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Azia Bay-Asen

12
Posts
A member registered Mar 18, 2024 · View creator page →

Creator of

Recent community posts

Both programmers were playing a bunch of Slay the Spire during this jam!

Hey, matte. Thanks for playing our game! I am glad to hear that you liked the music and pixel art.

Thanks for letting me know about the font misalignment. The game engine we used, Godot, automatically enables font anti-aliasing and subpixel positioning, and I did not think to turn those settings off because it was not very noticeable on my device. But that is an easy fix to make.

The non-responsiveness to screen size is definitely a problem. Right now, the game does not scale according to screen size (almost) at all. Although it should look fine on most monitors (or on devices with the most common screen resolutions), I am not surprised it looks oddly zoomed-out or zoomed-in on some people's PCs. Dealing with that problem was on my to-do list, but I ran out of time at the end. There were a lot of similar problems on the to-do list, and time started to crunch. :(

I also wanted to add different difficulty options. I.e., an easy difficulty that allots the player five hearts instead of three and makes minor adjustments—like additional floor space and ladders, or less spikes and enemies—to the platforming. The current version could be the normal difficulty, and the hard difficulty could be the current version except you only get one heart. My teammate Yunus spent a lot of time on the boss battle, so I definitely want to make sure the game is not so difficult that people never get to see the final boss, haha. I am a college student and need to refocus on school, but since we are allowed to make minor adjustments after the deadline, I think I will starting working on these adjustments (and a few more) in a few days from now. I'll notify you when the game gets updated.

Overall, I really appreciate the detailed feedback and the time you took to play the game! I'll be sure to check out your submission, Metal Lance, in the upcoming days, too.

Hey, Quit975! I am glad you enjoyed the pixel art, and I am sorry about the gamepad support. While developing the game, I honestly wasn't expecting that many people to own or want to use a controller, so adding controller key bindings was not high on the priority list. I also do not own a controller myself, haha, so I would not be able to test the controls after adding them. Maybe in a future update, though! Thanks for playing the game!

I played this during my Professional Responsibility in Computer Science and Software Engineering lecture! It was very responsible of me. Even though I normally do not play puzzle games, I still felt compelled to beat all of the levels in this one. And that is because it was enjoyable from start to finish, and I never got bored with the mechanics because you kept introducing new ones! I especially liked how complicated the challenge levels were—those ones actually took me significant time to think through and solve. I additionally find myself impressed with how you were able to design so many high-quality levels in such a short amount of time. I felt that the game was the perfect length for a nice session of puzzling.

Mold Escape was one of my favorite submissions to this game jam! Breaking the mold (out of jail) is a really unique theme, the controls were fun and fluid, and the difficulty felt fantastic. I spent a good amount of time on the game because of how often I had to restart, but I still wanted to play more at the end. Side note: The gear tunnel is next-level Flappy Bird hell. But it made getting to the ending that much more worth it.

I got to the real ending! You Must End the World was one of my favorite submissions to this game jam. The people in the town and the little things they had to say to you were all so wholesome. I loved seeing your title steadily change from Death Knight to every new moniker the villagers assigned to you, especially when the moniker was just a simple name: Dave. I really felt like I was watching someone's life turn around! Subverting your destiny is definitely my favorite interpretation of the theme breaking the mold.

I appreciate the enumerated feedback! You have many very fair suggestions. And after playing all of the other games submitted to this jam, I absolutely want to try making a more challenging game next time. This one ended up being more casual. Maybe too casual? Nevertheless, thank you for checking out the game!

It is a known issue! I was unfortunately running into collision problems, particularly whenever an item hit and bounced back against multiple walls or objects at the same time. I definitely should have spent more time trying to debug it, but compromising by adding the reset level button was the bandaid fix. I am sorry you had to restart, but glad you were still able to enjoy the game!

It took me a while to get to, but I finished rating everyone else's games this morning! I am glad the humor worked on you—much of it was thanks to our writer. The game and the direction it took would not be the same without them!

I am happy to hear it made you happy!

We decided on five small levels and one boss level early on, and even that was cutting it close—the boss level was made on the final day! And my personal goal when participating in this game jam was to deliver a polished project that I could feel proud of when showing other people, so I really appreciate that the time and effort spent on the little details was recognized. Thank you for playing the game!

Hey! Thanks for checking out the game, and going so far as to record it!