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Boz of Aesth

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A member registered Oct 10, 2015 · View creator page →

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Rofl

You forgot a verb 🙂😈🙉

And thank you!

You're welcome, I'd never prevent you from farting

"Tactile" is a great word for a game about hands - how can I push that further? Thank you!

I was all embarassed about the lack of depth when the deadline hit 😅

It's always good to have a stopping point and outside perspective, thank you! 

I had a moment where I noticed you could make the slap area bigger than the playing screen and I asked myself, "Should this be allowed?"


Hell yeah it should

The ultimate compliments, thank you!

Definitely planning on putting in a second currency for permanent upgrades between runs and letting you save your progress. Let's get those hours up!

Yeah, some balancing and bug fixing definitely needs to get done after the jam. I think in your instance, if the attack speed gets too high it can cause some issues 😅

This is really great, I love a game that makes every item feel precious. I gave it a few runs and each run I felt like I knew a bit more.

That is, until the last run - I was able to gather a lot of great survival resources, but could never cobble anything together by way of weaponry. Then I ran into two zombies and used up my entire inventory and then lost. 

I love the concept of having more items makes my deck more unreliable in battle, but I think a slight balance tweak towards increasing durability of items used in battle could help a bit in situations where you just can't find anything to help. Or maybe even stacking the game luck in your favor towards items you haven't been able to craft in awhile.

Or more ways to use items to get around enemies. And being able to run away from fights. Basically I want more ways to strategize certain situations than drag my entire inventory to the zombies.

Maybe there's a system around luring and dodging zombies I haven't figured out yet. 

In summary, luck is a bit too much of a factor in balance, so there might be some ways to even the playing field a bit more.

I'd only write this if I thought the game showed amazing potential - so I think there's something really great here.

That was to-the-point - short and sweet! I played through twice to get a feel for everything. Would be sweet to have some feedback on the monster hit so I know if clicking on them is having an effect or not. Looks like you got the put the movement-on-rails idea to use! I encourage you to keep going after the jam to flesh this idea out with more content 👍.

Great mechanism for delivery with all the different windows. The pacing was rough and could've just been used for dramatic effect a few times - definitely felt better at the end when you can click through. Art style is great. 

A fantastic entry here overall!

I'm enthralled by the concept of a looking match. Felt like I was forever trapped within a looking match, however. I don't know if I was supposed to be able to win or if I should even endeavour to do so. Love the character, love the music, love the lighting. The concept of how enemies look in different ways is a good touch.

I love the art - the creepy feeling that thing that talks to you gives - plus the way it talks. And then the heart that's added literally and metaphorically.  This is IF done really well. 

That is badass. The style kinda reminds me of an alt early 1900s style mixed with modern subject matter.

Alright I beat it! I knew getting past that part would be worth it! Jammin' to the music and wreckin' on enemies, collecting shrimp and a BOSS FIGHT?? WHAT???

Also, extra points for this line




As a user experience designer, my recommendations would be to make the spinny pivot thingy have a bit of a lock on/zip to if you press the right button near it - I kept barely missing them in the tutorial.

Also, I had no idea I was getting hit for awhile in the battles - some sort of hit feedback would help there.

Great work, and a lot of love put into this! I want more levels to navigate with the impressive moveset.

I'm excited to see more!

I swear I tried that 100 times.  I'll keep at it - maybe I was pushing too hard into the wall.

I love a great experimental design. I was super confused at first, but I started to get the rhythm. 

The sound was pure brain massage. 

Translating commas felt a bit excessive.

I love how you started to expand the difficulty in a reasonable way - getting into finding the right direct translation. It wasn't immediately there, but eventually you start to hit it. So there's a lot of legs for growth there. This works as a very interesting teaching tool. 

I did hit a point where I was thinking "okay already, give me the next word, I'm ready to translate it" and it kept adding other card instead. I'm not sure what the solution to that problem is. 

Also - it was a little strange to hit a card that made me quit the game - I wasn't sure what it would do and it just kinda kicked me out of the game.


Great game name by the way 😉😉




Also 🥲

For the life of me I have no idea how to get past this part?? How do I do it????

Love the expansion system. It's got an Undertale and Parasite Eve vibe to it. Nice and simple and sweet.

I love that you took a concept and ran with it until you found something, keep doing that.

Super immersive! Very impressive puzzle making - clever too. Love the art, love the music. It made me super curious the whole time. There's a great sense of discovery in this and there's something amazing to find. 

I did hit a few bugs that made me have to restart a few times. I accidentally tucked the jar of jam under the page somehow and never got it back, for example. I lost the second to last slot as well. And I think a few things disappeared.

The art, character, voice, and music are amazing. That said, I couldn't find a tutorial nor figure out how to play. I got a few cards to go down by clicking around a lot, but one time that crashed the game. Other times I draw a card, then the opponent puts a bunch of cards down and then the game goes to a black screen and I'm stuck there. I gave it about five tries but I cannot for the life of me figure out what I'm supposed to do. 

The atmosphere is super immersive and inviting, however. I'd love to know how to progress.

Loved the room in which you start in, and loading into an old save file. The dissonance of the music tied into the theme of coming to something forgotten. For the longest time I thought I couldn't hurt enemies - some sort of feedback state of an enemy getting hit would help with that. The eyeball enemies teleporting in front of you generated my health to 0 super fast as a surprise.

I like the concept of having these mini games you play that are different from one another to get through different areas. The characters look cool!

In the maze you might consider having more texture to find your way a bit easier. And for the falling part, you might consider more frequent checkpoints as you increase the difficulty. I lost at the very end and was surprised I had to start from the beginning!

