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Josephkhland

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A member registered Oct 04, 2017 · View creator page →

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Yeah we only have 2 patients at the moment; We are looking to expand the game further; thank you for your feedback.
I also noticed the bug you are talking about. It shall be fixed in a poste-jam update. 

Thank you for playing!

No sadly we didn't have an audio/ music person in the team. All sounds we used was from free sources (and free for non commercial use). Sadly we can't be that proud of the music, other than the fact that we picked it for this XD. 

Thanks for playing!

This felt like forcefully trying to make a speed-run in a game you've never played before! Which to be fair felt rather stressful.  Though I guess, that it simply needed more enemies and stuff that you can one-shot along the way. 

Not sure about the Parry mechanic. Though it did provide an element of choice, it was so hard to use it successfully with the time constraints that I preferred not to. 

Overall it was a pretty cool though. At least after playing a couple of times and figuring out the layout of the map .

This was a fun little game. Sort of addictive as well and it definitely felt complete in terms of a gameplay loop. 

I loved the visuals of the UI and everything seemed to be matching really well aesthetically.
Very good work! 

The narrative was interesting. Though am not sure if I got to go through it all or not, for while a voicemail was playing and I was dashing to the field I sort of just fell right into the boogeyman. 

Very atmospheric and definitely does a great job and getting you immersed (even though the game loop itself was rather boring. Am not a big fun of walking simulators, and seriously this guy could use a Cart or something to load his Pumpkins instead of picking them up one by one. But~ I suppose it's a mandatory element for horror stories for their protagonists to be stupid) 

Great work and amazing voice acting!

Nice and Smooth. I played through it twice. No idea if a score of 33 is good or bad. 
Congratulations on submitting a complete and polished entry!

The textures reminded me of Dark Cloud.
Overall it was a nice concept, I was rather annoyed at those weird slugs that kept chasing me around and weren't allowing me to charge my battery.
The idea felt rather original to me, at least the way of extending cables and lighting up the place. 
The camera control was a bit hard to handle, would have preferred something mouse controlled on that regard.

Pretty good job. I was surprised to see that this game hasn't received many ratings yet. It's a nice entry and one that's polished enough to deserve more ratings.

It was a bit annoying having to depend on the rotation of the thing in order to attack your enemies. Especially considering that they would sometimes just stick in corners and you don't really have an option to approach them without getting hit. I think it would have been more fun with some active way to attack enemies. 

The cover art was interesting. 

The quality of these graphics and the polish in the introduction is really impressive.  The camera reminded me of Digimon World, it definitely adds to the atmosphere, though it sort of annoys me having to walk with such cameras. 

I got a bit tired midway through, mostly because this genre isn't really my type, but still managed to get to the end. 

Really good job, just the looks of this game were enough to make me jealous. 

Rather buggy and the pigs are sooooo fast. The graphics are rather cute. I think most of the games I've played in this jam are similar in terms of goals and mechanics.

At first I was a bit lost regarding what I can do with my things, but then I found the merchants and the blackmarket. I soon bought a nice hoe and cleared the plots in my property, building a huge crops farm. It was pretty cool to play through.
It was a bit hard to target the tiles you wanted overall and most of the times I would end up walking onto the tile I wanted to perform an action instead of next to it, causing the action to fail. 

Either way, very good work, nice and original implementation of the One or Two? Wildcard. 

I was very confused with some vegetables as of what is supposedly rotten or not and in many cases I just hit the eldritch vegetables even after I had them under the flashlight for the entire duration of the Flashlight.
Felt like too much gambling for my tastes, but its pretty good work for your first jam. 

It took me a bunch of time just to figure out how this works. First level was the hardest for me. Afterwards it felt like a nice breeze. Like the controls were smooth, and I felt like a very skilled player for managing to complete those levels first try XD.

It was really enjoyable and fun. Good work!

It was nice and polished. Though it got a bit dull after just going back and forth between fields.

I liked the aesthetic, felt pretty gothic. I think the mechanic I enjoyed the most would be the Fusion. As in it's always interesting when you can fuse weird things together and see them coming out as other weird things.
Attacking enemies was a bit tough, considering I'd frequently just bump into them, then attack and miss them, but the flaming skull tower made things easy. I felt the crow was a bit useless, though I did enjoy the speed boost from the other tower.  
At some point, the enemies cleared out an animal pen, and afterwards I could no longer use it. Probably some bug. 
Overall, I really enjoyed the experience. The character portraits were very nice and the game had a nice pace between exploring new things and progressing. The nights did feel sort of big and it was so dark that I could barely see anything.

