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arkicade

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A member registered Oct 31, 2016 · View creator page →

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Congrats for the entry! Very impressive you did this in 2 hours. I like how holding the button is re-purposed for rotating the ship. Having a filter over the screen also adds a lot more visual flare.  Sometimes the screen switches to another one even if I still have some room left to go (trying to shoot some asteroids near the right-hand side) but other than that great job!

Thanks for playing and thank you for your comment! I originally wanted to have one encounter be an "advisor" who reveals to you halfway what your real objective is but I ran out of time. I didn't think of the Sort the Court comparison until after I uploaded the game but I really enjoyed that game so I'm happy with it :)

Thank you for playing! There was a lot of planning involved for the different events, but when I knew what to do it wasn't as tedious :)

Thank you so much for the comment! I'm really glad to hear that it helped motivate you :D 

Trijam has really helped me be able to make more games even with work (especially over the break).

Very much appreciate the tutorial at the start (and the enemies are distinguishable in another way besides just colour). I also like the different sound effects that play when the enemies are blown up :)

Really cute game! I like how holding one button is repurposed for the menu and that there is text indicating that. I may be wrong but with the green flag icon at the start made me think this game was made in Scratch (if so that's pretty cool). Good job :)

Really interesting mechanic of using morse code to take orders! The art cutscene at the beginning was very cute too. After a couple of rounds the game just suddenly goes black? I think that means the game is finished but I could still hear the morse code sounds by pressing 'C'. Aside from that, great job guys :)

I really like the UI of the different actions (how each one is an icon on a line with a moving cursor), very fun theme too. It's always cool seeing Pico-8 games for trijam :D

I really like the introduction of the gems mechanic and the sound design! A fun "getting over it" style type of game. Excellent job!

Cute game! I didn't realise at first that the mutations of the cars had different abilities so I appreciated the description which clarified the abilities of the cars :)

[Spoiler] I did not expect a jumpscare to be the unexpected mutation XD 

You did a good job it was a loaf of fun.

Aw thanks for playing! :D

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The visuals and audio are fantastic! Very impressive that you could get it done in time :) The simulation is a good idea but for some reason when I pressed the buttons only hurting the flesh worked.

Thank you so much for playing lepeachdebog! I was thinking about making the aliens also having GATC bases which can be changed but then I realised I don't know what the composition of an alien's DNA is ^^'

I absolutely loved this entry! The idea that everything in the narrative plays out the same except your sense of self or the asides you make is brilliant. It is super admirable that you also managed to do custom music as well. Outstanding job guys!!

Thank you for playing! I'm glad you enjoyed it  :) 

Thanks for playing! Were you using a mousepad for the input or a plugged in mouse? Also maybe HTML games run differently in different browsers but in Firefox and Chrome on my end it seems to work. I'll look into the mouse issue. Glad to hear you found it fun :)

I really liked the use of audio paired with the visuals (the sounds for the cracks on the door and banging the door feel very crunchy).  Overall good job! :)

I liked how you interpreted the theme as not a "break" (as in a rest) but as a "break-in"! With 25 seconds left I got $4,858.46. Pretty decent for 3 hours of solo development time!

It's refreshing to see entries which deviate from video-game conventions.  I appreciate the compelling message and unique camera perspective :) (Also is "people die when they are killed" a reference to Fate Stay Night?)

Hey, thank you for playing! :) I'm glad to hear you liked it. I wondered how well-known the Pomodoro technique is, although I haven't used the study method myself, a few of my friends have and recommended me to use it. 

I would've liked to add more micro-games but the 3 hour time limit makes that quite difficult. I've always loved the WarioWare series and wanted to make a micro-game based game (probably may return to it in the future).

Thank you so much for writing this post-mortem! Ever since I played MindMindMind I've looked at your other games too and I'm greatly inspired by the fact that you're making visual novels in Godot (as someone who's trying to learn Godot too).

I learnt of the Pygmalion story after watching My Fair Lady and was confused about how such a story could be turned into a romantic musical. I did not know that Galatea was not named in the original tale. I always assumed she just had one. 

