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chridd

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A member registered Jan 14, 2017 · View creator page →

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"Your time is: 15:11:69".

I like the lighting.  Switch doors seem to be vibrating for me.  I didn't encounter any out-of-bounds glitches until I got to the results screen.

Since the character is a random color each life, does that mean that if they die, they don't come back and instead someone else comes and completes the level instead?

I don't think I'll be able to finish this before the end of the voting period (I got stuck on a screen last time I played, and also I should get some sleep soon), but here are some thoughts so far:

• I like the artstyle
• One of the rooms had a full-screen flicker which I didn't like as much (also for some people might cause seizures?)
• Physics seem janky (like I get caught on random things)
• Every time I click a button I have to then click outside the buttons, otherwise the game interprets space bar as both pressing a button and jumping.
• Main mechanic seems interesting (like you're taking size from the blocks... except it seems you can enlarge yourself from a block that's already at minimum size)

Puzzles are good, physics feels like it has some issues.

(If I'm understanding this right, if there's a ledge that's shallow enough for you to walk up/down, then the game lets you move perpendicular to the ledge but not along it, one consequence of which is that you can't go up stairs if you're not centered, since the side of the stairs is a ledge.  For the case of trying to go up the side of stairs, maybe automatically moving the player completely onto the stairs would work better.  But also I notice the yellow blocks move on a grid, so I wonder how it would feel if the player also moved on a grid.)

I needed two pointing devices to play this game, since I don't think my laptop touchpad will let me do what the game is asking me, and also my external mouse's scroll wheel is broken.

I think I caused a paradox of some sort at the end there.

Interesting idea, I like it (and in 8 hours!  I was worried about whether I could get mine done in 96 this year.).

When I was playing it, I sometimes found myself wishing that there was a way to see what the actual differences were on a floor after I got it wrong (like, what did I miss?).  (Maybe; I don't know whether that would make it too easy.)

Cute game!

Watch out, little mouse (or big mouse), I think I saw some cats in some of those windows!

I feel like this comment needs a cheesy pun, but I'm havarting a hard thinking of one.  Maybrie one will come to me.

I like the art!  It's cute!

The collection part just seemed like "oh, whoops, you didn't get enough flowers, which you didn't know ahead of time, I guess there's nothing you can do now"… although at some point I started learning what items were popular to ask for a lot of and prioritized those, and things seemed to work out.

*sees the name* A typing game… wonder how it deals with Dvorak.  *tries it* Looks like it interprets all my keypresses as QWERTY.  Well, at least I can blame all the times I pressed the wrong key on not being used to QWERTY!

I like this game but I feel like something's not clear about the lose condition.  Apparently it's when the fire meter gets to zero, but most of the time I'm not looking up there, so it just seems like I randomly lost (and/or is it when too many cars are waiting?).  (And I'm not sure why it goes down; it says something about "stalls" in the description, but does that mean when a car isn't moving, or when they're told to move but can't, or what?)

I like the idea, but it felt like there was a lot going on at first (though I think I eventually sort of got the hang of it).  Some issues:

• It wasn't clear at first (until I lost that game and read the description) that you had to go back to the optical sensors to re-target (I thought it was just a one-time thing to make the outside visible), and kept clicking trying to target stuff and the robot kept walking back and forth.  Also there was at least one time when it scrolled to make something else visible right as I was clicking and I clicked the wrong thing.

• Sometimes missiles just wouldn't launch even though the electron was shaking and the bar by the missile factory seemed to be full; not sure if there's some additional requirement that I'm missing or a bug.  (Also, maybe more feedback of why a thing isn't working would be helpful?  I also tried the EMP once and it didn't seem to do anything.)

• The game kept freezing for a few seconds for me; not sure if that's an issue with the game or with my 10+-year-old computer with multiple other browser windows open.

• Minor thing, but I wish I could use the arrow keys to go through the black lines on the circuit board (to the different sections).

(I just saw another game with the exact same issue which had the same loading bar, so I guess it's probably an issue with a game engine and maybe not something you can do anything about.)

If you're having trouble getting onto that scale, there's another comment on this page that has a hint about that.

I don't have a very good sense of scale or artistic ability.  (I'm actually kind of surprised I did as well as I did.)



(Also, it seems on my laptop, using touchpad taps on the buttons in the game (finish, zoom, etc.) often don't register.  I'm guessing maybe some issue with the clicks being too short?)

I felt like the mana system wasn't really explained well in game; I was confused about why I sometimes couldn't do something (and didn't know what the thing about "move [x mana]" meant; I think that might have been a bit clearer if it was instead "move [1 mana per space]" or something) until I actually looked down at the description.  There also seems to be a bug where if you click a spell to deselect it, the button will still appear selected.