Very good work!

I played both endless mode and story mode. It took me a while to figure out how to access the shop.
The upgrades didn't feel very useful, though I was either singling out attack speed or attack damage in my runs.
Placing weird bosses at the end of the map was rather annoying. I think it might be an issue with the web export, but for some reason my movement would get locked and I would be dragged to move in one direction.  I shall try to play a downloaded version after I take my time to rate more games.

Pretty good work here though! I enjoyed spamming my z button to attack enemies, and was addicted to the looting! In games like these it's interesting to add combos to when attacking multiple times, 

Figuring out the controls at first was a bit of a task, but after some failed clicks and just smashing buttons to figure out what works and how, I was able to play by the end of stage 1. 

The stages sort of felt repetitive and I didn't really understand what was the difference between them. I think that in all them I had to follow the same strategy in order to win.  (Played all 6 stages).

The mechanics were interesting, until that interest run dry from the repetitiveness of the levels. Also turns out the crows were my biggest ally by the end of it. 

Either way, it was pretty good work!

Thanks for playing and for the feedback!
Reducing the merchant's clicking cooldown is definitely on my to-do list.
I hope I can find time to play your game after work today. 

An interesting display of special abilities. It was a fun experience, mostly felt like an easy mental puzzle where you had to figure out which would be the most efficient way of you using choosing sides. 

The level felt a bit empty. With just people roaming around. It was interesting to see the whole visuals and auditory elements change when switching sides. 

Either way good work!

Thanks for playing and we are glad you had fun!
After seeing some friends play the game, I also noticed that they were a bit confused regarding when the plants are mature. I suppose I need to make that clear from the tutorial screen. Hope I can find some time soon to try out your game as well!

Thanks for playing the game and leaving a comment. We are glad you had fun, I can't wait to try out your game as well!

That's a pretty good score!
Thank you for the feedback. I enjoy posting a poste-jam version of games, so I might see what we can implement based on that.

Are you referring to the player hitbox, the bullets or the pumpkin explosion?

It was nice, refreshing and quick to play this jam entry. It could also be pretty educational to explain how Cartography actually was in the past and explains why most ancient maps look squashed compared to modern maps made with satellite data.

I managed to complete the map! It's a bit squashed at points but I still think it's good enough!


"Good enough, I hope they invent satellites soon"

It was annoying at first as I was trying to figure out the controls on how to fly, but they were pretty smooth after figuring them out. In such flying games, I tend to nose dive just to see if I get this special gliding/acceleration feeling. 
I had limited time when deciding to play this, but I lost track of time while flying around. Sadly I couldn't get to find all the parts but I will be playing it again after I go through all the other submissions.

Very good work, if you plan on continuing it, I hope it becomes the next Stray but this time with a Parrot! 

My completionist side pushed me towards unlocking everything and completing the game. Definitely loved the lore building going on with the flame and how you get it to grow.

As mentioned in other comments just having +10 as options later in the game is weird, perhaps as you reach certain scales or when you get specific upgrades it also improves offering +100 or +1k options.

This was a very interesting spellcasting system! Definitely tests your skills at memorization and drawing the shapes you learn under pressure (probably one of the best spellcasting systems I've found in a game).  Probably this spellcasting system would have been great for some kind of PvP game (considering how nicely it incorporates reflexes, memorization and precision. Perhaps having some summoning spells as well to make AoE effects more useful in that pvp context. I wonder if it might be possible to incorporate ratio geometries and similar traits to allow "inventing" new spells by mixing up old ones - sorry for the enthusiastic runt about the idea).

What I didn't like was the level design and how most of the time I ended up just shooting the block I was standing on instead of the enemies. Perhaps being able to hit enemies from the first floor would have been nice? And if the teleport could work on demand and without needing to go to the portals. 

Surprised this game didn't have any ratings yet. I think more people should play it. 

This was an interesting reinvention of chess(?). I ended up confusing the colours of my pieces a bunch of times like I had to move a Dog piece and I wasn't sure if it was black or white. Other than confusing the colours, I also ended up confusing pawns with bishops and kings with queens. 

Perhaps explaining how the bars themselves in the tutorial should be enough. Then something nice to have would be some kind of visible notification when the population goes down. 

