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Erik Coburn

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A member registered Jul 09, 2020 · View creator page →

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Great execution and visual style. There are a couple things I would've liked to see included, like actual physical cameras around the place, and the minutes in the time, but overall, this is solid. :)

This is spectacular. I wouldn't be surprised to see this show up on Steam in the not-too-distant future.

Now that's a poison swamp that Miyazaki himself would be proud of.

The presentation is flawless, and the scope is perfect for 48 hours. Well done!

I like the idea a lot, but it's definitely really hectic at the start. If it starts with one golfer, hitting balls at a much lower rate, you can slowly ramp it up and add more golfers as the game progresses.

I had to check this game out, since we have the same name... lol

The level of polish is fantastic, and the overall UX in the gameplay makes it surprisingly addictive. Those coins falling are great!

The random turn sequence makes it feel a lot more hectic in the later level, and I think it's a nice twist to the match-3 formula that keeps the game from getting too stale.

I ended with a score of 8940 on level 9.

It's a simple twist and a good scope for 48 hours. I cleared 13 rooms before all my "damage received" increases caught up to me. Haha

This could really benefit from more UI, though. It'd be nice to see stats for each of the options, so it's clear what's been changed and by how much. And a visual indicator for cooldown would help a lot, too.

This idea has a lot of room for future development.

It's a very simple implementation that works well in a game jam setting, and juggling the actors' happiness and relationships is just a good glimpse of how complex a game like this could get.

Neat idea, and I could see this being developed into a full, in-depth sim game! :)

Nice voice acting! Haha

I like that it isn't just a standard avoider game- If you want to get far, you have to bait the balls into colliding with each other. Nice little twist. :)

Delightful little game. Add some more enemy types, maybe boss enemies every so often, more items, flesh out a menu... This could be a spectacular mobile game, and I hope you continue development on it post-jam. :)

Best score was 126. Felt like there was a difficulty spike around 60-70?

Player-controlled variables in a game like this is an interesting idea. One particular section was getting frustrating with a bunch of narrow jumps between spikes, so I just cranked the player speed to max and jumped through all of them in one go. That was fun. Haha

Physics felt a little wonky, with how you'd stick to walls and they would kill your vertical momentum. Also, I got used to it partway through, but it would feel a lot better to play if you could adjust the variables with keyboard inputs.

Criticisms aside, I definitely enjoyed it and refused to put it down until I reached the end. Finished with 68 deaths. :)

Nice twist!

It was satisfying to pull off combos, but is it even possible to get more than two fruit at once? I wonder how it would play if you could set the trajectories for multiple fruit, and then hit a button to launch them all simultaneously.

Simple game, just as addicting as the original. For some reason, I would keep getting the controls reversed in my mind, since it felt like I was moving the pipe more than the birds... But I wasn't. Weird mind game.

I'd sit here and keep playing, but... I've gotta go judge other games. Haha

This is just silly. Haha

Decent little platforming game. Even if the speed made the spike traps harder than they should've been, it was a fun pacing. And the end got a bit of a laugh out of me.

Aside from the high level of polish and style, there's a really good pacing of new enemies (victims?) that keeps the game feeling fresh all the way through. But I also just can't get over the simplicity of it. With two different actions, you've created an interesting puzzle/maze in each level that's just really satisfying to traverse.

Looking forward to seeing what Mark Brown has to say in his video. :D

This is a pretty simple and elegant twist. The core gameplay element here of dealing the cards makes it so every card is always going to be useful. There are no bad picks with how everything can play off of each other, and it creates a pretty strategic play area.

Neat stuff!

This is great. lol

Reminds me of QWOP, but not as frustrating. It immediately makes sense how you need to approach each enemy, and as simple as it is, there's a weird element of brain-breaking. I got to 18 before my control just absolutely failed. Haha

I'm also really curious what a 1v1 fight would be like- Going back and forth, blocking each other's swords. You each have three life, or something. There's a lot to play with in this idea!

Definitely some strong Dorfromantik vibes. Generally soothing, very intuitive game. Nicely done!

Nice idea! I think some variety in the blocks would've helped a lot, and the inconsistent AI movement meant the levels were more trial-and-error than just planning out a route. But I'd love to see more levels!