I basically solved the first torch level pretty much by accident, and I don't know how I did it.  (It's also not really clear to me what exact parts of the room are dark; I don't remember it looking different than the other levels where Donkus could see.)

An interesting take on the genre.

Cute art style.

Would this genre be called "tower offense"?

I won most of the levels just by randomly clicking stuff.  I probably could have gone with a better strategy if I had experience with tower defense games.

I'm not sure what the boss really has to do with the main concept; like, yeah, the letters are appearing in the console, but you're not really using the console to win, and it's not like a working console normally has the letters "WIN" in it.

I noticed that I tend to try to keep asteroids away from the ship, since that way the ship can't shoot them that easily (and it doesn't seem like I can't actually destroy the ship by running the asteroid into it), so we're both trying to avoid the ship getting hit and therefore kind of on the same side.

Aww, the ghost went away.

I remember having issues understanding what was going on the first time I played, but when replaying it it didn't actually seem unclear, so I'm not sure exactly what my issue was.

This is why I make games that only save between levels.

Challenging, original, good use of the theme.

When I first started the game, I thought, "There's no music?  But then why is the 'audio playing' icon appearing on the tab?"  But apparently there is music, and it's just so quiet that I can't hear it at all without turning my computer's volume up to near the maximum.

Is limited time to memorize stuff supposed to be part of the challenge?  The fact that you wait a certain amount of time after the text disappears suggests maybe it is, except you can see everything while the text is still there.

This is pretty neat and also tricky, and a nice take on the theme.  I do like the aspect of having to remember whether you're supposed to win or lose.

Some things that I think could be improved:
• Better feedback about what happened when you lost (some sort of "game over" screen that lasts more than a few frames, and somehow indicates whether you were out of time or chose the wrong thing, and what you were supposed to do)
• I think maybe having the timer as a bar instead of a number would make it easier to tell at a glance how much time you have left.
• I was going to suggest maybe having a "Start" button instead of just starting immediately and running out of time until the player does something, but after thinking about it again, I think I might like it this way.

I suspect that if I was living alone and messes somehow got inexplicably cleaned up and such, that would scare me even if I didn't actually see the ghost itself.  (But maybe this old woman is different than me in that respect.)

I liked this game.

One minor issue: The thought balloon that appears at the beginning goes away on its own, which is just barely enough time to read it.  But also if I win and click Retry, then the text in the thought balloon doesn't appear and the game just freezes.

Maybe some sort of sound coming from the door if someone's walking on the other side?  (And some sort of animation indicating "there is sound coming from here" so it works for people who are playing without sound)

It's a neat idea for a puzzle, but I ended up figuring out most of it by trial and error.  Maybe being able to see the entire level would have helped, since I kept having to reset because I couldn't fit in a place that I didn't even know about when I picked up a bit.  (Or maybe if there were more levels I would have learned to explore the whole level first, like I did on my second playthrough.)

The relation to the theme also kind of felt like a stretch to me.  I guess it's that these bits are from a game that you're developing, but that's not really clear from anything within the game itself, without reading the description.

I think some sort of feedback of whether you can place a piece before you release the mouse button would be helpful.

HEEERE, human human human human!

Cute game!

A couple of issues: I'd expect the human to move along with the moving platform, and the camera had some issues in I think the second-to-last level (it always put the cat in the top-left, which made it harder to see where I was going).

It's misère tic-tac-toe, with a cute story!

It's kind of hard to intentionally lose (especially if I pay too much attention to trying to force lil bro to get three-in-a-row and forget to notice whether I'll get three-in-a-row, which happened multiple times to me).  Lil bro isn't good at winning tic-tac-toe, but at least he isn't too good at losing, either; if he really wanted to lose (or you wanted to make this game impossible) there's a strategy he could have done which would have made it impossible for lil bro to win.

A couple minor issues: I wish when a game ended it stayed a bit longer and indicated somehow who won (like drawing a line through the three-in-a-row).  Right now it just seems to show the final board for one frame before moving on, and a few times I won without realizing it and then was confused as to what happened.  Also after the ending it just shows a blank cutscene, and clicking multiple times caused it to show some glitchy-looking text and then eventually the game crashed after clicking more times.  (I'm playing on the web version.)

This is kind of similar to an idea (but didn't use) I had when I was first thinking of ideas (cleaning up after the player of a game).  I like your interpretation of it.

I liked the art style, but is there no music?  (Or is it just not playing for me for some reason?)

I seem to remember there being something I didn't like my first time playing, I think maybe that there was too much waiting for things or maybe movement seemed to slow, but that didn't seem to be as much of an issue the second time (when I already knew the solution).

I noticed a bug my second time playing: If you press R to reset while holding a block, the block will fall through the floor after resetting.

Another minor issue: The moving platforms look like they should be semi-solid, and they almost are (since you can go through it if you stand under it, although it looks a bit glitchy), but also they aren't (since you can hit them from the side).  (Is that hard to do in Unity?)

