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john333j

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A member registered Jul 25, 2021 · View creator page →

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Thank you, we really appreciate it! Whats definitely not polished is the messy code trying to hold everything together just like the spiderman and train meme haha! But ye, a lot more polish ideas were planned but we started a tad late. Thanks for playing and finishing the game!

Its a very neat management game, thank you for making it! I really liked the the incorporated tutorials kind of text during the sections of the game, non intrusive yet they fit well and instructed me without any wall of texts, so i can enjoy and focus on the game

Very beautiful visuals :) thanks for the game!

Hey, i really liked your game, might be one of my favorites of the jam. It is a very nice, well polished and finished package, thank you for making it! It definitely reminded me of the “There is no Game” game!

Didnt expect the voice acting, it was very nice! When it comes to the game mechanic, do not be afraid to “cheat” the collision to be more forgiving, and i would avoid pixel perfect jumps, but i really liked the graphics, it was very charming. Thank you for the game!

A very nice and quite a polish simple game! Good job on the mechanic variety, and overall feel! I really liked overall. I also liked how you teach the player slowly with the level design, but i think it could use a little bit more challenging puzzle - it feels like the tutorial levels keep coming instead of a puzzle for me to solve, however there are some more puzzle levels later. Thank you for the nice game!

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Hey, thanks for the game!

It was fun trying to get some letters, and fight with the friend to win, the graphics is simple, but very cute!

However, the game looked quite promising with a potential being more fun, but what it kinda breaks for me is the fact that there is no control on finding the letters, and that its hard to guess which letter is what, which made it for me being kinda a slot machine of trying to quickly flip over any first letters i can get hold of, losing most of the player agency. I also think it would benefit from the letter having higher gravity and be less slippery, when on the spoon, because its so hard and slow to move them in the spoon, that its never worth it.

Anyway, not many people try making a multiplayer game. Thanks for the addition to the jam, and its not easy to make a good physic simulated kind of game. Its nice having this kind of game in the jam to enjoy some moments with friends!

BTW. please, set the default volume values of all the games you make at 50% to avoid destroying ears, and be careful not to reset it to full when the player restarts the game! :D

Hey,no worries! Its not easy to figure everything in 2 days, instructions would definitely help tho, thanks for the details!

Hey, thank you! The bug with the night cycle was fixed multiple times but it still persisted for some reason haha! Bottlenecking doesnt become that much of an issue when you get a forge tho, making iron bars doesnt require El!

Hey, thanks for the game! Interesting take on the theme, it does take it literally by changing the layouts constantly! It’s quite fun i gotta say, you need to balance two thing at same while navigating the ever changing maze. However, the more you play the more you realize that moving becomes kinda pointless if the maze changes anyway, so it basically becomes a game of slot while collecting nearby resources. I know its not easy to make such a game in only two people, but personally if i tried to improve something, i would try to think of a way to give the player a bit more control Anyway, cool game :)

Hey, thanks for the great entry, considering being a solo dev! Its a nice spin on the sokoban games, and could be even interesting more interesting, if you had more manpower with more variable mechanics and changes. A fun bug I noticed, your character doesnt get destroy until you finish playing the death particles, which makes you being able to keep dying and reseting the death, or you can even speed run through the level in the death :) Anyway, there are some improvements being made, like fixing a bug that breaks any pushed object that is pushed during a push, however its a nice cozy little puzzle game

Interesting take on the theme, however the game lacks clear goal, or any goal whatsover. Theres a number of things you can do but none of them really matter, and they are not connected in any way at all. It would be cool if the harvested or mined things during the day would help me fight, or if the enemies gave me some reward for killing them. The switching is very fast too. Imagine a player whos barely figuring out the controls, and suddenly, you get killed by zombies that spawn on top of you. Overal it had potential, but it lacks in many way. Anyway, still congrats on delivering the game

WOLOLO Never have i thought of playing a game based on the legendary wololo, and i have to say it was quite fun at the same time too! (tho depending on the luck you can win instantly haha) A unique take on the theme, and a great game jam game overall :)

WOLOLO Never have i thought of playing a game based on the legendary wololo, and i have to say it was quite fun at the same time too! (tho depending on the luck you can win instantly haha) A unique take on the theme, and a great game jam game overall :)

Very cozy and cute!

It’s quite a unique take on the roguelike / high score - ish genre with some potential there to be a great game but I just feel like it fell short in a few aspects.

Connecting the networks feels quite tedious which i believe is a combination of low ammo, very small radius of each small mushroom and not having a clear indicator of whether or not two mushrooms are connected ( i know it blinks in a line and that is quite nice i have to admit, but for the placement its very unclear whether or not im placing them close enough).

The upgrades feel very insignificant. I saw a few increasing stats by 1% which at the end of the day does not really do anything.

