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Kestrad

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A member registered Sep 02, 2018

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Thank you! Our wonderful artist klaro made the sprite for one of our previous jam entries :)

This was a very cute little game! Loved the lizards that came for scale repair. It was a bit on the easy side, but that did make it very cozy. It took me a while to realize that I could appraise the values of the minerals, though, and once I found that out there was no reason not to do it. Overall though, loved how cute and comfy this game was, I wished there were more lizards at the end!

This was a very funny game with some very pointed commentary. I had a lot of fun exploiting my fishies and never paying them while making sure the sharkholders were satisfied! I do think that having money was too easy, as funding was never an issue, but that might be the point.

Came here for the birds and the art of the birds was very nice! Not sure why the different rewards mattered, though, and it seemed to be based on bird rather than height anyway. Not letting the player aim was an interesting choice that made the gameplay a bit more complex than just pointing and clicking. I think you probably should have limited the rate of fire, though.

This was a really nicely polished game! I'm not sure if I just didn't read the instructions carefully enough, but it took me a while to realize that I get to keep the card effects every day. Also, those weird townsfolk kept wanting nothing but elixirs, which was rather annoying, as I kept having to go harvest water constantly and ended up with just way too many water dragon scales, haha! One small nitpick: there are two items named Lapiz Elixir, one of which was the blue amulet, which I assume was not intentional. I also wish the tutorial quests told you to look in the shop first before telling you to craft any item, because I ended up crafting something that was useless for many rounds. But those are two very small complaints, as overall the game was very fun and well-made! Love the art and the music as well, the dragons convey so much personality with just their one pose.

This was a very cute cozy game, brought down somewhat by the bugs, but I think you already know that. I wish it were clearer why I was getting whatever rating at the end, but otherwise it was a fun little game with cute dragons.

This was such a creative concept and the intro animation was excellent! Reminds me of that one Dexter's Laboratory episode where he gets stuck in his video game system as well, haha. I think the platforming controls need a bit more tuning, though - the platforms felt really sticky, and that combined with the momentum required to push blocks made it really hard to be precise. I also kept forgetting to dismiss the contrast adjustment menu, which was a bit annoying. The laser level seemed to require a level of precision in positioning beyond that I was capable of inputting, unfortunately, so I didn't manage to play until the end, but overall I really enjoyed how creative and stylish this game was!

FWIW, everyone else has noted the spacebar reset issue already, but based on what I observed, it seemed to be that if you ever clicked the reset button, that bound spacebar to the button (since I assume space and click are associated together). This binding would go away between levels until you clicked the reset button again.

I fed my duckies a truly irresponsible number of burgies! Was sad when the next expansion ended the game, I got very attached to my cute little duckies. A fun and charming incremental game, would absolutely play forever if the game let me!

This game had some really cute graphics and I liked the way the cheese was just a giant ball of rage! I had some trouble figuring out what the point was at first before realizing that each grater and slicer I got made the cheese get smaller faster. It also took me a moment to understand what I was supposed to be doing for the second two minigames, especially the one with the musical scales. I....also can't help but feel like the fish theme was kind of shoehorned in for the sake of the jam's theme, as was the reference to the cheese actually being a black hole at the end, but the minigames were fun once I got them and the art and writing were very charming.

I liked how vibrant the colors of this game were, and the changing scale as you got larger and larger from being eaten was interesting. It was kind of jarring when things were scripted to happen, though.

This was such a cute and unique game! I loved the way you could track the road trip geographically by the landmarks, that was a neat touch. My only complaint is that sometimes it seemed the subject of the photo needed to be cut off in order to get the correct shot? I also felt that the pose select was a bit unnecessary - it felt kind of like busywork before I could get down to the business of making the perfect shot. But overall this was a fun and very well-polished gem of a game :)

Nicely polished game with cute art! I like how you could control everything with just your mouse. I wasn't really sure that the size of the meal affected things enough, though, and I also had one round end before I'd brought everyone their food. But overall I enjoyed playing it and it was a nice smooth experience!

It took me a second to grasp what I was supposed to be doing with my crop arrangement, but once I did, this was a really pleasing game! I played several rounds just because making the combos was really fun, and the high score list was a great touch. The popping noises were really, really pleasing as well. I do think that since you don't actually currently have that many crops, you might as well just have the catalog open by default, especially since I never closed it on my playthroughs and when it's closed, it's both hard to realize that there's useful information I'm missing at first, and it looks awkwardly cut off at the top.

Also, other people have mentioned this already, but it was a bit jarring to not be able to drop the plant I wanted if it was already selected when the choice popped up. I understand it being a protection against accidents but since this isn't a super fast-paced game, I'm not sure it's strictly necessary.

Overall this was really fun and cozy! I could easily see myself spending way too much time playing it, trying to get the perfect combo for the highest score :)

This was a fun little - or should I say huge - golf game! I really enjoyed flinging the poor moon around. I do wish that there was some way of seeing where the gravity wells of the planets and black hole were, so I could have a better sense of where I should be aiming for, but it worked without it. I also had to really crank the brightness on my screen to be able to see the black hole. I'd definitely play more levels of this, though!

