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gibonus

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A member registered Mar 21, 2019 · View creator page →

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Doesn't work for me in browser. Using Chromium on Linux. And there isn't a native version to try out. It's as if the character gets loaded before the level, and falls through, causing a "gameover".

Interesting take on the theme. I got up to 10 barrels!

Very impressive for a jam game! Not exactly the most interesting gameplay, but I think the graphics, audios and the play with the theme is pretty excellent (turns out the side effect is not just a side effect of the buttons, it also has an effect  on which side you can move!)

Enjoyable game. It's fun trying to judge what you need and of course never getting it lol

For me the jump button failed about 50% of the time. It's simply impossible to play a plateformer when jump doesn't work :/

Very nice art and excellent music. The gameplay was almost there, but I was left wondering what's the extent of the hitboxes a bit too much. And I was also very confused about the effect of mutations.

Fun game! How one can come up with such ideas? The physics really makes things much more fun. I love how physics enabled the trees are, and it's just fun to see trees shoot apples at footballs.

My mousewheel is broken and at one point the camera zoomed in _bellow the map_, and I couldn't zoom out again. Impossible to see the action anymore.

Great audio lol. The effect ideas are interesting, as they change the way you approach enemies. But the controls are a very slippery. Also I'm really bad at controlling anything with the arrow keys which doesn't help… So the gameplay felt more like a struggle to me.

Ahah. Clearly a lot of design went into the first boss. It was challenging to find the correct potion combination to win.

A mechanic I don't like is how the effects are hidden at first, and you have to test them. There isn't much challenge to it, you just buy enough potion and use them in the test lab to turn the ???? into description text.

It feels just like busywork just to get to play the actual game, which is to compare the effect of potions to find the correct combination. That part of the game is the fun bit, because it forces you to think.

Excellent presentation! Though did find the game lacked strategy. Generally putting down all my cards always got me a win.

I would have recommended making some sort of animation or change the color of additional hearts/swords to highlight that some of them come from neighboring cards.

The audio is very impressive, you managed to set a really nice ambiance with so little! Graphic-wise. Well… you spoiled us with your previous two entries, it's not as good! But still get full points on presentation!

In term of gameplay. the gunning gets very repetitive. Especially with the slipperiness and the absolute lack of air control, it's just not fun moving around. Also considering how long it takes to respawn in a certain later level if you slip (which is very easy to do). The non-gunning parts were a bit puzzling, I think myself fairly detail-oriented, but it took me a lot of searching on some of the clock sequences.

Excellent game! I had Baba is You flashbacks. Especially lvl7 and 12 got my gears grinding.

There is no incentives to not hold the space bar enough to cover the whole terrain right? It's difficult to evaluate the game fairly if it's impossible to play it.

The idea is interesting but it doesn't work I guess. Maybe blocks generated with a smaller radius terraform could give more points? Or the number of points given by a green block could be inversely proportional to the distance to the player when it was generated.

Nice gameplay. Despite the very simple controls and idea (you just go left and right to pickup chickens) It has a push and pull to it that makes it fun. You have to balance between picking up more hen and running the risk of overflowing, or caching them in at the cost of missing a few more hens.

Especially loved the robot's face change as the stack of hens grow and becomes more heavy. The fact the robot goes slower gives a good feel too. And the art when we get hen stack overflow! Didn't manage to beat Pyrious, my best score is 125 :V

I like the game a lot. Really good concept for a puzzle game. It reminds me of Manifold Garden in how you have to figure out how to change gravity to solve the levels. I especially liked the last level.

It took me a few tries to find the correct strategy, but I eventually won! Great game.

I found there were too little side effects, so that I was almost always needing to chose between three doctors that mostly had the same set of special abilities (hue, mitosis or mitosis or mitosis…)

Got to 161! I guess "side effect" here is just the effect of your side right? Not a bad interpretation :P

Good idea, and nice execution! some feedback:

  • The controls felt wrong. I feel like gamepad or mouse-based controls would make the game more fun.
  • It was difficult for me to remember what each side did. Like sure, green and snow are self evident, but then yellow, red, blue. I forget immediately!
  • The timer-based wave-based gameplay felt a bit wrong. I'd suggest having a timer + spawning balls based on how many are left on screen, to avoid dead time

Don't get all that criticism let you think I didn't like the game. I thought it was very nice, and did a lot with very little. 

Nice concept! The audio loop is a bit short. I especially like how the chromatic aberration moves with the cursor in the main menu.

Aaha, awesome tutorial. Some other entries in the jam could do with a snarky AI to explain how to play the game :D. Though as most other people pointed out, those balls are really hard to hit.

Really cool! Loved the boss. As a bullet hell veteran, I think the difficulty is pretty good. The only regret (and I count that as a positive) is that there isn't more of it.

Took me a while to get the hang of it, but I think I understand it. I like the idea and the mix of an iterative/vampire-survivor-like with asteroid-like, but I feel like the balance doesn't allow enough progression.

Thank for playing our game! General tip would be to pick up smaller bones at the beginning so that it's possible to pick the larger bones (worth more point) toward the end. Similarly to Katamari, larger items are gated on picking up smaller ones. There is code to make it easier to pick up objects if moving faster (ground pound), but it is short-circuited by the "distance" check, so it doesn't help much :p oops... 

