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fawfle

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A member registered Aug 25, 2020 · View creator page →

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I really appreciate the feedback! I definitely should have explained the directionality of expansion to the player and it wouldn't be hard to add an indicator of its center. Thanks so much for playing!

Lol, I maybe could have toned some of the post processing down. I liked the subtle colors created by chromatic aberration, but it can result in some extreme distortion around the edges. Thanks a lot for playing!

I’m so happy you liked it! Thanks a lot for playing it to the end!

I really appreciate the feedback! There was definitely a lot I wanted to add to the user interface, like making the zoom actually zoom where your mouse is, but once it was functional it seemed worth less than the time investment it would take. I’ll probably refine it after the jam, learning how to make a good interface is important! Seriously, thank you so much!

Thank you so much for your detailed feedback! As for the physics system, the object is always scaled up from the center, but from the drawing box, not the center of mass, so it almost acts like a force pushing everything out. The pivot is especially noticeable with small shapes like a single dot and can lead to some wacky behavior. Looking back, I would probably update its center to align with the center of mass (so it doesn’t matter where you draw your shape in the box). I’ll add some text to the game once the jam is over and probably give the player an indicator of the center (If I don’t just make it update to be relative).

Level 18 was already the hardest puzzle in the game, and I see how not being given a proper understanding of the mechanics makes it a lot more difficult, especially because the relative placement of your shape can make the puzzle significantly more difficult/impossible. I added skipping so players could hopefully not get stuck and see all the puzzles, and I really like level 19, so I hope you were able to check it out. (no pressure!)

Spoiler for level 18 solution I intentionally made it so just a ball would expand to be too big to fall in the final gap at the end, though I understand that the weird rolling is confusing and makes it seem like it might be possible to fit (though who knows, maybe it is!). The "intended" solution was to create a disconnected structure at the top that would get stuck on the top platform and a dot placed below it, causing the resulting expansion to push your dot down faster than it could roll on its own and keep it stable so doesn't spend as long rolling around. Thinking about it now, the "intended" solution does sort of rely on an understanding of the scaling mechanic.

Thanks so much, love your drawing! I made the music myself, but its my first time. I was going to make the loop longer, but I ran out of time.

Thanks so much for playing it through to the end! Level 18 was definitely the hardest, I made it earlier and kept having to move it back lol. I wanted the final level to be a little easier so it would feel more satisfying.

lol. Thanks!

Thanks so much for playing!

Thanks! I was originally going to (and will after the jam) add multiple opponents so the game game would start out easier, but I ran out of time.

Nice game! Even with the dictionary, its still difficult to understand how to play. I would recommend adding indicators if you're right or wrong about placement so you can narrow it down. Some of the requirements don't make sense unless you've already seen them. I also encountered some bugs with not being able to see my cursor and sometimes it would stop dragging an item if I moved it too fast.

Cool game! The boss fights were cool and pretty fun, but they were a little too easy to tank. The car was actually the hardest, and it came first. The game is pretty funny and I liked the intro cutscene. For some feedback:

  • I think backgrounds of some sort would go a long way towards making the game look better.
  • Make the intro cutscene skippable.
  • The controls felt a little bit awkward. Maybe give the player an the option to use keys as well as the mouse.
  • The jump mechanic felt a little pointless as it was hard to use and every attack could be avoided just by walking.
  • Add more feedback when getting hit or defeating an enemy.

Nice game overall, could just use some polish.

This game is amazing. The visuals were awesome and incredible throughout. The introduction with the flashing words, the effect of the player character, the ending, and the random thoughts in the background were all super cool. I love how you made the player construct sentences as they played and some of the puzzles were really neat like the link one. My only feedback would be to make the player faster as if you fell off near the end of a section it took a while to get back, especially at the end. Super great game and definitely one of the best from this Jam!

Fun game! I think you should tone down the brain damage effect a bit and make it less frequent, but the idea is pretty cool (also, I recommend only having it change the sprites of the items, it causes weird collisions). I'd also recommend making it so you can only add one wheel to a car at a time as they can stack weirdly. I think it would be a lot of fun as a time attack game where you try to make as much money as possible in a limited time as currently, there's no real point to going fast. The game is really fun when its chaotic and I think you could incentivize that more. I hope you keep working on it, its really interesting!

