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originalnicodr

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A member registered Dec 17, 2015

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Oh wow, this is one of the best puzzles I have seen in a jam ever! They are so well thought out, and with an optional challenge on top if that wasn't enough.

I really liked the concept of putting actions in a sequencer and letting it play as a starting point for the jam, so I am glad you executed it so well.

The only feedback I could give it would be related to the art, but we all know the constraints that we have on a jam.

Amazing entry, I enjoyed it greatly.

Great concept! I am a big fan of Okami and its drawing mechanic, and believe there is something there to keep exploring, so I am always in for games that play with that, like the spells in this one!

If I had to give feedback, it would be to add enemy variety that interacted better with the main mechanic, like one getting invulnerable if you drew a loop with another extra enemy on it, or one that messed with your loops to introduce some kind of enemy priority to the player.

I really liked the idea of the crystals on the sides to give positioning control to the player, which is often important in shmups. Also, I liked the resolution at the end haha. Good work!

This is awesome! Making a local multiplayer game on a game jam has been on my mind for a while. Of course, most people try game jam games alone, but I am glad that didn't stop you from attempting such a cool design!

I play a lot of Thief Town with friends, which works similarly to this game, so seeing a twist in the formula that makes it more interesting than just mimicking CPU behaviour and mixing it up with a rhythm game is such a cool concept!

Honestly, the concept was executed so well that I am not sure if I have any more feedback, other than maybe forcing the player dancing to switch to another type of dance to throw them off if they can't adapt. Or having two types of dances going at the same time.

It's probably a stretch, but I believe this could work as one minigame in a competitive party WarioWare-like game based on minigames in which you have to identify your friends. Fantastic entry!

reat work on the physics! Really liked how the car handled.

If I had to give a piece of feedback, it would be to maybe do something with the souls that impact each consequent loop. Like making it so they can be used to attack cars so they don't damage you and have to pick them up again when you throw them, or maybe having to fight other cars trying to steal them from you.

All in all, it was nice. You folks nailed the Mario Kart aesthetic and did not one but two songs that slap. Nice work!

This is so good, what the heck.

Reminds me of the board game Quarto. The simplicity of the concept and how it's replicated in the visual design is astonishing. And the sound, the soooooound. We have been thinking of implementing harmonic notes as player feedback in our games for a while now, will try to push it more next time hahaha.

The other thing I enjoyed a lot was the "negative" exploration of the mechanic by introducing the "unique" concept of the match 3. And the fact that it's still very restrictive because it forces you to match the other two aspects makes it so that it doesn't make the game easy by any means.

The only feedback I could possible give is making that bit of the rules more clear (altho the rules being interactive made the point across, so amazing work with that as well). And maybe make the border of the screen work as a clockwise indicator of how much time you have left, perhaps? As an extra visual element that's easier to parse than numbers.

Honestly, one of my favorite entries this jam so far. Looking forward to seeing this as a full release!

Awesome work with the orbits! Makes it really fun to try to figure out trajectories.

Would love to have some sort of score based on the amount of steroids you needed to get the client to their goal. Or maybe extra points for doing long shots.

Really cool idea! Nice work!

We were originally thinking about having thresholds that increased with each era that the player had to overcome to avoid losing. However, given how hard it was to balance that kind of thing in a puzzle game like this with an economy of its own, we went with the option that would be less risky to the player's frustration-wise in case we didn't get it right.

Still, I would have loved to have an infinite mode with thresholds like that (and another orthogonal mechanic, so the player could think about placement in more than one way). In the end, we settled on having an era in which you won to have some sort of score to compare with friends and bring more competition/friction (and I would have loved to also include the turn so that it could be more granular!), but only if the player decided to engage with that.

Thank you for playing and for the feedback!

The question of when you should switch to star production was the main question we wanted the player to ask themselves indeed. We originally had thresholds that increased with each era that the player had to overcome, or they would face a game-over screen. However, given how hard it was to balance such a game, we went with the option that reduced the friction the player might encounter in case we didn't get it right, but I would have loved to have an infinite mode with thresholds like that (and another orthogonal mechanic, so the player could think about placement in more than one way). In the end, we settled on having an era in which you won to have some sort of score to compare with friends and bring more competition/friction, but only if the player decided to engage with that.

Thanks for playing and the feedback!

Glad you liked it! We designed the resource economy and the loop system in a way that Wood and Food were only relevant for the current era, and Progress to be relevant for the bigger gameplay loop. Making the question "When should I stop building for Wood and Food and start building for Progress?" the main thing the player has to decide on.

Thanks for playing!

Thanks for the feedback! We do increase the speed at which the spirits fall with time, but maybe we did it a little too easy haha. We also increase the amount of "power" of the "bad spirits" with time.