Agreed! This is probably a game I'll continue development on post-jam. Lots of ideas that just didn't make the 48-hour cut.

Thanks for checking it out!

Flipping cards was actually intended to be a more nuanced mechanic, allowing you to show/hide certain cards to give the players more or less information. Maybe they would bet more dangerously, or more confidently, based on if your cards were face up or not. But I could easily have spent another 48 hours getting the AI to where I wanted, so that idea got cut.

Thanks for checking it out!

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Yeah, a tutorial was definitely in the plans, but you know how jams go. Thanks for playing!

Yeah, sorry. Ideally, I'd have a playable tutorial to introduce you to the game of blackjack and all the ways you can manipulate it. I'm really glad it was enjoyable anyway!

Love the art! You guys should continue this outside of the jam and polish everything up to the same level. It could be really, really good. :)

I love the style! The subtle details of the different audio pitches and ball physics really make it shine as a polished little game. I did get stuck on my first play, though- The paddle flew past me and the game didn't end, so I had to refresh.

I only got up to 11, but I'll be coming back to beat your high score. Haha

Interesting idea! I'd love to see it fleshed out more. A "help" command to view everything you can do would be really useful.

Nice mashup!

The system feels pretty intuitive, and I really like how your strategies need to shift as the numbers for each column get lower and lower. Using combos to clear columns that are too high adds a nice touch of depth to it all.

This upgrade system is great! I love that a new die can knock existing dice around to alter your stats, and having a high-speed death cannon is super satisfying.

Not a fan of the one-shot attacks, though. What's the point of having high armor and health if a red missile just kills you anyway?

I had fun, though. :)

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Hey, we had some similar ideas! I really like the retro style you went with and the enemy variety, but the "roll effects" felt pretty unclear. Sometimes I would heal?

This could be really cool with more abilities, and jumping would feel good. But well done!

The art and animations are absolutely fantastic!

Nice theming, and a very clever puzzle game!

The learning curve of the different levels really helps to explain how the mechanics work without a need for a thorough tutorial, but it would be good to show a bit more information. For example, it'd be nice to see what the final values of each of the dice are, and if the roll fails, highlighting what failed and why would really help clarify the rules of the game.

But the overall ambience and attention to detail (Love the level-loading transition) really makes this feel good. :)

Glad to hear the tutorial was helpful! I should have adjusted the pixelization of the floating dice numbers to help with clarity, but I'm happy that wasn't an issue for you. :)

This is dumb. I can't stop rolling dice.

You have designed some very nice polyhedra, good sir.

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Always a fan of incremental games, and this one is really solid. I'd love to see this developed further with more abilities, more dice, etc.

As soon as I unlocked the "three of a kind" perk, I kind of had to refocus and realize that this is a really open-ended optimization puzzle.

I love it. Well done.

Love this art style, and I think this is the only isometric game I've come across.

These are some pretty clever puzzles. Reminds me a bit of the board game, Santorini.

This has some pretty good polish, but I would've enjoyed it more if each equation was actually guaranteed to be solvable. Personally, I find it a lot more satisfying to actually reach a solution than to just get "close enough" and move on.

I really like the tabletop style of this!

It was certainly a bit confusing, but I think I got the hang of it. For a first game jam, I'm pretty impressed. :)

I was able to pop out of the walls on level 2 pretty consistently.

But the audio was really satisfying, and the simple mechanic of needing to retrieve your ammo was a nice touch. :)

Very slippery movement, and WASD isn't implemented (S and D work though)? That means you can't move and press space at the same time, while also having a hand on the mouse.

I don't see how the theme applies at all, either.

I checked out some of your other games, though, and it's clear you have some fun little ideas. Game jams can be really hard with the time constraint, but keep at it! :)

That D20 can catch up fast if you need to double back for a missed collectible... Nice. :)

What was the point of jumping though? Seemed like you could only jump as the D6, and if there was a prompt showing when you unlock sprinting, I must have missed it. I just accidentally discovered I could use it.

But I enjoyed it! Surprisingly tense.

One more note, since this is in Unity: You can use Cursor.lockState = CursorLockMode.Locked to keep the cursor in the center of the screen and hide it. You can set that back to CursorLockMode.None if you need to re-enable it for menus or something.

This is a pretty tricky one, but it's a really clean execution.

Nicely done!