Thanks! I'm pretty swamped with real-world stuff unfortunately. I'd love to get some time in for a 20s game jam entry, but work is crushing me right now. Appreciate the playthrough!

Xed
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I agree with both of your what-it-can-do-betters:
- I ran out of time for the background -- I will add one.
- I wanted position and facing to matter in combat. I also wanted the player to feel like they were moving around.
- But the current implementation doesn't give the player any meaningful reason to do that. It's on the simple side.
- Ultimately, I wanted it to feel like it looks: but there isn't a compelling combat mechanic in place to reinforce why they are doing it.
Appreciate the playthrough and the feedback! Cheers!
This is not a game I have the reflexes for. I know it's not QWOP, but my brain was screaming WHY-ARE-WE-QWOPing?
I think the only thing I wanted was the ability to skip the tentacles at the end: it's one of those games you'll fail frequently at and want to get back on the horse again, so while the animations are fantastic, they are in the way of the next playthrough. (show them the first time, but make it skippable after that)
SFX are good! Music is a little elevator-y.
The only other thing I think you need is a player who is better at this type of game. I think it's well done, but I'd have to practice a lot to get skilled at it. :)
Good job!
My skills are transcendent, I tell you! (33 hits)
This is fun. At first I thought you couldn't collide with the ball after it was in play, but after I figured out that wasn't a factor - I realized I could slow play it.
The math is mathing, as always. Never in my life did I think I would play pong in a hyperbolic space. The text effects are also good.
I think a good "up the difficulty" mode would be to disallow the player from passing through the ball (accelerate the ball if the push it from the wrong side) -- but I have no idea how the math for that works!
I always look forward to your submissions, this one is good!
I think this is a good start to an interesting game: I don't know dominoes very well and I think it's an unique exploration mechanic.
I liked that I could hover over the dominoes to see which ones I could use and which ones I could not.
Things I would liked to have while I was playing:
- Colored pips: pips for a 1-tile are color1, pips for a 2-tile are color2, etc.
- This is just an easy way to visualize what you have to work with: You have lots of this color: they go together.
- Always start with at least one double tile.
- The double tiles seem to be the best way to branch out: starting out with one let's the player do more things.
- New idea: there are '?' markers in undiscovered areas: maybe these could be unlocked in rooms. Excavate to here to find something neat.
I found 6 relics and upgraded my dumbbell to +4.
Nice job! Looking forward to more!
So you're the one posting all of those ads on social media.
This is fun! I was able to clear the left side and let the game run for a bit. My guess is there currently is no win state. (I did see the lose state on my first try)
I think adding waves or a final boss would help round out the experience.
Nice job!
I played the web build in Chrome and struggled figuring out the controls. I tried to click on pens. I tried to click-and-hold on pens, but nothing happened. This could easily be user-error.
The only feedback I have right now is to give a player the opportunity to skip the intro.
I think the setting is interesting, and want to know more about what's going on at the event.
This is a good time selling things and buying fuel!
In the web build, in fullscreen, ESC doesn't work well. (it just undoes fullscreen mode)
I think a meta/quest layer might help with some player goals for this. Currently, it's all exploration - which is good. But there's not a lot of tension: go find the next thing and click on it.
I enjoyed my time with this. Nice work!
I think this is a cool concept with old school vibes.
For whatever reason, the RNG was not very good to me on my playthrough attempts. I just couldn't add cultists faster than they would be investigated. I played around with pray/hide in hopes that this could offset my shortage, but it didn't feel like that helped. An abandon run button/option might be good.
Nice work!
Poor Gerald, how's a Dolphin supposed to making a living?
This was fun. I particularly liked that there was a parry window upgrade as my timing in fighting games isn't amazing. I found that using that and the parry-heal upgrade worked well.
When I broke the seal I couldn't see it: I just got the prompt to do it. Also a nice to have would be to have the movement logic so that you could slide along the wall instead of getting stuck on it.
Good work! I enjoyed my time with this.
Let's ride!
The particle effects are off the chain! I had fun with this.
I think the only thing I'd change is some kind of distinct/more-urgent "you got hit" sound effect: I was frequently focused on all of the things coming from the right hand side of the screen that I wouldn't monitor my health.
The graphics are great. The wheelie effect is fun. The 'rides-off-into-the-sunset' animation at the end is satifying.
Good work, as always!
I will come back to this. The gold circle taunts me, but I lack the reflexes to acquire it.
I think this is very good.
Right now the only thing I want is somewhere where I can work on the skill that I need to develop to not-touch-the-ceiling at the very end.
Everything is spot on here: you just need someone who is good at these kind of games to play it. My swear jar is full of money right now. ;)
I think the atmosphere and name sacrificing components of this are wonderful.
I struggled quite a bit with the enemies in the second room. Making the collision rectangles smaller to give players like me an opportunity to get by. Another example of this is the the keyed door: if the player collision wasn't quite as big it would feel better getting through the door.
I did like the sound effects for for the enemies. Lots fun to unlock here!
I used the button for my UI in my latest gamejam game. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
The detail on this is amazing. I used him as a main character for my gamejam game. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
These are excellent. I used them in my latest gamejam game. Thanks so much! (https://xedindustries.itch.io/cthoodles-noodles)
These are great! I used the noodles in my gamejam intro and cover art. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
These are great! I used the spinning purple flame in my latest gamejam entry. (https://xedindustries.itch.io/cthoodles-noodles)
Love this! Used it in my latest gamejam game. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
Outcome favorable! (after finally cracking the code)
I see in the comments that there's a disable-timer. Toward the end I would have liked that. I did complete it using only the timer mode, but felt a little rushed for time. Because of the way the core mechanic works, if you haven't seen the screen before: you need to have some way to recall the differences. Solving later riddles potentially requires more playthroughs with the timer on.
The SFX, graphics, code, and everything are on-point! Fantastic job, as always!
I think this is a fun game idea.
The way the levels are generated, I think, should be looked at: there were basically arrangements that couldn't be won. (sometimes an enemy was in front of me in a long corridor with no alternative route, one time the key was so far from the door I couldn't make it to the key and the door even without the monsters) SFX would be another good add.
I did get a win: scored 695. Nice job!