Checking the column in which the ball is to avoid spawning a spirit there is a great idea, thank you!

This was very interesting! I liked the mechanics so much that I would have loved to tried them out outside of an Bennett Foddy-like framework hahaha. Altho I do understand why you went that route given the controls.

Great submission!

Some really nice juice in this one! Liked how the color shifts between the different sizes.

If I can give one suggestion it would be to let the player push the boxes when they are big enough without breaking contact with them, since if you start pushing and then grow, you have to stop pushing and then push again for the game to register that you are now the correct size.

Also, holy smokes that soundtrack is fire. Specially dig the main menu music. Good stuff!

We actually thought about it, but since we ended up shifting into a design that prioritized control over the ball instead of dopamine-triggering bounciness we decided against it.

Thanks for playing!

An analogous Snake! What a cool idea! Using Snake as our base popped up in our discussions, but I haven't ever thought about it in an analog form, interesting thinking!

If I could give a suggestion it would be to maybe have the projectiles be able to hit your spirits konga and lose them perhaps? Also, I feel like the hitbox for the collectibles blue flames could be bigger. I found myself missing and going back to them pretty often (and no I promise I am not bad at video games!).

Thanks for that little pause between choosing an upgrade and continuing playing, I am sure it would have been very annoying if that wasn't there hahaha. Thanks for working on this!

Absolutely! I really wanted to add controller support as it would have felt natural, but you know how gamejams go haha. Will def go that direction if we plan on expanding the game. Thanks for playing!

Interesting concept! We have tried a ton to come up with an idea regarding scale that gave a good risk/reward relationship, and this one fits great!

I liked the idea of the extra box to get the attention of the clowns, and how it takes longer to trigger. Great stuff!

Thanks for playing! The bug seems to only be present on the web browser version when playing in fullscreen for some reason (html export shenanigans). So feel free to try the desktop version!

This game is oazing style! From the visuals to the music it's all freaking fantastic!

I also believe it was hard to control, but I do like being bold when it comes to trying out new crazy ideas. I am sure future iterations will be great.

Thanks for making this! Had a great time on it.

This is sooo awesome! Funny concept but also deep in a way!

At first, I thought that the idea was to squeeze as much as possible from a house without draining it all so they can continue to give you money in the future when they recover, but I found that draining them all was actually the way it was intended to be played. Maybe this other way has even more depth to it.

The presentation is bloody amazing. The time period art, the music, the UI, everything. The music also has no deal being this good. Incredible work.

Good spin on the survivor formula! I love synergies, and this game is all about them!

Maybe I didn't get so far, but I would have loved to have just one more weapon iteration. Maybe something that works on range.

Surprised by how intuitive you made the whole building system. I am sure it was not an easy task. Thanks for working on this!

That was pretty cool! Loved the simplistic controls and the rules you came up with!

The orange ball seemed to be a bit buggy, but could still finish it.

I really liked how there was sometimes more than one solution. I love that! Also, the pixel shader was fantastic.

Thanks for making this!

That was interesting! No idea who your voice actor is, but they need a raise!

If I could nitpick it would be to get at least something at the end, being a voice line or a revelation to regard the player.

The writing was funny and charming. Thanks for working on this!

That was nice! Cool idea to choose upgrades as if you were evolving. Great work designing the levels around all of the movement options the player could have chosen!

If I had to give a suggestion it would be to add smaller jumps if you pressed the space bar for a smaller amount of time. That would have helped with the tricky sections

Also great work on the music! Thanks for the submission!

That was fun!

If I could give a suggestion it would be to maybe switch the first game from increasing in scale to decreasing instead, so the difficulty ramps up given it's a rhythm game and you have to hit the thing as soon as they pass.

Nice tunes! Was vibing with the music. Good entry!

That was lovely! The duo really won me over!

Would have loved to see more level variation, maybe some small corridors in which the small seal was the only one that could pass through.

And props for the seal trivia and the seal puns! Thanks for working on this!

This is by far the most inventive interpretation I saw of the theme, wow. May I ask what you guys used to make this?

Love the arcade style and how all the mechanics support it, as well as needing to go back to the exit at the end. Meaning that you have to both dig to find good stuff as well as giving yourself options for the retreat.

If I had to give a suggestion it would be to maybe stun the player a bit if they try to hit a block that can't be broken, as to punish them for not paying attention.

I think you guys hit gold with this, and would definitely love to see it expanded in a bigger release. Congratulations!

That was nice! Really liked the idea of a free for all last-standing kinda game.

I am thinking that maybe you could assign and display a name for each robot so it gets more personal after each round, that would be fun.

Really liked the idea of the bolts! Meant that I couldn't just stay behind and watch them all kill each other haha.

Nicely done!

The artstyle is easily one of the best I have seen in a jam, incredible work.

