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lerycide

24
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A member registered Jun 01, 2021 · View creator page →

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The game's quite fun; I like the draining health bar as a sense of urgency and the fact that you only have a limited amount of dashes. The sideways doors are finicky to get through, but the combat aspect is simple and great. I did notice a bug that after you die and start a new game, some of the aliens would spawn on the walls. The doors also seem to shift in a way that makes sideways doors impassable. The music is great and I like how it evolves when you enter rooms full of aliens. Great submission!

Lovely and soothing game. The music just makes me want to chill, and the water drop affecting the level was interesting. The camera controls are a bit hard to deal with, since you need to scroll often to even make several blind jumps, and even then you sometimes can't see exactly where you're going. It is also hard to use when platforming on the dead leaves, so I had to just guess and hope that I happen to land on the next platform. I did notice that the branches and the trunk guide the player in the general direction of where they're supposed to go, which is a cool level design choice.

The skip sections are a neat touch to help the player progress, and it is a nice feature to have for those of us who don't have enough time to try out the entire game.

Cute art style, and interesting territory-based puzzle game. The fact that this game has a level editor astounds me, well done. I had a bit of difficulty figuring out how the game works, but I eventually got the hang of it and got through all the built-in levels. Good job on the submission!

This is such a unique concept and this is an excellent take on the jam's theme. It took me a couple attempts to finally beat it, and I mostly struggled with trying to stop the objects from falling, especially when you're grabbing some of them with the magnet and then a bunch of blocks fly into the area and hit the blocks I was holding. The stomping was also quite intense as I tried really hard not to say stupid things during the date (although some of them are quite funny). Good job.

PS: does this count as a dating sim?

The whole premise of playing a platformer while the display slowly moves to is death is very novel, and it's such a fun take on the theme. The movement mechanics are quite nice, though admittedly it took me a while to realize you could double jump. I like the parallax you got going (but I noticed in level 8 that it sometimes bugs out), and I agree with other people that this game could benefit from better menu controls. I also wish there would be a crashing sound whenever the monitor falls off. Nice work!

Neat platformer and cool implementation of using the background of the level to indicate the timing of the beats. My first attempt was around 16:38, and it was fairly difficult mainly due to the controls and a couple of tight timings. I can't quite describe the problem, but I think it's mainly the walljump's stickiness when you try to jump while holding against the wall resulting in a tiny and awkward jump. I personally like the speed boost you get from jumping; it makes the movement feel more unique, and spamming it to move faster makes me feel like a speedrunner. The 3-color ones were fun levels and I really like them, though one minor suggestion would be to speed up the fading for faster tempos so that it's not as visually confusing.

This was a fun platformer, and I think you did well in capturing the feel of the B-side levels.

This is a fun take on a mouse-only platformer. The art style is very cute and fits with the simplisticity, and I approve of featuring a slime as the playable character. The game is a bit on the harder side, but. I definitely enjoyed the challenge. Although, some of the levels feel like precision platforming (especially that one thin and vertical level) which is not as fun when you have to essentially guess the trajectory. On some levels it is also easy to land on the wrong side of a falling platform which makes certain jumps impossible. The levels are fairly short though, so they're not a huge deal for me.

I don't know if this is intentional but you can sometimes collide with the side of the falling platform and end up getting recoiled (or you just sort of stick but eventually fall to your doom), which is inconsistent with them only having collision.

All in all, this is a great game, nice work!

Thanks for the feedback! My original intent was to not give the player an option to fail (at least in the main world) since it would be weird story-wise for the simulated reality peaceful forest to be hazardous to its inhabitants. The movement mechanics were also fun for me to figure out so it's great to hear that you like having that variety.

Thanks for trying the game, and I'm  glad you enjoyed it! I tried my best to implement fake slow motion and low gravity as you said, but the movement does feel too floaty. Unfortunately I designed the levels with this physics in mind, so I don't know any easy fix that would also make sense with the level design.

Thanks for trying it out! I could not figure out in time how to properly implement a fail system when you get stuck like that, so my hacky (and not clearly-communicated) remedy is to just give the player the option to reset the level. I suppose the other world needed some arrow indicators to guide the player on where to go, since the main world already had plenty of those.

Interesting golem management game here, I personally like the simplicity of the art style; for some reason it reminds me of Forager. The attacking was a bit rough, and on occasion I have seen a single goblin completely wipe out my army even though I was spamming attack and frequently changing directions. During normal gameplay I don't think I ever had to worry about the islands sinking, but that's mainly because the enemies are too stronk for me. Cool game, cool entry.

I just want to say the aesthetics are just gorgeous, and the evolving music was a cool touch to the doomsday counter (admittedly I had to check out other comments to realize that the thing at the corner was the timer itself). It was fun navigating through the temple and hunting for resources, plus it's satisfying to just chuck them apples like crazy. Others have already commented on the timer and the collectibles, but I just noticed that the character reacts to coconuts falling on their head and that's great attention to detail.