It certainly plays like one of those Getting Over It games, but the control screw was perhaps a bit much, especially as I immediately somehow clipped through the wall after the first ramp and couldn't do anything to go anywhere meaningful after that. Good implementation of commentary with the game, though, and I hope y'alls job searches end up being a bit less of a Sisyphean task than this game implies!

It just occurred to me that I'm very stupid, and 5 is 6 bigger than -1. So the bug was just that I was allowed to wager 3 coins, not the exploding. It was a very poor decision on my part to wager those 3 coins to see what would happen, haha. I did get the left side down to only 2 coins in an earlier game, and that time it didn't let me wager 3 coins, so it's possible it's just one side that isn't making that check. It's probably not an easy game condition to test, given the randomness of the game!

Thank you, so glad you had fun playing!

Yess, that's exactly the experience we were hoping to invoke! Thank you :)

Thank you, glad you enjoyed!

God, I was not expecting to get fully bodied in the feels when I started this game. The beginning absolutely transported me right back to picking up Runescape for the first time in middle school because all my friends were playing it, and the chat, it was uncanny how well it replicated MMO chats. Also, I really, really enjoyed the way you conveyed the story, and the way you ended it was lovely. (And the post-credits bit was pure gold!)

I will say, the game threatened to crash every time I logged in again for the first time I cast each spell. I also occasionally wished it was clearer when the story was done and it was safe for me to log out. But overall, you've captured the feel of early 2000s games so incredibly well and told a great story while doing so. Well done!

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I really, really, really wanted to enjoy this game, and I spent way longer on it than I meant to because there's a very neat core concept there, and I enjoyed the writing! But the interface needed a bit more polish (clicking and dragging belts was a bit too sensitive - I had a lot of trouble drawing straight lines, and also I wish you could edit the contraption while the pizza was paused because having to kind of remember where the pizza ended up was really annoying) and there were some bugs (for example, if you ever accidentally stacked two pizza slices, that's just on the board forever now, and if your pizza ever touched the bottom or top edge, that made it not go back to the starting position and you had to go home and then to level select to start the level over) that made the game kind of frustrating. Also, I solved level 4 without needing the tips, meaning I never learned that grabbers were the intended strategy, meaning I spent forever trying to solve level 5 without grabbers before realizing that using a grabber was required.

With a bit more polish though I could definitely see this being a really addictive game, since I couldn't stop playing it despite the frustrating elements.

Took me 134 turns but I did finally bee-t the game!

The art was lovely, and the music was pretty good! But man, this game really needed an undo button for the times I accidentally dragged tiles into the wrong spot. Sometimes it was immensely frustrating because RNG hated me, but I am pretty terrible at puzzle games. The fact that the reset button requires 25 turns was an interesting choice, given how frustrating it can be to even reach that many turns in the first place. But I got to look at some pretty graphics and listen to some nice music while doing it, and I did finish it!

Ah, I think from an aesthetic perspective your artist probably made the right call on the wording for Kong Jr., given that he was planning to use the Chinese characters. The "more correct" wording (in Chinese, at least) involves fewer characters and fewer strokes, and probably most of your players aren't going to be actually reading it anyway. I'm honestly barely literate so it was partly the novelty of being able to understand the characters in the first place that even made me notice the phrasing xD

Also yeah, I can definitely see how the time constraints of the game jam would interfere with your vision for the theme that way! I hope if you revisit this game in the future, you get to add the evolutions and abilities you'd planned on :)

I really enjoyed jamming along in this game! It's been years since I touched a piano and my recall of music theory is spotty at best, but man this game made me want to pick them back up again. Love that you marked out all the notes for scales, because I did not remember any of them but with the game's help and the really snazzy backings you chose, my baby's first improv could at least be in the correct key, haha. Also, the writing where you rib yourself over not scoring the game made me chuckle, but I think scoring was fully unnecessary anyway - the fun in this game comes from the mini story and the freestyle jamming. I think you've made something really special here!

This was a surprisingly compelling game for how simple the gameplay loop was! I think I encountered a bug, though - I had 5 on the left scale and 2 on the right scale left near the end, but the game let me wager 3 coins despite selecting the right scale, and being correct made the dynamite explode even though at that point it should have been impossible to have a differential of +/-6. I would play again to try to finally win, but it's late here and I probably shouldn't indulge my gambling urges again when I should instead consider making up some of that game jam sleep debt, ha.

This is a very stylish game, but I'm not really sure that it really fits the theme all that well? I appreciate that you're basically scaling up in power, but in practice this feels like a normal fighting game, and the theme is more of a technicality. It was pretty fun, though, and I say that as someone who has only ever played Smash as a fighting game. I was a bit confused that I couldn't jump for the first level, though. I liked that you had voice acting for the announcer (I hope you find him again eventually), and that the names popped up in both English and Japanese! I couldn't get past the second fight, but I do have one nitpick relating to it (and you should take it with a giant grain of salt, given that I can only "read" Japanese due to it sharing characters with Chinese), which is that I think the characters used for Kong Jr. don't sound quite right? It reads to me as "Kong child," when I think it might be more correct to use the characters for "small Kong"? I defer to someone with more actual Japanese knowledge than me on that, though, and it's a very silly nitpick.

