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cxreiff

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A member registered Mar 05, 2023 · View creator page →

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I haven't encountered the "burn your run for a cumulative multiplier" mechanic in a clicker before and it was really satisfying here. Gave a really nice feeling of progression without resorting to a different layer of totally separate systems. Great aesthetic and theming, everything is clean but friendly looking (agree with the other comment that the tabs need contrast and clearer hover/selection indication). Very hard to put down.

Solid resource management game, nice art, nice theming. In an expanded version I would a few frictions polished, like being able to replace buildings and/or expand, and blocking a couple of game states (should only allow one market, first lumberyard could be free to avoid soft-locking). It felt cool having the seasons move so quickly, and for those seasons to have mechanical significance (I noticed harvesting was tied to the seasons somewhat). Nice job!

Good bones on this one! High-inertia platforming felt good, and the sprite art is really excellent. Ran really smoothly as well. Keep building!

I really liked the controls, I found myself hurtling totally horizontally and headfirst through most of the back half xD. I didn't feel they were "inverted", I felt I was controlling the robot's lean and not the wheel, which felt intuitive to me. Was surprised and delighted by the arms being destructible, and it was interesting having that be the difficulty scaling. Good music, cool parallax background, and simple but fun challenges (I liked the two "limbo" parts where you had to slide in at an angle). Great job!

Very clean and polished. Great ui and feel, having both hotkeys and thorough mouse controls is somewhat rare among jam submissions and makes for a great experience here. A good amount of mechanical depth, with lots of room to expand. I found it a bit hard to reason about how well I was doing (as in, how optimal is my build?) but it is very satisfying and relaxing regardless. Got a little confused by the cooldowns... seems like when something is hit twice quickly, it can take longer to re-stock? Not quite sure, I just noticed that when you flank a blue with two reds, sometimes the first red and the blue trigger, but then the second red doesn't, even though the distance is the same. Really nice music. I liked how wild the upgrades get, last blue upgrade is wild :).

Cool idea! I like the freeform nature of the building, and how your apartments being jostled around forces you to get creative and improvisational with the placement and joins. Fixing some of the issues around registering clicks will help things feel more fluid when trying to "save" things mid-quake. Great music and sound effects, very charming (some Amanita Design vibes).

I really like this design where a racing game is lap-based but doesn't have a start/finish line, and if expanded I think could lead to really interesting arena  design where a player could tactically "skip" parts of a lap to return to later. The controls were indeed a little frustrating but I think are only a couple of minor changes from feeling good- (for me personally, I think being able to turn without forward momentum, and upping the rotational friction, would be all that is needed). I think the randomized obstacles were cool, keeping a racing track fresh with randomized elements is a neat idea!

Has the quality I love in the very best puzzle games where the core concept is so simple that its hard to imagine how it could be expanded, but then the puzzles wow you with their eventual depth. Great polish, aesthetic, and feel. Great level design: there were a number of great levels where they looked overwhelming at first but became simpler after feeling out the main idea. Got really stuck on the olympic rings one.

Big fan of the graphics, the style is clean, consistent, and charming. Loved the speed and gamefeel, the feeling of "exploiting" a physics system is underutilized in games broadly I think (as someone who spent all my time in Skyrim trying to wiggle a horse up the mountains instead of progressing the story). I spent a good while trying to find which obstacles in this game had the greatest chaos potential (central alleyway dumpster in my case). FOV warping was a really nice touch :).

Well executed game of this genre. It was interesting to have a run-based game that let you try different builds on each day rather than locking you into a single build path, though I did wish something carried over between days. I think the slowly building soundtrack has good synergy with the slowly building enemy density/difficulty.

Thank you! I would like to expand this with some kind of clicker game element, didn't quite have time during the jam.

Very cool game! I had a lot of fun trying out different strategies- a mobile pirouette build, a turret that just heals and shoots whole notes, and one where I just used one "splits" card and let in run in the background a while 😆. I really liked the trade-off of balancing movement with other actions. It would be cool to have late-game cards that combine multiple types (e.g. "move and launch a note in the direction of movement") so that you could eventually optimize your build to increase the rate of actions and increase the pace of the game. Great audio and sound effects.

The aesthetic is really nice, with the pixel art and lighting effects. The day/night cycle was interesting, though I wish there was something specific to do during the day other than waiting it out. I thought the difficulty started in a good place, as it forced you to engage with the leveling system before you could venture too far from the spawn location, but I do wish that the stat upgrades were more noticeable- I upgraded speed what felt like 10-15 times and still could barely tell that I was moving faster. Also it was a bit frustrating catching villagers when they always run a perfect line away from you- if they chose a direction away from you but only switched directions on some set cadence it would feel a little more satisfying to chase them. The villager/inquisition behaviors were great though, I was surprised to find a full sightline system where you could hide and they'd lose track of you, it added depth to the gameplay. Very nice job!

I got very hooked by this one! Eventually found a six tile solution that runs infinitely. I like how this game design encourages you to get really absorbed by trying to beat each screen, and then when you step back you realize you've created a little song loop. I like the look as well.