The visuals, even though separate assets look fine, they just dont really fit or blend together. Its not really cohesive enough. Which I understand is hard to do considering the use of ai and to try to skip some labour as a solo developer, but unfortunately the most important aspect of the visual style of the game is not the quality itself but the cohesiveness and overall blended appeal. I appreciate the old school 3D sprite look of the old games though, I have to admit it felt a bit nostalgic

However, given a single developer, it is quite impressive to implement so much in such a short amount of time. Given more polish and proper balancing, and maybe a bit of redesigning, it could potentially be more fun and interesting, and its definitely somewhat unique idea of a game, which i value quite a bit in game jams. Good job on the game :)

Loved game! Really well structured balanced around the overall gameplay resource management, exploration and defense! It is really engaging and fun to play - i played for quite a long time. Given a bit more polish and maybe an extra one or two feature, i could see me playing thi a lot back in the old flash games! Great job!

Nice game! It’s really cool you made a game with a potentially infinite play time, can keep you playing for the high score for quite long!

Cool game!

Cool entry and an interesting idea/visuals. I was just kind of confused. Is there a goal? Should I go somewhere? Am I searching for something in the dark? I could not really figure out what I was supposed to be doing. But it was relaxing nonetheless!

Hey, thank you for the feedback! Ye, the wheeeeee level is indeed harder, but only because it wasnt really told to the player how to use the bugged wall jump properly - if you wall jump in that level without holding any movement buttons (A/D), it should be the easiest level actually!

Really neat concept! I just think the idea of precise jumps as in the second level will be really frustrating for most people in a puzzle platformer like this one, especially this early in the game, but I had fun! I only did not manage to solve the 4th level but I did all of the other ones (presses ‘F’). Really fun idea you came up with :)

Yea, making sure the mechanics are communicated well during a game jam game can be sometimes difficult :D Thank you for the kind comment!

Thank you!

Thank you!

Thank you! And yes, the difficulty wasn’t balanced in time, unfortunately, even though changing one number would make a big difference! But we run out of time. Thanks for the nice comment!

Thanks, maybe too challenging haha!

Thanks, we’re glad to hear that!

Nice game, loved the little comic story behind it! I absolutely abused the slide attack, was very powerful!

Was a fun game, good job! The theme was nicely incorporated and I think it was a really interesting idea to keep resetting. I was a bit scared that id have to click a lot to kill high hp enemies with 1dmg sword, but then i found out i can just pre-hit them before rebirthing. My only complain is the buying sound effect - it tears my ears, sound very glitchy!

Fun game, thank you :)

Je skvělé vidět Brňáky schopne si ze sebe dělat srandu a udělat o tom hru, skvělá hra! :)

Cool game :)

Hi, thank you for the comment as well the feedback! We would definitely add more juice if we had time but we overscoped ourselves(knowingly), pushed ourselves to the limit, and run out of time. But we will definitely prioritize the juice more in the future, thank you!

Yes, it was definitely way too difficult than it needed to be, but there was also lots of experimenting with the mechanic. And yes, Celeste is one of my favorites too! There is actually one segment that is inspired by Celeste's level design! Though its short as most segments couldnt get enough love and more space for learning.  We are glad you had a blast!

Thank you for the nice words and the feedback!

Very cool-looking game with awesome animations and a nice little cutscene!

I think you should consider having 2 separate coordinate systems, one for in-game position and one for the screen(or just keep it in mind and then recalculate for screen from the height) because the enemies follow you based on your position on the screen, not on the position in the game, so not only it confused the AI's pathing, it also made them go up the wall!

I would definitely speed up the slicing animation, it feels kind of disconnected because it's slow but the slash lands quickly, if im not mistaken it takes over a second for the slicing animation! It can be hard to figure out the distance too.

Other than that it was a cool game and quite polished visually as well. It was a bit limited on health, but i managed to beat the boss on the third try! 

Yes, that is actually what we came up with as a possible solution too! There were also many times during the level design when I was very limited because all blocks could be just on the whole time, but switching between two would not only help with controls but also unlock various other interesting level ideas that I had to scratch.

Thank you for finishing the game and giving us feedback!

We discussed this a lot with our team over the past few days actually and came up to the conclusion that it is probably this difficult because there are 2 buttons that basically perform the same action and that's something that's very hard for the brain to process. So as much as it looked cool on paper to have 2 kinds of blocks to disable and can be fun, it is very easy to confuse the buttons and can lead to frustration or a feeling of disconnect.

Anyway, thank you!

Thank you for the comment and generous rating!

And thanks for the feedback, we had some other problems with a box collider so we opted for a different one that solved it, we will make sure its better next time though!

Cool little game, i feel like the 3 box level might be just too difficult, the 5box was quite hard as well but easier to solve, maybe swapping them would be a better idea so that player has an easier time with the pause button? anyway nice job!