The art was very cute and I liked the idea of a big bad dragon wanting a small lizard tail! I found the platforming controls a little bit difficult, especially with how tight some of the jumps had to be, and the physics sometimes also felt a little janky. I also wish there wasn't so much backtracking to do after going across a level to press a button or something, since the lizard moved rather slowly, and that also made it really frustrating to lose all progress on a level if you died. The sprites and music were great though!

Congratulations on making your first game! I think other people with better knowledge of platformers game design have already covered how to make the controls feel better, but I had a few other pieces of feedback: 

1) I think for future games, you might want to consider making the instructions just be in their own box instead of in the world, since with this setup, often I couldn't actually read them fully until I was far enough along that they weren't particularly helpful anymore.

2) I suspect you're using an AZERTY keyboard to develop? That threw me for a loop, because I'm used to game instructions assuming you have a QWERTY keyboard, so usually the controls are labeled as WASD.

I hope you keep making more games after this jam!

This was a very pleasing puzzle game with a nice progression of mechanics and good polished puzzles! The art is very pretty and the level of detail you were able to put into it was impressive, and the music was nicely jaunty as well! 

Some nitpicks: It took a moment for me to understand what the tutorial was asking me to do but I'm really not sure how you could have done better, and I did figure it out, so clearly it worked! I also had some trouble figuring out how to click on myself (I thought the mouse icon was a cursor rather than surrounding a reticule), and it took my partner telling me "scrolling down always transfers mass to purple, up always to orange" for me to understand the transfer direction. (That's on me, you pretty clearly telegraphed that with the mouse icon and my partner was able to figure it out easily.) It also wasn't immediately clear to me that the birds were pickups, so maybe if the top left icon was a bit more ostentatious somehow, that would be more obvious. I did like the additional challenge of the optional pickups, though, they definitely added something. 

A minor bug: When restarting the game, the level count doesn't reset, so even though I was playing the first level, the title said I was playing level 17.

Overall, a very impressively polished, fun game with a simple but very well-executed take on the theme!

Thank you so much, glad you had fun! I should probably sign off for tonight (gotta go make up some of that game jam sleep debt, haha) but I've opened your game in a new tab so that I'll see it first thing when I open Chrome tomorrow and remember to review it, assuming someone else on the team doesn't get to it first :)

Thanks!

There's a lot of personality in this game (the description, the way Gird sweats when holding blocks and compresses when holding two blocks) and it's impressive you put it all together in only 48 hours! I liked the concept a lot but found the controls a little bit frustrating - the fact that I have to run up in the correct direction in order to place a block correctly was kind of annoying, though it did add a puzzle element to the game which was interesting. I did also wish that there was a stronger, more consistent indicator of which direction Gird was facing, and that it was easier to see the blocks that were behind other blocks, but I have no idea how you would actually be able to implement those features, so. Unfortunately I am terrible at spatial reasoning so I ended up not finishing on time. I was surprised that nothing happened when the timer ran out. I ended up running out of patience and didn't finish the house, but now I kind of regret not finishing to see what happens at the end. 

Once again, it's really, really impressive that you did everything in 48 hours!!

This was a cute game with cute art, but it was a bit difficult to figure out what I was supposed to do at first, and the melting in particular was really unintuitive and a bit tedious. I also really wish there was any feedback at all when you complete a potion. I really thought for a bit that the game would go on forever, and was a bit surprised when it ended. Some more context for why you're making these potions would have gone a long way, I think, especially since you had the cute little intro cards at the beginning where you could tell that story! I love potion making games and the concept really is very cozy and cute, so I hope you expand this into a fuller game in the future.

Well, I sure was not expecting a breakout game to turn into a breakout game! The playing with the scale of the world was a very neat take on the theme. The camera zoom feels so oppressive during tense sections. Good choice of music as well, just a really creative game overall!

The robots are so cute and the puzzles are really nicely incremental and just really well designed in general! I don't think this was intentional, but the animation when you put down a robot friend makes it look like you give them a little pat, which was adorable.

.....but man, you really didn't need to make your game call out how bad I am at simple arithmetic. But aside from that, this game was perfect <3 

I don't know how much of this is just that I'm terrible at platformers, but I found the controls a little bit janky and the camera a bit too twitchy for the level of precision needed for some of the jumps for this game, and it also felt a bit buggy in places - the level didn't always reset properly when I fell, and at one point I got "you crushed a wall" as my death comment when I'd just missed a jump - maybe I accidentally went out of bounds? - and then the menu wouldn't go away even though the level reset.

But all that being said, when I figured out how to combine the size changing mechanics with my jumps, man it was satisfying when I did nail them!

Thanks! Glad our plan to trap our players is working >:]

Thank you so much! Not much sleep was had by anyone during those 4 days, haha, but glad that the end product was enjoyable!

Thank you!

Thank you!