Thank you! I do plan on adding stretch to fill but it will take a little while- because its a 3d scene I fixed the aspect ratio so that I could guarantee the edge of the camera lined up with the tank model. I'll need to figure out a "nine-slice" type approach to stretch the tank without messing with the relative edge widths.

Really enjoyed this, played to the end. A lot of great attention paid to making each enemy type and area mechanically distinct. Very satisfying combat (*CLANG* *CLANG* *CLANG*) and I like how everything was paced out. HUGE fan of how far Screech, Royal Goblin Vanguard gets flung when you attack him. The difficulty scaling for each area I was a fan of, it was steep but that made it feel meaningful when you were able to explore further outward and conquer a new area.

Good gamefeel, it was satisfying to try to retain control. Gotta be honest, I ignored every bike except the one that the camera was explicitly following. XD

Ooh, this scratches those good clicker itches. Neat that its science-based, would be cool to display the "current element" somewhere with some facts. You could definitely use the power of addictive gameplay to teach some kids the periodic table with this. :)

Like others said, choosing how much to bank for exp was fun! There would ideally be a reason not to just turtle in the beginning and level up all the way while putting just enough into defense. Personally, in a game jam context, I liked that the UI was just printed structs, because it lets you see a bit of how the game is structured!

Excellent puzzle concept. The fact that it was very engaging in just a featureless grey grid makes me believe the design has a lot of room for expansion if you felt like it, adding levels/obstacles/etc. Great sound effects. :)

The push and pull of deciding how much water to weigh yourself down with was great, and navigating the moving platforms with two characters was a fun challenge. I love the aesthetics (though I like the dithering so much I wish some of the other assets also had the dithered look to match the background), and the music was great and matched the vibe.

I love the aesthetics (even the items feel "office-y" somehow, like they're desktop icons) and the clock concept, as others have said, is really original and cohesive with the theming and gameplay. Looking at the hours on the clock itself to see how much time is remaining is an elegant way of communicating gameplay information without adding more UI elements. Great polish and details.  If expanded on with more items, I would like to be able to choose which item is swapped out when I swap one in, to be more intentional about builds. 

The exponential compounding over time was satisfying.

Love the look and color choices, and the writing in the tutorial/rules is great. I really like the idea of a rulebook where all the information is there from the start but you need to explore the world to figure out what the rules actually mean or evaluate to.

Really nice idea and great polish. I like that some spikes come pre-slimed, it kinda works as both an indication that those are dangerous obstacles as well as a punch line. Really great level design, though sometimes the obstacle was "you have to do another lap" which I would want minimized in a full version of this. A best-in-class wet squish sound effect when you die to spikes.

Interesting.. probably a mistake on my part to make it a right click instead of a keypress, I'll change it after judging. In my testing just now I right clicked a bunch of times and half the time it triggered iterm2's own contextual menu, but then the other half it worked, seemingly at complete random. weird.

Thank you for the kind words!! My aesthetic goals for this were "old edutainment game".

And holy cow, I didn't recognize the name but after googling it I realized I played a bunch of that game, something like... seventeen years ago?😅 Blast to the past.

Hello, thank you!

Working on that first problem...I need a tar.gz to preserve the executable's unix file permissions but itch.io's uploader appears to zip the file again regardless of the extension.

The second is fixed in repo (postponing releases until after the judging period).

Cute character and level art, I like the feel of the rolling platformer where the jumping surface faces any direction.

I love the concept! I think a turn-based version of something that is normally fast paced is an intriguing direction. The preview of your immediate path is great too. Needs a little tuning, in about half a lap I reached a point where I was max speed on the inside of the lane and there was no gameplay reason not to just keep hitting the eye.

Looks good, feels good, well tuned game. Curving lasers around the gravity well of the sun was really cool- makes curious about a slower-paced version where I could (or was forced to) use that as a strategy?

The graphics work on the oscilloscope is pretty cool! Very convincingly like a real one. Would love to see an expanded version  of this.

I really like the procedurally generated structures, I spent a while figuring out how to ramp up to the top of them. Makes me want an expanded version where I can explore Infinite Brutalism.  Very efficiently distinct vibe!

Loved the aesthetic. Reminds me of Cruelty Squad? The muffled nightcore dubstep music made me happy, and reminded me of my favorite youtube video, Barbie girl playing While you are in a Wet Cave Full of Rats.

A moment I really liked was when the spikes are first introduced as a threat, but then immediately reframed as a potentially useful ingredient for puzzle solving in the following level. Good design!

I did discover some kind of warp tech where pressing arrows during the death/loading screens would put me in weird places when the level started. 😅 Also very minor friction, but its not immediately obvious that you have to go past the tiles to activate them.

Thank you! You can see my code for rendering to terminal in bevy_ratatui_render, basically I follow bevy's headless renderer example and render to a texture instead of the screen, and then I send that texture to ratatui/ratatui-image to print the texture in text characters each frame.

I liked the level design, each level taught something specific! And the Control homage was fun ▽. A lot of nice polish.

Terminal-based game, so no WASM- run "cargo install lifecycler --locked" to install and "lifecycler" to play.