a different way that would be more fun to interact with and easier to balance!

The artwork in this game is phenomenal, and all aspects of the UI are extremely polished! I also really like the vibe of this game, all of the art works together to create a stressful atmosphere. I remember when I just put two thrusters, and two gas canisters on the rocket and it went really far like 800m or something. I had lots of fun playing this game!

I like the combo potential. You can fling the cue ball into like a 6, a second later it will hit a 5, and then so on. This game seems really polished and well made, the audio is satisfying as well!

I like the idea of this game, it’s refreshing to finally see a game that doesn’t use a literal countdown or a time based countdown. It’s also really fun to fly the paper airplane, and I like the addition of gravitational potential energy. Remind me of physics class and how people used to throw paper airplanes in physics class!

I love the idea of the fire spreading at intersections of pieces of string. I didn’t expect that mechanic, but it made the game a lot more interesting to play, because not only do you have to think about how you will get the scissors and cut yourself, but also how to get the least intersections. I also love the level that involved having to light yourself in order to burn the flammable wall.

A pretty fun game and concept although it was a bit hard. I wish that walljumping while grounded did not consume a jump, so that sticking to a wall is more efficient.

I like where this game is going, although I wish that it was more obvious what the pink button cube thing did. I also like the platformer minigame when you clicke on “write code”.

Loved this game, it was very humourous. This game never fails to make me laugh. I like how missing the mark is as equal of a disaster as the rocket literally blowing up because of dragging it too fast. I also like the full on fluid simulation for the coffee.

The pts. and safe counter is kind of confusing but I like where this game is going! I think if the counters were better communicated, this game would be super fun, but i still had fun nonetheless. Also, love the skull on the death screen!

It took me a while to understand that the hand twisting animation represented the telegraphing of his attacks but after I learned that, the game became really fun! You have to manage your stamina so that you can go up close to him to punch him if he unblocks, but you also need to kinda reserve it so you can dash if he does the hand twisting thing. Would be perfect if there was some extra effects (e.g. successfully punching, hurt tint, etc.). Also love the music!

This felt like a well needed break after doom scrolling through fast paced games on this itch jam and also developing our own game in general. I even learned this new relaxation technique, I didn’t know this 4-4-4-4 method before.

This visually looks amazing! I like the style of the subtle horizontal bars on the screen and the low resolution graphics. Although I wish there was a mechanism to help make it easier on the player, such as gaining life force when you killed a soul.

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Hang on, (haha get it) this game is a good speedrun game! I had a little bit of trouble with the grappling hook, and I like how jumping whilst grappling gives a boost in vertical velocity. However, I would say this game is pretty well made and polished. I think if I was skilled enough at this, I would definitely have a lot of fun trying to speedrun this game, but I still had fun during my run anyways!

Amazing quality on the game! It’s a breath of fresh air to see an idea which is not related to a time-based countdown. Also, the driving physics are fun and I was surprised to see that drifting was a part of the game which I also had fun with.

The first person controller felt very responsive and good to play with! The voicelines are also really good and really fit in with the theme of this game. I wish the wall-run lasted longer to help make some shortcuts possible, but I don’t know if that would be too op for the game.

I like how this game rewards accuracy over speed. It made the game a lot more interesting when I had to make sure to press the correct key or else I will lose my boost. A pretty creative and interesting game!

Thanks for the feedback! Whilst I was testing the game, we added lots of enemies so that new players wouldn’t struggle with time. However, once you actually kill the enemies, you will gain an abundance of time, which is a kind of a flaw with the system. Maybe we could rebalance it so that gaining lots of time leads to a buff and also ticks down time faster! Also, I didn’t consider the possibility of pressing space while grappling, which seems like a really good movement tech that would exist if this bug didn’t get in the way!

The emails’ writings are really funny! This game is pretty fun because of these emails, and I love the accuracy on the crypto bros. Also, I immediately got arrested but bumped up the stock price to like $30 or something. Anything to satisfy the shareholders.

The UI design in this game is amazing, and the typing is fun to do! It’s just like the real app. I also like the black and white of the menu screen and the colorfulness of the tikytok app. It shows how it feels to get a job. However, I think the typing could be adjusted so that more natural words are used, as it’s easier and more fun to type natural words.

I like the idea of losing double-jumps over time! I didn’t expect this platformer to also be a puzzle game in that you need to figure out in what order and how you need to get the chicklings, which made the game much more enjoyable for me. The sound effects are also very responsive and the gliding sound effect is really satisfying.