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actuallyalys <3

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A member registered Jun 24, 2018 · View creator page →

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Definitely a lot of fun, even with the bots cheating. I think a bit more unpredictability would help the bots be harder to beat. Kudos for putting together a multiplayer server and deploying it during a game jam!

Really well made overall, although I struggled a bit to learn the mechanics.  The graphics were great, too.

Really clever concept. I enjoyed learning the timing. I think it would be cool to integrate the system of other rhythm games where you get more points for being more exact.

Thanks! I feel like I struggled a bit to learn the sound tools, so I'm glad to hear it turned out.

Yeah, I was disappointed that I wasn't able to fully implement that part of it in time.

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Thanks! I definitely did not make the controls as clear as they should be. Regarding the open-endedness, I'm not sure it's you, I think the game could do a better job of nudging the player toward different things.

Cool art style! I'm excited to see where this project goes.

thanks! my goals were primarily vibes and learning 3d procedural generation so that's good to hear.

yeah, LÖVE is primarily 2d. i think all 2d engines use 3d under the hood (sometimes indirectly) now. LÖVE is no different and in I think version 11.0, they exposed the 3D parts which enabled people to create 3d libraries like the one I used, Groverburger's 3D library.

I used your tracks "Alone" and "Lost" in my game Violet Sky. Thanks for sharing them!

I haven't really played with this particular cellular automation, so this was fun to explore

Congrats on your first game! It's quite fun with just the sand and water.

Nice mechanic! I kept getting stuck at level 12.

I've used Unifont in a previous game, so it's nice to see it somewhere else.

I liked it! There's a good variety of flower shapes and colors, which made it interesting to keep playing.

I think it would be easier to see patterns if there were more flowers at a time. Some sort of replay (maybe a way to save it as an animated gif?) would also be neat.

I haven't actually tried to make a LÖVE engine game resizeable. Pretty sure it's possible, but not sure how easy it would be.

The space thing is left over from the prior game I borrowed code from, which might mean it's a bug in that too.

Glad you liked the job descriptions. Writing them was a lot of fun.

Fun concept. I really liked the artwork for the bunnies, the trees, and fences especially. 

I liked the music, but it seemed a bit fast paced for this game

It would be very cute if your bunny buddies played with each other or if you could play with them after befriending them.

Love the art style and the parenthesizing mechanic. The hand-drawn style (including the graph paper) is really cool.

I found that holding the button to shoot made the game easier (maybe too easier?). You may want to adjust the difficulty or how shooting works to compensate.

Fun game with some really charming art and good sound effects. I thought the map selection was a nice touch, too.

Nice concept and nicely polished! Carp's been on my radar for a while, so it's neat to see someone make a game with it. Also, I like the font on the page!

Lots of fun. I happened to log in when other people were on. Cheers to whoever guet was, you were a worthy opponent. :)

As another data point, I didn't have any issue running it on Firefox 113 on Ubuntu.

Solid clone of Pacman! As a very bad Pacman player, the simple AI didn't bother me much (although I did notice the AI getting stuck sometimes.)

I haven't heard of Wisp before—interesting concept!

No, unfortunately, I am not a pixel artist. The sprites are by Jessie Munguia, LuizMelo, and Dreamir here on Itch and free for everyone to use.

I liked the music! I think the models have an interesting cartoony look.

Yeah, there's definitely a lingering bug or two with the hit detection and that part could use some fine-tuning, too.

You're welcome! I don't have a lot of experience with coding that sort of mechanic, so I definitely could have focused more time on it. It's definitely one of the things I want to come back to and fix up after voting ends.

All around very well-polished and enjoyable! Kind of a cross between Pac-Man and JezzBall.

It's confusing at the beginning, but I was able to figure it out. (But it sounds like there's a tutorial coming to address that.) I thought the music helped set the stage, and I liked the potion descriptions. And of course, I like that it's in Fennel. :)

Overall, a neat game with a lot of nice touches to contribute to feeling like you're in front of a terminal of that era. The server meltdown effects are great.

I did find it a little demoralizing how many points you lose or making a mistake relative to how many you get for successfully allowing people in. Maybe those could be brought a little closer together?

I liked the music and the end screen. Docking a ship for refueling is an interesting take on the theme. And it's nice to have built-in instructions.

I found the controls pretty difficult to use so I wasn't able to ever actually refuel.

I had the same bytecode issue, but on Linux running Löve 11.3. The game loads under Wine, but some things I tried to follow from the walkthrough didn't seem to work. Maybe I'll try under Windows later.

I like the 3D style and the UI for the message dialogs feels very fitting.

Hmm. It definitely slows down over time (I think because Cljlib's immutable tables add a lot of overhead when run in the browser), and this might be a symptom of that. Thanks for letting me know!

Thanks! (And thank you again for the template!) I have to reacquaint myself with Fennel to some extent after using Clojure in my dayjob, but it's quite a nice language paired with Löve.

I enjoyed hooking everything up, even though it's a prototype with no real goals yet. Th UI was solid, even in weird cases where a bunch of lines overlapped. Very occasionally I wouldn't be able to connect as expected. I realized after seeing the screenshots that the intention is to use the dots, talldots, and flatdots to keep it tidy, but it's good that it's still usable when the wiring is messy.

If you scale this up, I think you might have to introduce some transparency if there's a lot of overlapping connections, but as it is, it works really well.

Screenshot of the game showing a number of water connections radiating out from a small tank, fed by two large ones. the many plants are hooked up to five boilers, which in turn connect to many turbines, and quite a few sellers.

The ascending notes effect is simple but really satisfying. My high score was around 25000, but I see from the other commenters that these are amateur numbers. :) I liked the art for the items but maybe the background or the title could be a little more elaborate?

Thank you for the kind words! 

That's a cute idea! I might do it as text on screen instead, although the idea of it being a snippet of a radio transmission or something is also pretty compelling.

That's a good idea. I had a more complicated way of showing the names in mind, but that would be relatively simple, so maybe I'll add that in the post-jam version instead.

I liked the music! I agree with the other commenters—the linked health has a lot of potential. I also liked the stone platform sprites.

Little things I think you could fix pretty easily: the connection seems to linger after you kill linked enemies, there's no indicator of the player's health that I could see, it did seem like it wouldn't fire whip properly occasionally (that could have been me), and I think the main player sprite would look more natural if it had arms. I think tweaking the controls to improve handling would help a lot as well.

This game was a lot of fun! I haven't finished the elite forum parts, but the challenges I did figure out were satisfying, and the graphics and music really contribute to the mood.

Really polished and fun mystery. Love to see fennel entries. There's lots of fun little visual touches and the music's great too (albeit repetitive).