You are fine, from the FAQ:
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Q: Can I use no-code tools like Construct 3 or GameMaker?
A: Yes! Just ensure your project can be exported and shared via a GitHub repository.
"I love cute little complex simulation games like this. The whole game was a really fun concept, hard and chaotic. I'd like to see how close a unit was to dying as it was sometimes hard to read where my resources might be valuable or not. As others have said, it lags a bit with high counts. The sound is intensely cute and the idea is super clever and innovative. I'd love to see the idea expanded out with a little better graphics. Really cool game!
Went and hunted down the dist.zip, you might put it on your game page I think that doesn't break any rules as it doesn't change what's uploaded here.. The background and art are really nice, I love the aesthetic and the sound is nice and aggressive. The gameplay is really innovative but brutally hard like flappy bird but much much harder. I really like the idea but the model you are using felt slightly inconsistent, like sometimes I felt like I'd fall faster if I got smaller. Also occasionally I wouldn't get a score when I went under something. Anyways, awesome to see someone using pygame, that's really making this thing work from the ground up. Great job getting it running and getting it packaged! I'd love to see more games messing with density and scale and bouncing and changing momentum based on scale.
Really cool game play concept, like a 2.5D arena brawler. The graphics are a lot of fun and the sound is nice but could be a little more readable/meaty. The opening scene was pretty wild. It's a neat demo, and with a little refinement I could see you really making a great brawler it's got a lot of the gears of a good brawler. It has lots of cool little things like the subtle travel with each punch. The concept is pretty unhinged which is fun.
Really cute little game about task optimization. I was a little turned off by the text up front but once I got to the game it was great. I like the idea of slower heavier elevators vs faster lighter ones. It makes for an interesting space to solve. The art is super cute and professional and the sound serves well. The game plays well though I occasionally missed and put someone I didn't want to. Overall a really fun concept. I didn't use the prequeue much but I used the storage a lot. It feels professional and well done.
Great points! Thanks for the feedback and kind words! Yea the game is actually pretty forgiving on the doses (15% costs only one star) but that's not really conveyed anywhere. Probably the big issue is the doses are a little high which lead to us having to speed it up to match and we didn't tune things like the scale delay down. I think if we were to continue we'd have to either have a fast and slow pour mode or cut the doses way down.
Yea it's a very textual heavy game which is hard as it's a lot to keep in the players memory. Contrasting that with papers please which was very pictorial. We did think of other ways we could convey the patient info while still keeping the challenge. We were originally shooting for a much slower grimmer game but kept speeding it up haha which makes the text feel like a bit of a roadblock.
Solid little crafting game, I had a ton of fun with it and more games need to exist in this genre. I love the idea of having to craft armor that then leads to how well your army does in battle. The tools are all responsive and fun and forgiving. I love the use of AI art and AI voice, gives you a quick way to do a voice over and intro animation. I think that's totally the future and what a nice little way to build out an element of your game. I'd maybe have sped the voice up just a little. My main complaint was that the other sounds are so quiet, I would have liked the tools to be much more meaty and bangy sounding. Most of the tools handle well though I found the press to be a little unwieldy. I'm also not totally sure how the score works, the first round I basically failed and got 157 points the second go around I nearly 100%ed and got 60 points. Maybe I was missing something about the collection mechanics. Overall a really innovative and artistically stylin game.
Cute little third person multi-movement explorer reminiscent of Banjo-Kazooie era games. The movement is a bit unresponsive for my taste as it makes some of the jumps really hard. I managed to get to the end but with a ton of trial and error. The ball rolling was a long of fun and I would love to see the game lean into that with even more speed. I am not sure how I was supposed to 'hang on' objects but managed to juke my way through that part. The cutscene is great and the characters are styling and cute. The game could be a little less brown on brown to make it a little more visually interesting. The whole walking bit could be set up by half. The sound that is there (mushrooms and background music is great) and I think some really good sound would make this game feel much meatier. Overall it has a lot of potential and I'd love to see it refined!
