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dinooptometrist

15
Posts
A member registered Jun 06, 2020

Recent community posts

Very short (three levels), but mostly satisfying. A bit tedious, since it requires watching the path repeatedly to memorize what actions the "player" will take. Still, feels wonderful to get those blocks in place & watch everything work. Great effort!

Like the mysterious exploration-based idea. I don't think this fits the theme of the jam, though.

Beautiful presentation! Love the art style. Play loop was a bit simplistic, but I enjoyed the classic Space Invaders-type difficulty ramp.

Very goofy. Takes about 2 minutes to play. Great mustache graphics.

Kudos on creating most of the assets during the jam!

The idea of a battler where you have different powers in a combined state vs. in a solo state is super interesting. It brings something like Power Rangers or Transformers to mind. The way this one plays has that spirit, but doesn't really have any mechanics to support it, though. All the battling happens as individuals (you literally can't attack in joined-up form), so joining up is only useful to stand on the final checkpoint. Similarly, I love the "STAY!" mechanic.... but there was never any reason for me to use it.

It's got potential, and I'm curious where it could go with a little more time.

Same error as Seb. Looks like a broken build.

I can't see this having a ton of replay value, but it's got a great amount of arcade-style juice to fuel one play session.

This game was freakin' fun as hell. Love it, love it, love it. Perfect game jam puzzler! The pacing was exactly right.

Sorry, this game was looking for access to "make changes to my device", so I will pass on running it.

This does not fit the theme of the game jam, I'm sorry to say. The connection is pretty tenuous.

I do admire the creation of music during the jam period. Unfortunately, I found the car super-hard to control (especially when bouncing between obstacles) and the visuals to be a bit disorienting, even nauseating. Cel-shaded car against a monochrome car and monochrome ground meant that I couldn't track my motion in 3D space particularly well.

I also wish you'd given better direction to the objective. Any signposting in the first room would have been helpful, no matter how obvious. It didn't take me ages to figure out where to go, but my immediate feeling was confusion, which is not ideal.

5* on presentation, especially for it all being homemade! The neon-drenched, sunset, synthwave vibes absolutely took me away! Perfect for a skateboarding game.

Unfortunately, having so little control over my own character meant that there just isn't much gameplay here. It feels good to pull off a Tony Hawk's-style grind (again, major props for sound design), but being penalized when my ability to steer out of the way of an obstacle is limited... not as much. There's also enough downtime between jumps & grinds that I wonder if you could add some kind of manual / balance mechanic to keep a combo meter up? Or speed up with each successful trick like Space Invaders?

Thanks for the submission, and I'll be vibing to that music all afternoon!

Sorry, this does not fit the theme at all. If you were exclusively using other people's assets, I would hope that you could at least meaningfully execute on the theme.

There's something here, a la some The Witness puzzles, to navigating maze spaces with two versions of your character. But I'm sorry to say that there are just too many rough technical edges to love it the way it is right now. The menu select screen, the pop-up instructions, and even the movement didn't always quite work as I expected. 

Gameplay-wise, I liked the addition of the laser, but if my character is always invincible, it's hard to see a reason I'd ever want to use it instead of running head-on into my mirror. I'm glad you explored this, though, and I would be curious to see what else you could develop if you went deeper!

This is a just-off-the-beaten-path puzzler, and it kept me going up to the "freeform" stage! 

Major props for introducing the concepts pretty clearly in a playable, wordless tutorial. I can see the way this would expand with the addition of more and differently-costing elements.

Solid puzzler! Sprites looked awesome. I struggled sometimes knowing whether or not I should have been able to reach another sprite with my beam - would love somehow clearer signposting on that. Great entry!