I do wish it was less frustrating to play tho! I love hard games, but the long levels combined with the slow load times made it frustrating in a not-fun way. And I would have looooooved if I was able to move the shuriken around myself instead of hitting it from the ground to be able to plan the make-it-big mechanic better.

You guys clearly have talent, so really looking forward to what you do next!

The bird sprite is lovely! I do wish I could see it bigger tho!

Also 10/10 poop mechanic, I am sure I would also have trouble flying under the same circumstances

All in all nice entry!

Love the 80s horror/sci-fi ahestetic, well done!

I did feel like I was being overwhelmed quite rapidly and could just defend a small corner in the level every time, but that's probably just me needing to get good hahaha.

You guys nailed the feel, and the music is absolutely bonkers. Great entry!

The movement of the fish is splendid holy cow!

I like how you mixed both the shark and the piranha together at some point. I imagine you can do all sorts of fast-paced puzzles with the environment as well.

Thank you for the submission!

What a lovely entry! The art is adorable and the writing is superb.

Thank you for the submission! And Alice can shove it!

Immaculate vibes on this one! I don't think I have ever been this immersed in a jam game before, damn. The characters were interesting and they revealed just enough about the world and themselves that I wanted to know more! Also props to whoever did the audio, it helped a ton in that regard.

I know it's not that type of game, but I am thinking maybe a stamina bar and resting spots would make me feel more in line with the poor guy climbing through the walls. Or something that pushes me mechanically into that kind of mind state. And maybe the stamina bar gets bigger the more you advance through the game to get the message of hope during dire times that I believe the game is going for.

Also, really good work using environmental arrows signs to point the way. I can definitely see this world being expanded into a bigger game that explores the lore of the city. Would love to meet other climbers! Such a great submission, congrats! And yes, you can bet I got all the kittens :D

That was fun! As someone who did something similar, I must say you captured the spirit of Lethal League pretty well!

If I could give a tip it would be to do hitstop only with the characters involved in the action, otherwise if you pause everything it would feel like the game is stuttering. Also, It would be nice to know if the charged attack is already at full power, so the player stops charging it.

All in all had fun making robots explode. Thank you for the entry!

This was awesome! It took a bit of time to understand that I should mine the things that are on the way (even tho it's said at the beginning!), but once I understood that it started to get pretty fun!

I wish there was a way to defend your engine from getting hit besides just putting weapons around. Also, some kind of synergy between weapons positions would have been fun.

I really like the mining idea! It splits the player's attention from having to repair machines to go and earn enough gold to survive. And the fact that you actually have to click multiple times to mine a mineral pile means that you have to follow it with your mouse, so it's not as trivial and gets harder with the speed of the engine. A really clever way of making what could have been a very passive game into something very active.

Thanks for working on this!

Always into interesting new ways of input, so I love to see that being put to use in a jam!

The increase in difficulty was great and the enemies were very neatly designed. The graphics are insanely clean as well.

Great entry, thank you for working on this!

The alien's designs are AMAZING. They have so much charm. I always thought the paper please structure had the potential to be used in more games, glad to see it here!

I would love to have a bigger gameplay loop that punished you or rewarded you depending on how well you did, but it's understandable given the scope of a jam. A skip button once you read it all would have also come in very handy.

At first, I thought that coloring your ship was just visual, which is very neat, but was pleasantly surprised that it also had gameplay implications, very nice!

All in all a great submission, altho the aliens were too bitchy. I did everything right, give me my 5/5! Hahaha. Thank you for working on this!

Okay, I am genuinely impressed. I didn't expect this game to be so tightly designed, damn.

Let me list a couple of awesome things it does, it teaches the player the mechanics well, it recontextualizes puzzle elements based on the current situation, and it even does the first obvious solution wrong + the aha moment. That sync level with the skeletons was pure genius.

I honestly have no idea how you managed to pull this off in such a short amount of time. The only criticism I have to say is how the level should maybe restart automatically once you die, or at least prompt you to do so, or tell the player directly about restarting the level.

This must be one of the most clever games I have ever tried in a game jam, incredible work.

Great use of the theme! It reminded me of Spore, which also came to mind when discussing what we would do with the team, so I am glad someone else did it!

I do feel like some of the stats you can increase don't feel very distinct from each other, maybe making their effects more isolated from each other would have helped. Or adding a number of how much it affects each attribute.

I was always looking forward to what resource the next level would introduce. Great job!

I wish I had this when I studied chemistry in high school!

Joke aside had a ton of fun! Once it clicked I really got into it. Loved how varied the modifiers are between each round. And you even made a card booster pack system! Thats awesome.

If I could give one suggestion it is to signal the atoms in the cheat sheet differently from the actual attom cards. At first, I thought I needed to chain atoms from the same color.

Thanks for working on this!