Good twist in the story at the end! I was hoping for a congratulations screen, however 🥲

It's saying there's no compatible download on the Itch.io desktop app? Maybe you have to set the build as Windows?

Okay, I finally fixed it 😅

I believe it's fixed now 😅

Hey nice! Another Twilight Tower!

Oh no, it must be the recent changes on Itch. I'll look into getting a download version.

Thanks for pointing that out. I think Itch recently changed some settings and I'll have to update

I'm super impressed by the amount of work you put in on this update! In game and in communications.

The inclusion of a spinning wheel within the realm of Simon Says introduces a stroke of sheer genius, a feat that commands unequivocal admiration. However, amid this constellation of innovative facets, one particular gem stands out—the delightful assortment of feline companions, each adorned with their unique vocalizations. The dynamic between these endearing meows and the overarching gameplay creates an exquisite tension, exemplifying the intricate balance between our inclination to nurture and the yoke of external directives. This game metamorphoses into a veritable manifesto, resonating as a clarion call for liberation from external dominion—an exhortation to seize control over our destiny.

In this allegorical construct, the yearning to pet every cat emerges as a poignant metaphor for our ceaseless struggle against external constraints. A defiant anthem, the game stirs a thirst for empowerment, a fervor that endures until the chains of subservience are shattered. Until that triumphant day, the chant of "Simon Says Meow" remains an enduring and poignant testament to our relentless endeavor against imposed authority.


In the veritable ebb and flow of my endeavor, I surmise that I have, in all probability, triumphed—albeit signaled by the cessation of auditory resonance long ere this juncture. A harmonious amalgam of art, sound, and spirit enveloped me, fusing my essence with the very heart of this realm. The collage-style artwork seamlessly interwoven with the essence of detritus spoke a language that resonated deep within, while the distant news headlines resonated as if they were my personal chronicles.

The image of rotting apples resonated with a parallel in my own life, relics of moments forgotten amidst the captivating embrace of this digital domain. And yet, within this rapture, a crucial epiphany emerged—a subtle, almost invisible rock, a metaphor for life's unpredictability. Its unassuming presence, a mere pebble on the path, brought me crashing back to reality, imparting a powerful lesson: amidst the illusion of seamless progress, an inconspicuous obstacle can shatter the façade. The revelation echoes profoundly—a reminder that beneath even the smoothest surface lies the potential for unexpected disruption.

In gratitude, I extend my appreciation for this enlightening journey. Your creation, a masterpiece uniting art and wisdom, has granted me insights that resonate with the essence of existence itself.

The art and narrative framework wield an immersive power, submerging players within the very essence of the subject matter—the iridescent realm of trash. This symbiotic synergy enriches the experiential tapestry, drawing players into a universe awash with its evocative sensations of dumpster diving and dumpster lifestyle.

Per our previous correspondence, a discerning examination reveals areas in need of refinement, where augmentation could elevate the experience.

Distinguishing the two types of punching more conspicuously stands paramount, affording players heightened strategic options. The potential for evasive maneuvers, specifically tied to left-click interactions, could introduce a layer of tactical sophistication.

The diversity of adversaries beckons, urging a mosaic of enemy archetypes to infuse engagements with dynamic complexity. The introduction of healing pickups is a tantalizing prospect, adding variability to confrontations.

Ameliorating the transition from room to room, infusing each with distinct enemy compositions and layouts, would dispel monotony. The sporadic introduction of inventive elements, like the explosive sodas, merits further exploration.

Embracing the concept of mastery could entail crafting expanses wherein players incrementally ascend the ladder of proficiency. The culmination of this journey, epitomized by the prowess to tackle formidable foes like the pizza, engenders a sense of transcendence.

...until I reset the game!

It didn't work in any direction - it wouldn't let me click on the middle part

A disproportionate allocation of temporal investment was exacted within the confines of the 'chains' level, eclipsing the cumulative duration engrossed by the entire gaming odyssey. The toll, as it were, was not solely temporal—countenance bore witness to the sprouting of a few strands of silver amidst the follicular tapestry; a testament, perhaps, to the ordeal's taxing nature.

In the realm of mechanics, a vestige of ambivalence exists, a vestigial evocation of an arbitrary disposition—an ostensible capriciousness permeating the equilibrium between controls and hitbox delineations. Further, the expansive scope of the game, while undeniably opulent, occasionally evokes sentiments of protracted sojourn. Yet, despite these trials, a triumphant crescendo emerged—an almost Dark Souls-esque crescendo of fulfillment, the zenith of satisfaction attained through an unswerving traversal of adversity's labyrinthine passages.

The artist presents to us a masterful creation tailored to satiate an untapped niche within the expansive realm of capitalism—a void hitherto unattended, where novelty sprouts amidst the cacophony of uniformity. This opus forges a pioneering path, spotlighting life's inception through the prism of interactive entertainment.

At its heart stands our resplendent guide, a chromatic opossum, leading us on a journey into infantile introspection. This ambassador of experience implores us to grasp life's pinnacle: the art of button-pressing, an endeavor curiously complemented by the whimsical indulgence of microphone consumption.

Evident is the truism that societal advancement hinges upon aiding the most vulnerable. What more poignant embodiment of vulnerability than nascent consciousness? In this creation, a prelude to enlightenment emerges—a testament to the collective pursuit of universal betterment.

Thus, within this narrative of innovation, the very essence of an enhanced human experience takes root—a testament resonating with the symphony of shared progress.