Thanks for the feedback! Re: the difficulty. The scale has a built in delay that we put in originally to increase difficulty (and because the worst scales we worked with did), but as the game went on we sped up the drug pour speed and SUQ speed a lot and we never reevaluated the delay. It might have been a little overly punishing. We probably should have tuned it down a bit.
re the tutorial: Thats a really good point. I think we got it mixed up because originally we had it auto playing with the stapler allowing a reset. But a few testers said that it was not waiting long enough so we went back to having a click through. But I agree since it was click through it would have been better to be consistent button and just loop it at the end. Thinking back even when I tested it I sometimes made that same mistake.
Looks like the request isn't coming back. I guess my processor/GPU just doesn't quite have what it takes. That does make sense, I tend to struggle with heavily quantized llama 7b and usually have to mess with settings to get it to work. Would be cool to see some videos of your game in action on this page though. I really feel like games like this are the future.
Super beautiful games the backgrounds are so detailed and psychedelic, the platforming has some originalness that builds on the core ideas, the airdash, double jump, and weapon attacks are all pretty cool. Unfortunately, the background is kind of tearing/aliasing as the player travels which makes seeing things hard sometimes. This is a relatively easy to correct glitch though. Also I wouldn't mind if we could maneuver in the air (it felt a little syrupy/slippery currently) and if the whole game was like 50% faster. The sound is nice, nothing huge but more than enough to fill the game. It's a really fun chill platformer.
I think I'd like to see like more my own bullets coming off, like I couldn't really tell how often I was firing or who was being hit. Like in your first video, I see a bunch of enemies die, what hit them, how often was it shooting, how many hits did each enemy take. This is the kind of information that as a player I use to plan my moves. Like in vampirine survivor even when the scene gets nuts it's still rarely vague about what is coming out of you to hit your enemies. Also particle effects/sound effects/ (maybe there was sounds for the hits and I missed them) etc all make for more readable impact. But I agree might be easier once I get my feet under me on it!
A really neat concept that I think needed some streamlining. As someone who does a fair amount of microscopy, I enjoyed playing with the microscope, though I wish there were more zooms and the xy travel was like grab to drag or something. The simulation feels pretty on point. I wasn't totally confident which features I was supposed to be measuring or how the pictures interreacted with the report generation system. I feel like this has a really cool tech base and I'd love to see it streamlined into something a little more readable.
Super fun. A neat little twin-stick survivor type game. The shrinking and smashing is extremely satisfying and the varied enemy types adds a lot of depth. The music and sound effects are nice and the art is nice clean pixel art. As a demo this has a lot of potential. I enjoyed my time with it. Also I like that you can play after death just getting smaller and smaller.
Fun little game. I love the upgrading mechanic. The enemies were a bit too much for me and I went down in level 3 where the damage shot up. I think it would be a little better if the bullets were a little more visible on screen as I had a hard time gauging the impact of my shots. Also maybe if I could go faster in at least one direction to escape if the enemies had me swarmed. I like the title screen art too.
Super great game concept, shrinking and growing objects is fantastic fun and it really works quite well. The aesthetics is also nice and weird with lots of weirdly shaped object lying around. I made it to the outside pillar jump section then fell all the way down and gave up. The reset button is crucial haha as I thought I'd run out of juice at one point. While the lighting is pretty I think it's working against you here it makes parts of the game unnecessarily hard to see and just makes the game feel a little over exposed and weirdly unrealistic in the lighting. The main character is well rigged and animated. The music is nice but I wouldn't mind a little more sound effects. Overall a really game with a great core gameplay loop. (I wish the checkpoint system worked though haha) I could see this being refined into a really good real game, I had a lot of fun with it.
A bit of an unhinged game were you fly a drone running around bombing soldiers. The art style is lonely and creepy and the sound while a little understated does a good job of conveying the feeling. The game gets really hard when chasing down running soldiers and the 'stop' button actually makes you go backward faster than you are going forward. I'm not sure where the horror element that shows up in the middle is going either but cool there is some thought there. Overall super pretty game with a pretty compelling main loop. Kind of a plane sim but different.