Overall, I liked the game.

It seemed confusing and inconsistent to me.

Like, if I go to the right from the start, and go off the cliff instead of going up the ladder, I just die immediately, so my first thought is that maybe since you're going backwards, you're going back in time and therefore you can't fall down somewhere unless you could have made the jump up going forwards in time (which I think could potentially be an interesting idea for a game).  But other parts of the game don't seem to follow that rule, and also it isn't obvious that the jump is too high to make (unless he can't go that way because that's not where he came from?).

And then I come to some platforms over a pit.  After dying randomly a few times, I figure out that there are invisible platforms in places where there are holes, so what's safe and what's not safe is reversed.  But that also doesn't seem consistent; there's plenty of regular ground that both seems safe and is safe.

(And I still don't know why I can't go left after going up the ladder.)

Maybe there's something I'm not understanding, or something's not working right on my computer?  Or maybe it's just supposed to be a series of separate puzzles that don't all follow the same rules and I'm just reading too much into it?  Reverse of making sense is not making sense, reverse of being consistent is being inconsistent.

Anyways, the game is cute, and I did notice that "yxof" was "foxy" backwards before seeing the comment below.

This one was really good!  Cute graphics, nice music, neat mechanic.  The spider level was a clever puzzle which I managed to figure out before executing my plan, but the last level I just sort of accidentally completed before I really understood what was going on.

I like the cursor thing but it does mean that I can't decide how long until I retry (or maybe I'm just too impatient).

So many ghosts!  My high score is 4.

Something's going on with the scaling of the user interface.  Like, okay, you didn't take into account my screen resolution (1280 pixels × 800 pixels), so most of the buttons are off-screen even when I'm in full screen, fine.  But why when I zoom out (in my browser) do the buttons stay the same size?!?!?  It's like the game is trying to make sure that the buttons are too big to fit on my screen!

As for the game itself, I think maybe the hitboxes for when the game considers you to be pointing at a shape are too small, especially the triangle.

I like the idea, but I'm not good at Rubik's cubes, so I only finished the first five.

Also the stripey effect across the screen made me worry that my monitor was having issues.  (Other than that, the graphics are good.)

I also had issues clicking on the sides of the screen sometimes, and after replaying it, I suspect the issue is that some objects are inconsistently "in front of" some of the side-of-screen hitboxes, so that the game registers the click as being on a piece of the ground (which doesn't do anything when clicked) rather than the side of the screen.

meow meow meow meow!  *bats some code into the game, making the game blow up*  meow!

Really good cute art, neat puzzle.  It's something that I haven't seen before and took some thought.

Is the second-to-last puzzle solvable?  Nothing changes the color, so adding garlic always makes it wavy, and there's no rule for changing purple wavy to anything else, so it doesn't appear to be.  Unless there's something I'm not understanding?

Also the meowing as part of the music seems a bit distracting… like I keep thinking the cat wants something.  Feed the cat already!

I liked the game, although it's short (which is to be expected given that this is a jam).  I could see maybe building on this to add levels with obstacles or something like that.

One issue I had on my computer is that the UI is cut off.  It says on the title screen to play in full screen, but that's kind of hard since the full screen button is off the side of the screen.  I had to put my browser into full-screen mode and then I could barely see the full-screen button to click it.  After that it worked okay.  (I think this is at least partly an issue with itch.io and possibly Unity.)

I think I just encountered a bug.  I had the game open on the game over screen for a while and when I came back each match removed a few seconds from the timer instead of adding a few seconds (so I got game overs really quickly).  Haven't gotten it to happen again, though.

Interesting idea, feels maybe a bit too hard (the die moves a bit too slowly and bad things come a bit too quickly, and it took a while for me to remember which color was which) and I'm not sure I like using my touchpad to control it (unless there are keyboard controls that I missed?).

It looks and sounds nice.  It wasn't clear at first what to do (my first playthrough I thought I was supposed to just push in all the keys, so I ended up restarting after that), and *maybe* seems too reliant on backtracking?  (I'm not sure.)

Also is it always possible to win?

The dice clicking mode seems like the fact that it's dice doesn't really affect the gameplay that much?  And even with the score being randomized, that doesn't really affect what you do.  Maybe if the score were based on which side of the die you click (and the dice were in different orientations; they seemed to only be coming up with 6 on top for me) it would be more interesting?  It was still enjoyable though.

The other mode as far as I can tell seems like pure luck… is there anything else to it?  Also clicking on the add strength button a second time seems to roll the die immediately, so it doesn't actually seem to be possible to roll with more strength.

Ooh, someone else who did a Tetris-inspired game!

The concept is neat but it sort of feels like the numbers/dice aspect is a bit tacked-on; I didn't really pay attention to them while playing.  But the use of color is neat.