Thanks a lot!!! 🥰
Bes Deb
Creator of
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A funny game with a good artstyle (although a little inconsistent) I like that "Regular show" vibe the whole game gives off, even if it doesn't really fit the theme. But I would have liked to see more feedback for the players actions, specially in sound and music changes as it feels way to reliant in basic animations for a game that should primarily be about sound. And also a great finale that really makes you remember the game.
Really cute and really fun, even if it doesn't fit the theme exactly as intended. The only thing I would suggest to get a better experience is making the crosses reset their position each time a new marble appears as inserting randomness really feel antithetical to the rest of the game design which is making small adjustments to a relatively predictable rute for the marble. I also thank you for including the skip level and go back buttons as not many games take care to make travel between levels even posible.
Really really fun, although the utilisation of the theme is a little simple. Incredible artstyle specially for such short time. Kinda frustrating but fair that after levelling up the misiles can hit you on multiple lanes causing you to panic trying to destroy buildings to evade it.
PS There seems to be a bug that the money carries over between runs.
Really good game, although I think it doesn't really fit the theme of the jam. Even if the number of decisions available is a little low and so it's difficult to feel that you are truly balancing the five stats, as most decisions affect only the power balance the the great style and sound design and funny dialogue make up for it and create a really enjoyable experience.
Such a surreal and beautiful aesthetic. Perhaps the gameplay is a little too simple but it makes up with everything else. And also it would be nice to have fullscreen and combine the two files needed into one downloadable folder. Really liked this one and how commited was to making everyting weird and related to scale.
Interest concept and really beutiful artstyle, sadly undercut by its short duration and how the photos selected don't seem to affect the memory played. It also needs a more confortable way of traversing the different scenes and tutorilasition of how to move the photographs. But it has great potential.
I'm not familiar with the Unity engine, but i'm my experience even tho it seems dificult it pays off to do a collisions based system in which each object detects the other objets and stops moving instead of letting the physics engine do it. This way not only it enhances performance but it also let you have more control over the minute details of the program. And for managing the weight probably asigning each fruit a weight value which is added to something like a left or right weight in the scale upon hitting it and in turn affects its movement, while having a way to substract weight upon leaving the scale.
Really good game. Good graphics, good music, good building system, good controls and funny cute internet brainrot coworker. it's only flaw is that it's pretty easy to make the best posible machine really fast as there are not many parts and really doesn't feel you're scaling up. But overall magnificent.
It's very pretty and the concept is quite funny (although I think these aren't the scales Mr. Toolkit was talking about). The one thing that detracts from the experience is how easily the engine get overwhelmed and lags, I think it would be worth to not use a physics based system for the sake of performance. But when it's working properly it's a really fun game and all guns feel so good to use.
Really really good artstyle and lovely take on the theme. It only pains me how hard its to control the spaceship, I believe the game would have benefited inmensily from a much tighter control instead of a physics based one which makes it incredibly difficult to evade projectiles or enemies. It would also probably benefit from some limit in the number of enemies as when they gang up became undefeatable and can kill you and any cell in seconds. But overall really interest and loving the penetrate mechanic.
Damn that was addictive!!! Though it becames a little tedious when your pair is on the other side of the screen and you have to wait so much until you get a clear path. Also I assume it is a bug but the fullscreen doesn't fill the scren (at least with Firefox and Chrome). But overall it is a really interest mechanic that the better you play the bigger you get and it becames more difficult.
Although I took some time to understand it I eventually robbed the vault. Really liked the resource management aspect because it always had me on edge about what to spend my dice on.
I found some bugs, when re rolling a dice it almost never falls to the side its supposed to be but freezes mid animation, when accumulating so many negatives that all dice should be 1 one dice showed a 6 (although when deactivating the negatives it worked properly going to two) and that clicking on new game after finishing one run doesn't seem to reset your pool of non recruited companions nor scheme cards.
Great idea and very intelingent puzzles, I really love how the "moves left" mechanic works. To make it even better I would suggest making the arrows always move the dice in the same direction irrespective of camera (because I have fallen many times when the movement suddenly changed) and also change the lighting because the side opposing the source get completly black and the number can't be read.
Incredibly fun, I've gotten legally to round 80. My only complain is that merging dice really only weakens your defense because high level dice are too costly and not strong enough to compensate the amount of dice it costs, especially as the price of a new tower goes up(does it work like a 6 level dice deal x6 the damege at level one?) so really the strategy is to fill the screen to maximun dice and onñly merge to make space.
Great idea but terrible execution. The blocks should be closer because both the WDA and mouse movement are almost always too short to jump, making waiting for the rocket the only viable way to go up. Also falling is enough of a punishment making the life bar redundant, and also it hurts you if you use the rocket under a block colliding with it.
Excellent idea and great design of the levels it is really a great game.
My only complains is that you should have added (or explained if there is one) a way to exit and restart the levels and it would have probably been better that he game started on the level select instead of force you to play the tutorial. I would also suggest to make it impossible to unselect the last dice as causes being unable to keep playing or being able to move the dice without the glow.
Also the level 2 is extra buggy because dice after stacking more than six seem to not snap back to their original position after an unsuccesfull movement leading to them teleporting all over the level if keep pressing movement towards the chip tower.
Really good idea, and the levels where incredibly well designed. My only problem is that I was able to brute force most of the levels by repeating sequences of movements until the dice fitted. Perhaps it isn't possible to make levels where this is more dificult but maybe giving more open spaces so that there are too many routes to repeat them all would force people to find the correct route.
Thank you for your reply.
Yeah it isn't supposed to work like that, I mixed some numbers and colliding with the triangle causes the game to play the ending but bugged. (And anyway it is such a barebones ending that feels like a bug)
The two bugs you described I have already solved on my build, I asked you to see if you had found another bug.
To make the game I used GameMaker Studio.