It may be just me but it feels clunky to use the walljump to gain horizontal distance. It works fine when you wait for a bit and when the gap is small enough that you can just time pressing jump. Given that this game has a doomsday clock I instinctively try to walljump as early as possible, and sometimes even when pressing both jump and the opposite direction, it only registers the jump part and completely negates the horizontal momentum. There aren't many wall gaps like that though, so it's a relatively minor thing compared to the rest.

Really solid entry here, and I think my best was a 4:43 so not too shabby on my part.

Great take on the theme, nice art style, and I really feel bad for the horse whenever I fail. Other people have already mentioned the controls, but I just want to add that the fence sometimes blends a bit too well with the background objects like houses. I would suggest maybe dropping the saturation and increasing the brightness of these background objects so that the important gameplay elements would stand out more.

It took me a while to beat it, and it was quite the journey. I love the concept of getting to the top of this large turtle creature thing, and the freedom to view the creature in its full glory at any time is a fun touch, and I also enjoy the micro-scenery changing from the creature's body, to the shell hills, and finally the white tower thing.

 Also it took me a while to figure out how the dashing works, and it feels a bit, ahem, unstable to use in that once you hold it and then jump, it is really hard to control your momentum even when you let go of it. The checkpoint system could be improved by making it more lenient (like maybe giving you the checkpoint as soon as you land on the platform), since on a few occasions I would land on the platform but fall off due to having too much momentum from the  dash.

Lovely game, great concept, good job!

Interesting game, I dig the phasing platforms and the running mechanic is neat. Some of the features in the game I find to be unintuitive, like for instance if you don't land on the farther side of the jump pads you can't reach the next platform, and it took me a while to figure out how the "walls" work (it would have made more sense if the planes shared the same color as the platform that will be activated), since I have to pause and think about what blue and red means, and that affects the pacing of this game which seem to center around going fast. Some of the cycles also feel really awkward to deal with.

Cool game, could benefit from a bit more polish on the mechanics but nice and fun overall.

I like this simple and well-presented stonks game. The post-processing is really nice, the ads are midly annoying just like the internet (also I got scammed once) and it really feels like there were some stakes involved.

Kind of a tiny feedback, but given that you can only buy limited stocks and the game lasts 60 seconds, my aggressive tactics meant that I would sometimes sell everything 30 seconds and be unable to do anything for the next 30 seconds. It would be nice if there was a way to auto-end, but it is just 60 seconds and adding that feature would literally go against the whole title of the game.

This is a nice game, good job!

Who keeps cutting the legs on the table, and why do they keep happening?

Seriously though, this was a fun and charming game, with the meta humor and all. I can also relate to the final day struggles of doing other things before finally working on the game (even though my stability constantly increased throughout the 9 days lol)

I struggled a bit on the harder words for the mental health check, but I suppose that's on me for not knowing words. There are also some strange quirks on some games, like for instance the whole stack of books sometimes don't give off points if the bottom one was stacked in an unusual way) Also it might be just me being bad at math but I think in the cooking one it doesn't count if you don't do the minimum answer?

That being said, the minigames were enjoyable and intense, a great take on the theme, and overall a cool game.

This game's crazy good in all aspects. There is something unsettling about the creepy lore mixed in with the pastel colors and you absolutely nailed the horror you were going for.

As for the puzzles, what is the intended way to stack them? Is it possible to make the tower completely stable? For the later levels I just nudged the top objects around and hoped that they would somehow land in just the right to survive the timer. I made it to level 20 and got overwhelmed but given you barely made the deadline I think that's understandable. I also admit that it took me a while to figure out that you could zoom out, so I spent a couple minutes being confused at the level with the huge dude.

Also I totally got rickrolled the DLC was cool. All in all, this is excellent and great job!

I dig the aesthetic of this game; it gives off a futuristic and interesting vibe especially with the colored lighting contrasting with the white blocks. I love it when the terrain does cool interactions (like the portal frame collapsing, or the unstable blocks rotating upon hitting other blocks). As for the platforming, the double jump feels a bit too weak to be sensible when it comes to gaining height, but I personally think it works alright when you need to adjust your trajectory mid-air.

Overall, I rate this a quirky/quirky game

Thanks for playing the game, and thank you for the comment.

Thanks! I originally designed the game to have no fail conditions so I'm glad you liked that feature

Thanks for trying it out! In hindsight, I should have adjusted the volume in advance, so my bad about the loudness lol

Thanks for the feedback. This problem might be just me getting too used to my own game's controls, but the intended way is to double jump once you reach max height. I may have mindlessly designed the levels with this exact style in mind and not giving enough leeway plus it is partially my fault for not communicating this in the level design. Thanks again for trying the game out!