I'm grateful that you were willing to share your personal experiences; I can relate to how people perceived you and the assumptions they made. <3

I replayed it now and I can hear it! For some reason by default it was mute? I probably muted a pico-8 game before so the settings stayed. Thanks for letting me know :)

I really appreciated the animations of switching between "big world" and "small world". Zooming out when the skull fly flies you around is great because you can see where your small guy is in the context of the rest of the world. Also knowing what places were the "small world" were quite intuitive and I appreciate using the same sprite in each level. I found this to be very cute and enjoyable but there was an issue that I could walk in the sky sometimes? Overall great job!

Love the pico-8 engine and the option to add a silly hat is peak game design. Originally I thought you had to collect the flowers but then I read the description and realized the point was to escape. This is a very cute puzzle platformer and I think some music or SFX would be appreciated. But overall great entry!

Really fun! My dude stack was lying on the ground but I could still move, so my little dudes were moving around the map like a giant snake picking up more dudes on the way. I later read that you need to do left shift to stand up again and that could be more obvious. Idk why but the fact all these dudes want CD roms is very funny to me.

Amazing concept for the "built to scale" theme and I greatly appreciate the tutorial "starter" character that you can play around in.  Figuring out the combinations of components to use was quite fun (I liked the rockets). Maybe there could be a mini-map of the the wall to scale so you could predict what would come up later. Overall great job!

Interesting idea of scaling larger through the mitochondira! I also think it's really lovely you made something with your partner :)

As other comments have said for the mac version there were a few issues of movement and controls. I think having a trail or indicator as to where you're facing especially if you have low ATP and your movement speed is slow. Overall good job!

Really cute game! Loved art and the wolf being in sheep's clothing. I played a lot of typing games as a kid so this was very satisfying. Good job :)

I really enjoyed this game! Having to scramble together words in a time limit to maximize your score is a really fun game loop. I also find low-poly 3D art style very endearing like the frog detective games. It would be nice if you could click on a chosen letter to "undo" the selection. Fantastic job :)

Very happy to see another monster builder game! There should be more games where you build monsters, really glad that you submitted :) Interesting gameplay loop but it would benefit to have the controls and rules listed either in the game or the itch.io page as I had to figure out some stuff on my own. Aside from that, good job!

Thanks for the feedback and thank you for letting me know about the tool-tip going off-screen. Yep, doing research gives you points which allow you to unlock better machines. I wanted the dragging to be slightly tedious to nudge players to buy machines but I may have overdone it haha. Will definitely consider this post-jam. I also need to work on the balance as well because buying machines is also not worth it in the jam version ^^'

Thank you for the feedback and for playing! When I make a tutorial after the jam I'll explain in more detail generally what each type of customer wants. I wanted there to be a risk-reward of either "overproducing" your monster but you know it will satisfy any requirement in a certain level or try to minimize the resources used per monster but risk that no one would buy it that turn. But I do agree that informing the player generally what each type of customer is looking for would improve the game-play loop :)

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Enjoyable platformer! I think more responsiveness from the controls would have helped (being able to change direction in a jump) but I found it still fun. I really like the art assets that were used as well :)

Really fun game! I liked the trade-off on having to decide whether it's better to get a new upgrade as it makes you more powerful but it also takes you closer to the red line (which would be a game over). It would be interesting to see if there could be any more special types of blocks aside from shooting up :)

Fantastic idea! I really like the "gameception" or games inside of a game. The game was on the easy side but for a game jam it's better to be more cautious as you can always add difficulty options later. I also like the little touches of the scrolling backgrounds when playing tic tac toe :)

Really unique and interesting idea! It took a while to get a hang of the mechanics because the adventurer kept hitting the wall but once I figured it out the game was really enjoyable! Also I really enjoyed the music that played in the levels too :)

Was definitely surprised by the "twist" of switching perspectives from the captor to the person trying to escape, all the more impressive that you did it in 48 hours! Movement in the second half was a little slow so it took a while to escape but overall great job :)

Really interesting idea of stealing sizes from objects as it caps how far the Purgob can shrink and grow. That's pretty cool! As other comments have mentioned there are a few weird things with collision checks as scaling happens but it may be some Godot funkiness. Overall great job with the entry :)

Thanks for playing! Adding a tutorial at the start was originally a part of the plan, then it became a stretch goal, and then something that was cut (unfortunately). That's the first thing on the list for a post-jam release.