Amazing aesthetic. I'll be honest even after reading the tutorial I have no idea what's going on and if I'm winning or losing how how I win or lose and I think it crashed at the end game calculation. But the game is so pretty the super shattered effects are great, the weird little hand that lets you grab cards is great, and all the cards spawning objects that interact in wild ways is super great. I'd love to see this expanded and streamlined, a semi-autonomous RTS/card game seems like a great concept and I love how the game looks and sounds and the scaling mechanism and directionality are interesting little additions. This is so good even when I'm clueless.
Wow what a sleeper hit! You should really update a more compelling ad image and description (maybe some gameplay images?) because that game was amazing in a way that I would have never gotten from it. Run around and and get bigger as you bash and hook foes. The level art is totally filler but the enemies and player hands are so pretty and have really cute little animation cycles. The core gameplay loop is super compelling and unique though I wish as you got bigger there was a little more gameplay consequence. The styling and flavor of the enemies is great and the the main plot is silly in a great way. I loved the music and even more that you had boss level music. Really good job!
Super lovely game maybe still more in the concept stage (can't seem to buy or sell anything (Ship does fly out though just comes bac empty. and once my ship went flying off the map) The old school art style or like a pirate map combined with space is super neat. I also like the music loop it's chill and pleasant. The concept of a trader game is a good one and I think with a little refinement (and a fast forward button) this could be a fun little relaxing game to play.
A game loosely in the genre of super autopets. The whole thing is a delight, over the top waifu art is fantastic. The balance is all over the map which I love, I thought I'd lost the game but then one of my creatures going away returned a bunch of capsules which I loaded into a human who swept the whole enemy lineup. Mary is hella busted but I guess that's balanced by her not coming up much. The wide range of art styles and vibes from a huge range of sci-fi worlds is great. I would have loved a little hit sound with the battle and it's a little vague sometimes why you are losing. But overall the game is just oozing with fun.
Sometimes I'm just amazed at the level of ambition for game jam games. This is genuinely wild. The sheer amount of assets loaded and placed in this game is insane. It's a super pretty game and the light effects are beautiful (even if they make my poor GPU cry). The gameplay is fun out but could use some hit reactions and a little refinement of animation. The level design is great, even has a fun little drop down and loop back. The audio design is nice too with a nice walk cycle and grunts. I really liked the main character's design as it strongly implies a time and place. Overall I'm really impressed with sheer scope of this game. It's clear there was some stuff that didn't get included/polished but it's a game jam and this is massively impressive for only a month. I would love to see this further refined, especially with interesting level design like this.
Super cute little platformer. The main character has a super nice animation loop. The platforming is fun, not overly punishing or too slow/easy the wall hugging mechanic is great and the devs don't put any traps in (ie dropdowns with spikes at the bottom). The difficulty ramp between the levels is good. I think the hurt box of the blue bullets might be slightly extended backwards as I would sometimes get hit by it when I jumped over. The music is a lot of fun and is a nice chill ambiance. The sounds are nice but seemed to keep cutting out. The environmental assets are nice but some are a little scaled also the background anti-aliases pretty bad when moving which hurts my eyes a little. Checkpoint systems are great. Overall a really fun little game.
Nice fun little game, cute walking animation loop and the concept of bullets being your money is cool. I think your shot spawner is a little in front of your player making to if an enemy is within 1-2 enemy lengths of you, you can't shoot them. Overall a fun, addicting little game. The sound is nice and poppy too. Also awesome cover art/title screen.
Love this one. Super chill little physics puzzle game. I love when a developer trusts to let the physics speak for themselves. My favorite solve was I once made on of the domino objects so large so fast it threw itself off the ledge and won the match for me. I really love the concept of this and I think it would make an amazing chill mobile game. the sound is nice and the graphics while simple do service to the concept.