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Super fun little game! The leaderboards are a really nice touch! The game was pretty fun, but I would suggest adding more elements to it. The balance felt a bit off as the game got easier instead of harder. There's also not really any reason to not just go straight to closing a gate and ignoring enemies. Also, I think you could add more feedback when the player does things like take damage or close a gate. Despite that, it's a pretty cool concept.

Neat rythm game prototype! The wrench spinning to the next thing felt pretty cool.

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Wow, this game looks and sounds amazing. I really love the atmosphere, it was pretty spooky. I especially like the subtle walking sounds and the radio was super unsettling. Unfortunately, the game was pretty buggy. I managed to collect all the keycards but when I tried to enter the code it wouldn't let me enter or cancel. I also got stuck when I first picked up the wrench and had to restart. I won't complain too much about performance because I don't think this game was meant to be played in a browser, but adding a way to skip the intro cutscene would be nice because of having to restart. 

Really cool game! The visuals were really cool and I loved the glitch effects! I played the version with icons and they definitely helped a lot. I would also suggest adding some feedback (like an error sound) when you attempt to do something you can't (like trying to collect energy with the corruption) to make it even more clear. Once I got it, the gameplay flowed really nicely! I beat all 6 levels and I think the difficulty was pretty good, but they did feel a little "linear". I don't think this is a bad thing (I definitely struggle with making my games too hard) but I think adding some more mechanics to increase complexity would be helpful if you plan to add more. [Spoilers] Currently, most difficult puzzles revolve around a red herring wrench (level 4 and 6 are essentially the same)  and I'm not really sure how you would expand on the puzzles past this without any new mechanics. Level 5 seems difficult at first but your limited movement options mean that for the first 50% of the puzzle there's only one way to go, and once you've done that its pretty clear how to win. As it stands though, the gameplay is really tight and is perfect for the first couple levels. I hope you keep working on it, there's definitely a lot more potential with this concept!

Cool idea! The game was pretty satisfying once you got the hang of it. For feedback:

- I would recommend either resetting the velocity/rotation of the wrench completely when resetting. You can still make it predictable by letting the wrench land before resetting. Having it be random is frustrating and just means you reset until you get what you want as there's no real way to tell what will happen. 

-I also suggest allowing the player to manually rotate the tires as the selection of rotations feels a little limiting. I also think giving the players limited tires would also make the game feel more rewarding.

Overall, your concept has a lot of potential and I think you could definitely improve it a lot!

Neat! I definitely think you could benefit from a better tutorial. When you first start its difficult to understand whats going on and what tools fix what problems.  I also think some sort of visual indicators for each symptom would help you locate problems more easily as it is difficult to understand how they relate in a long list. The art was really nice and pretty funny (especially the weapon arms). and the sound design and music were great (the robot voice was a great touch!). I would suggest would be the cursor placement for the tools consistent (like always in the top left)  as sometimes I couldn't tell where my cursor actually was and also adding some indicator for a part being missing/removed.

I think I found the issue. When you loop over the entries your code:

var entry = entries[i];

entry.Rank = i + 1;

Entries is a struct so you create a new value that you set the rank of, leaving the value in the array unchanged.

It worked for me if I replaced it with just:

 entries[i].Rank = i + 1;

Super fun little game! The art style was simple and nice and the post processing was done well. The game has the potential for a ton of cool levels and there are a ton of different mechanics you could add (portals, rotating objects, bumpers, etc). The moving objects were a little too fast and that combined with the small delay before your shot made it a little hard to judge the timings (maybe shoot the shot instantly after clicking?).  Overall, this was a super great and fun game and I'm exited to see what you do with it next!

The movement in the game is very cool (like a mix between jump king and cleaning the system) and felt pretty fun when you got it right.  The control scheme isn't great, having to mash the buttons to change directions was pretty annoying and the j/f keys were awkward (maybe a, d, w instead?). Sometimes the nail would get off the ground when you were leaning and you wouldn't jump. I think some 'coyote jump' feature where you could still jump a little after leaving the ground would've been nice. I beat all 3 levels, and I think that you could've eased the player into the difficulty of the second 2. The ability to die felt out of place, and was more frustrating than just falling and losing your progress. I also encountered a bug twice in the second level where the hammer clipped into the ground and I got softlocked. The movement was actually pretty fun when it worked like the jump at the end of the 3rd level where you need to lodge the nail head on the post was a super cool idea (the two falling platforms were pretty diabolical though). I think with a little more polish and a better difficulty curve this game would make this game would be easier to get into, but the movement and level design is still pretty great. I hope you keep on making games and improving!