Hard to control it and at some point I flopped under the map, did a 360 and clipped back up (best stunt ever), but then I was sort of stuck over an obstacle and couldn't turn around or move towards the direction I wanted. 

The game doesn't really look attractive but I wanted to see how smooth the controls were. I can say that it still needs a lot of work to make it a good skateboarding game.  The ost is nice though. 

I really liked the aesthetic and concept of the organic buildings (gives a lot of worldbuilding ideas). I loved how different structures you build could merge together and was positively surprised the first time it happened to me. I tried out placing things in different shapes to see if there were different things created. Also the interaction between buildings was neat. Getting more points from placing crops next to water and forests next to crops.

The first time I played I just lost, having no idea how my population died, thinking I was keeping my resources at a good level, but probably that was much clear. (As in I thought that as long as I had resources they would be fine but turns out I needed to have more than 100% at each resource).  

A lovely jam entry.   

I tried this game after reading how it's similar to ours.  Lovely aesthetics and a nicely laid-out story.  I definitely loved how events looked with the text box and the pixel art illustrations as photos framed next to them (Wish we had made something similar for some events in our game). Also, I was really jealous of the journal UI and the automapping.
Regardless it's great work. Short, simple, I got to the ending without trying much and thankfully there was a journal to re-read notes from previous events because I wasn't storing much information in my brain earlier on. 
I didn't really feel pressured by the hunger, as I was constantly getting loads of it from random sources. The chirping birds were a nice touch to set up the atmosphere and the music itself was sublime. 

I somehow got addicted to playing and I might have played for more if it wasn't for the annoying sound effects and no way to lower their volume.

One of the most fun submissions I've played so far. The game is super accessible, with a nicely formatted description on the game page and a clear introduction to the puzzle's rules (not the mention the options menus which also contain the option to change to a clearer font!). 

 The glowing potions and the liquid shaders were a lovely touch to the already beautiful artwork. The audio felt average, perhaps it would go great with some lo-fi music?

Thanks for the feedback. I've updated the document with introductory paragraphs to better explain what the game really is and how it is played. I hope it now lies in a better state for future readers. 

To be fair this is the first time I am receiving such well-structured feedback and even though I had begun losing heart on this project it has moved me once again to look into it and start searching for ways to improve it. 

I read through the PDF and decided to give it a quick try.  I didn't think too hard about my character and I was giving simple answers throughout the prompts and the questions. Some of them did require a bit more thinking and giving answers about various parts of the world, but as I kept playing through the procedure became easier. 
What I realised was that the more I was playing, the more in-depth I was discovering a world painted in the dulled-out colours of the 12 deities. A sense of grief and nostalgia started growing through me as I was exploring a world, which felt as if it had changed and it would never be as it once was. I got immersed in the Age of Silence.

Most of the prompts felt interesting (Though I was frozen for a bit with the 3rd event on page 5, having to think up a bunch of details before I could get to something that would satisfy me). Also, I was unsure whether the prompts and events on page 5  were an extension of [4: Religious scholars and disciples] or they were general prompts for either background. I went with the latter for my playthrough. 

The Divine Alignment Table was a neat repeated element. It would be useful to have a print-friendly version of it for quick reference, as it was getting somehow tiresome to scroll up and down between it and the prompts.

Overall, I am not much of a fan of solo/meditation games, but I had a very good experience with this one.  Keep up the good work.  

Nice and simple concept, which can be used to create a city with your players for any adventure quickly. Though it comes down to a few random tables, they are filled with valuable and colourful ideas to paint your world with. 

I love this concept! Turning Dictionary pages into your spell list is genius and could lead to some really creative spellcasting moments.  Also slowly converting objects from your surroundings into a fictional landscape is a really good worldbuilding method. I might this out to generate a small portion of a World I am making, adding a Wizard in its history.

Even though the art is impressive and the whole game has a nice arcade vibe. I just found the flying boss with the tentacles as more of an annoying encounter than something enjoyable. Especially as he was just sticking up in the air all of the time shooting lightning bolts and I had no way of reaching him than dodging these extremely easy to dodge lightning bolts and waiting for him to come down. 
It's definitely a boss fight I would be fixed on going through if I was interested in figuring out what's going to happen next- but overall it was just frustrating enough to make me stop playing. 
Also, I hated how the Jump button was on the Z button instead of the up button.