Pretty cool.  It was very fun having to handle horrible monsters and salvage a strategy out of the nonsense I was given. Though I really wish "end turn" was mapped to space rather than enter, which would fit better a RTS-style control scheme. Also it gets pretty tedious when everything left on the terrain are poor sods with only a single tile movement.

Good old windows screen saver labyrinth. It's a bit disorienting that the control always move slightly to the right. The graffiti is a nice idea, but beside that, there isn't much to it.

Really cool! I love discovering what combination of runes did what. Though both dodging and casting at the same time is very difficult. Shame there wasn't a room I could use a circular saw spell in.

Oh god. Games like this remind me that I'm absolutely awful at mental math

I really liked the polish of the game, but the mechanics could do with some work. With recipes with N>2 ingredients, it was not clear which ingredients to mix with which in  order to get the "intermediate" ingredients. There were some hints for the salad, but then it becomes utterly confusing, especially with the final boss. Should I be mixing those ingredients? Do I have the right ingredients? Is it the right ingredients I'm trying to mix? Should have put them all in the timer box? No idea!

This is a really weird sandbox game. I get what it is trying to accomplish and I really dig the idea behind it (in a way it's somewhat similar in spirit to https://orteil.dashnet.org/nested, which I really like), but I don't think it succeeds. The major bummer is that there is really no way to know what to mix with what in order to progress. I had to take a look at the receipes files in the source code to understand what I was supposed to do.

(also you uploaded the editor version for linux executable)

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I'm amazed you managed to get procgen work somewhat nicely in the jam time frame, it's very nice. But destroying stuff to navigate the terrain is very fiddly. I think lowering the weight of the canonball, and maybe adding a trigger button would help. As a result I didn't have much of an opportunity to get a bunch of followers, which seems would have been the most fun part of the game :(

Also the tutorials work, but I'm an idiot and had to navigate to the game page to understand what is going on.

Also obviously I recommend everyone download the game using the Itch app. It's much less fiddly than managing downloaded binary executables.

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I really liked playing Loot Goblin. It's very polished, the pacing is excellent, love the fact that there are empty rooms. Though a few things:

  •  I wish Hordalot's health was closer to the combat log, it's a bit jarring keep glancing left and right between the logs and the health bar
  • I wish I could see enemy health and strength. It's difficult to make tactical decisions without knowing if we are close to the end of the combat or not
  • A number at the end like "number of rooms traversed" would help. For now, I've little ways of knowing if I did better than last run
  • Controls are a bit odd, Instead of ctrl+alt+click, it would be ideal to have a trashcan tile.

I want to point out those are very minor issues compared to the high quality of the game though. Awesome job!

Ahah, the game becomes amazing once you break out of control. There is really a win condition. The gameplay is reminiscent of Captain Forever, but much smoother.

Simple, but the silly sound effects, graphics and game mechanic really make it.

I like the concept, it's a very nice sandbox. Experimenting both with the sand physics and combining multiple animals together. I'm impressed at how smooth the animal combination works, even if it looks silly.

Congratulation, you beat the developer time! It's the best part of any score-based game, isn't it?

I went with the classical 3d plateformer orbit camera with a collider, which is known to be disorienting, especially indoors. This was a contentious point in the team at the beginning of the jam, because we opted for an indoor setting despite knowing we would depend on an orbit cam. This is why btw a few of the corridors have an open roof or very high ceiling. There is a few cramped places, and indeed the camera in those is really bad, I'm sorry.

The classical solution to this is mark some geometry as traversable for the camera, and use one-sided geometry. I actually had implemented such system, (The SEEAG collision group here) it would have been especially useful to mark columns with it. But due to the way the level was designed and time constraint, I didn't have the time to make it work.

Katamari's controls themselves are unique: You use the two sticks of the controller to steer the ball in a direction, as if the left stick and right stick were mapped to the left and right hands of the Prince, the camera is fixed in the direction you are moving toward. It's worth noting that Katamari is a very old game, and was made before any insight on good camera controls existed, and in my opinion the camera is probably the worst part of Katamari. So I doubt that locking camera to character motion would have helped. I opted for the orbit cam with independent directional control because I was expecting most players to use keyboard, so I developed and tested with keyboard, only adding controller support later. Katamari controls were actually planned, if only as a nod to an amazing game and inspiration, but I didn't have enough time to get them in-game.

No, in fact I even optimized beyond probably every other submissions using `-o3` rather than `-oz` and the binaryen `wasm-opt` tool (see The build script). I was myself experiencing slowness, so I made sure I put all the optimizations I could think of. I imagine you already tried disabling lights using the main menu "disable lights" option, this would me my first guess at a source of slowness on mobile. Otherwise, you are not the first to report unplayable frame rate and I need to run the game through a profiler, my best bet is physics if it's not graphic related.

Ah, it was building up toward something nice. Shame there isn't more levels to explore the mechanics better.

Top notch puzzle design, even though it's not my kind of puzzle games, I did enjoy it. Got through all the levels. Also wow level editor with LocalStorage support!

Very polished. Great job. I'll be honest I find gameplay a bit dull, but it's alright the random banter helps pass the time. The way you use lighting is also very smart.