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Dreaming381

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A member registered Jun 17, 2018 · View creator page →

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It took me a little bit to make sense of rules, especially since the there's no input/response callibration (frames displayed on screen are usually a couple frames behind the internal game state). But once I figured it out, this game is very addicting. All the animation timings and aesthetics and the game over are just so perfectly tuned.

RNG needs tuning, because bad RNG can cause a bad spiral. But otherwise, I had a couple runs where I fully built up the tower. So if there was more than that, I missed it. Fun concept, and good art!

Character controls are way to sensitive. But fortunately, you can cheese the game by riding the boxes through walls at high speeds. Small movement taps, gravity, and a couple of jumps are all that's needed to beat this one. Great concept though. And if you had continuous collision detection for walls when riding boxes and played into that more, I think there's a lot of potential here.

Encountered the same bugs everyone else encountered. Otherwise well-executed.

There seems to be a lot going on, which is impressive for a jam of this length. However, interactions break for me. I cannot do anything with the items I collect.

I got pretty high spamming downwards. But then the game froze. Then it recovered. Then it froze again, and it was toast.

No crashes for me. But mechanically, I can't seem to do anything right in the game. I can only create a single web string, and I can't seem to interact with the flies in any way.

I was confused at first on how to do anything with the character without the character immediately dying (and how to restore the character). But once I figured that out, there was a solid gameplay loop up until I couldn't find a way to create the corners and build past a single level. Great for a 48 hour jam though!

Great ambience, but I really don't get the story at all.

I do hope that a sibling coercing another sibling to go on a date with someone is not based on personal experience, because that's toxic. But that was the only thing I seemed to understand about what was going on.

The rotation of the block placement potentially causing blocks to no longer be supported and fall was a really interesting mechanic. It forced you to be a little more methodical about things.

A tiny criticism, but for short jams like this. If you realize that you aren't going to finish everything you planned, put something as simple as "You win" text at the end of the content you have so far. You don't need to kick the player out of the gameplay loop or anything like that. But just letting the player know they did everything there is to it goes a long ways.

My brain hurts trying to explain to myself why that pink rolling duck combined with that music is so likable. It defies all reason, and I hope you continue to exploit this in future projects.

I think after the first cycle you could have added a bunch of new UI elements like a counter for blocks remaining, the sequence of next blocks, and all that. I also had some issues with inconsistent jump heights, where at some levels I could ascend 3 blocks worth but at other parts I couldn't, which made it a little tricky to do level 2. Also I always had trouble placing blocks high up in level 2 because rotations against the wall don't work right. 

Great concept though, and would be fun to see it expanded, perhaps with levels that already start with blocks where you have to use line clears as part of the solution.

Fun "easter egg": after beating level 2, you can jump out the side of the level.

Unfortunately I had things come up that prevented me from being able to spend as much time reviewing as I would have liked before the deadline, and I never quite beat this one. For a game so focused on getting a perfect run, there needs to be an instant restart button. Aesthetics are pretty cool.

A highlight for pickup would smooth out the couple of quirks. But you really cannot go wrong with a classic 2D platformer that anyone can play to the end in a jam like this. And that's what this is. Nice job!

At first it comes off as very basic. But there's a surprising amount of depth that reveals itself when you go for a high score. 

I really like the aesthetics and concept. But the combination of camera, controls, and inconsistent collision made this game difficult in a not-so-fun way. I hope you take some time to identify the weaknesses of the execution, because this would otherwise undoubtedly be my favorite of this jam.

Solid foundation. More aesthetic changes during progression would add a lot. There's not a lot to do or discover. But still pretty good for a jam.

Bugfixes that allow the game to be accessible to more players are allowed. Updating the page with descriptions and screenshots is also allowed. Adding significant new features is handled on a case-by-case basis. Some feature updates that make the game significantly more accessible so that more can complete it and give more complete reviews may be allowed, but it is best to ask.

Sorry for the late reply. Yes, you can polish up the page.

Sorry. I can't help any further than that.

There is a graphics quality setting. Setting it to low might help. On the first couple missions, resolution also has a big impact.

What GPU are you using? Were you seeing lag? Was this on the first mission?

Sorry for taking so long to reply. I had trouble figuring out how to reply to this. There are missions and settings that I would expect this, and missions and settings where I wouldn't. Did it seem reasonable when things heated up?

FYI. This submission is password-protected.

The Jam ended earlier than our local clocks, so I am assuming it did that for other people too. I extended the deadline by an extra 30 minutes. Sorry about the confusion.

Thank you for the kind words! I read all the comments you left so far.

I do plan on continuing this at some point, since I have some really good ideas for the story I can't let go. But right now it is on the backburner since I need way better animation technology than what is currently available to pull this off. 3D is planned, but probably not NieR levels. Making the controls consistent across perspectives and art styles is a big challenge, and the gameplay will probably be slightly biased towards platforming. But who knows?

Very clean. Very polished. Not really my kind of game, so the secrets remain secret for me. But the polish is by far the strongest part of this entry!

The input glitched out for me after swapping between apps. Cool concept though!

Only criticisms are that the unlocks scale in cost too fast and the music doesn't loop correctly. Otherwise, it is very relaxing. How many levels of butterflies are there?

I'm really bad at bullet hells, so if there was a surprise after 20 waves I don't know what it was. But this is really well made. The bouncing damage system was something I haven't seen in a bullet hell before and added a unique element to the gameplay.

Really solid entry. Nice job!

Controls are really solid. But is there an actual butterfly in the game?

Beat it!

This was really creative and challenging. Gamepad input worked, which I found made it a bit easier to get the controls down. A little music would have helped, especially since the game was so challenging. This is a very strong entry! Nice job!

Title screen was cool. I liked the startup sounds and the flying around in the menu and the graphics were interesting. The level itself made no sense, with the title text in the way and the sound loop was a bit annoying. However, I must ask, what technique were you using fo that massive bullet spray?

Controls were a little clunky. And it got to the point where the levels were RNG-based (3 seconds seemed impossible for me), but a solidly creative entry! The idea of having to fulfill a shopping list in a short amount of time is something I don't see often.

The tutorial is good. The style is good. The music is spot on. The ability to maintain my patience, not really there. The "unfair" genre is really not for me. And unfortunately, that means I have only seen a small amount of the game (I think?), which is all I can rate you on.

It took me a while to understand how it fit the theme. But I get it now. It's a good implementation of an "infinite survival" type of game, or at least I think that's what it is. I don't know, because I'm really bad at it and last maybe 20 seconds. That's a me issue though. I'm just really slow at these kinds of games.

This is definitely my favorite submission. The use of the theme for such unique and fair gameplay was awesome. And the puzzle design is really good.

Unfortunately, I can't beat all the levels for two reasons.

Reason 1: The scene is too bright and washed out. It actually causes me eye fatigue limiting the amount of time I can play it.

Reason 2: The platforming requires way too much precision for things you cannot see, which detracts from the overall experience. Either having a visible grid or keeping jump directions from any given platform limited to 8 directions and full speed from any "square" of the platform would have probably been sufficient. I just don't have the patience for that.

I think I fixed it. Turns out my workaround for another issue made an invalid (and unnecessary) assumption regarding this bug: https://issuetracker.unity3d.com/issues/scene-dot-issubscene-returns-a-different...

Let me know if it works!

Unfortunately it does not. This is an engine bug that only affects builds, and unfortunately will probably take me a few weeks to sort out. Sorry about that.

Theme announced: Out of Nowhere