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Makiki🐑

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A member registered Jul 14, 2017 · View creator page →

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Well polished endless runner - the concept is simple, the art is amazingly cute, and the gameplay just works. The only nitpicks I have is that the screen explaining the controls is a bit inscrutable, and it took me until the second run to understand that I can split into two to not crash into chains.

That was more or less the intention, to take that simple concept and make something fun and interesting out of this, to give it some substance.

There are a few very intended vorpal blade uses other than the tutorial one, but there is a decent amount of vorpals over the course of the run - elixirs are the ones that you are expected to save till the end. You definitely can save every single elixir until just before picking up the crown, with the exception of the single mandatory one that stands on your way - doing so will skyrocket your score into billions. It isn't the easiest thing to do, but it is very much possible to optimize things that hard.

I definitely like the concept, but the window scaling felt quite a bit janky, making things a bit more difficult at times than they should be. I also don't exactly like some of the horror elements - the icons filling the desktop and the "blue screen" were cool,  but the mildly bloody head felt duct taped onto the rest, and I feel one could have done a bit more with that "the end is never the end" bit, maybe tapping into the themes of Sisyphean work or a time loop maybe?

Still, despite me rambling for a bit here I very much did like the game.

It's really impressive that you have made a turn based tactics strategy within the time limit! The level where you had to kite away the guardian with the archer to let the warrior grab the relic sword was really interesting and fun.

Really cool game, the choose your own challenge part is really fun. The only thing that really bothered me is the fact that you can't manually drop from the wall cling state - you either have to jump up, or sloooooooooowly slide off the wall.

Simple and fun, I like it - I do have two points of critique though. First, I don't like how climbing down still gives you points, feels a bit counter to the idea that you can rack up points by just regrabbing the same two rocks. Second, I found the night time shader to be difficult to look at - I mean it is pretty, not gonna lie, but it makes it harder to discern where are grabbable rocks. Other than that, fun stuff!

Yeah, just submitted the entry to the leaderboards, went back to the main menu, and started a new game - and the level stayed on. At least refreshing the page still works, so it is not a big deal, just something to fix if you decide to work on a post-jam release.

I feel I might have gotten softlocked after dropping the hammer in a way that seemingly prevented me from picking it up again. Would have reset, but the motion blur effect is genuinely way too much, it is genuinely nauseating - I could barely even get through the unpacking boxes part. Reading the comments it seems that the scale tool and non-euclidean parts are extremely interesting and are a very creative take on the theme, and I wish I could enjoy it, but the physical discomfort is sadly just too much.

Simple marble game with somewhat janky controls. I beat this by cheesing the lookaround function, cause it lets you brake instantly - otherwise I might have gotten a bit too frustrated on the way.

For 48h timeframe it is a pretty good work though.

This is certainly an interesting game - with some balancing it would be an interesting survivor-like. I sadly encountered a bug - when you enter a new game, your level is not reset, but all your level up choices are reset, putting you at a disadvatage... or making the leaderboards just a matter of boring grind. The theme is pretty weak here - like I see what you mean that enemy waves are scaling in numbers, but you certainly could have played a bit more to it.

I found the tree bark texture to be somewhat tiresome to look at, and the difficulty feels a bit overtuned, with reaction times requirement being pretty darn strict. With some balancing I think it would be a fun endless runner.

I also found the game easier to play after I made the window smaller - this isn't a critique, just something I've noticed.

I did consider adding sounds, but I have decided against it - while the extra feedback for what's happening would certainly be nice, I felt I could as easily ruin the experience with poor choice of sfx.

I do have quite a few ideas for more mechanics, as well as a metaprogression system that let's you improve between runs on many different towers, but whether anything will come out of this will remain to be seen - real life and work being quite tiring is certainly something that may stop me here from getting a post-jam version to any sensible place 😅.

All I can really say - this is a certified banger. I would have never thought this combination of puzzles would be possible!

I tried pressing delete to no avail (may be something browser specific on Firefox on Linux, idk), but backspace worked, thanks!

Feels like a very simple zachlike, and I definitely do enjoy this game, I just have a few nitpicks - I can't seem to figure out the value of microservices (ingame, not irl), it feels like the relatively small scale of the tasks in the game lends itself more towards the more monolithic approaches. In the last task, Isolated Enviroments, using the authentication microservice -> application -> database for the users I could only save 68 budget, while if I just go raw with application -> database I can save 296 budget.

I would certainly love to play a more fleshed out version of this, with load balancers, further microservices, database sharding, and so on.

Dayum, I would love to see the route, that's an impressive degree of optimization!

I found it very annoying to guess what I can stand on and what I can't stand on, and what water I can swim through and what water I can't swim through. Getting from the flowing water at the top and guessing that I have to go towards the black mat was the worst. But hey, at least the scale issue joke is funny and the artstyle is nice.

A simple "fish eat fish" style of game known since the Golden Era of Flash Games, but with some additional twists. It is janky, it can get frustrating at times, but honestly? It is fun, and that's what matters the most.

There is one singular thing that prevents me from properly enjoying the game, and it is the fact that I can't figure out how to delete nodes and connections between them. The only way I managed to find to handle this is to start the level again, which is annoying. Please tell me if I missed something obvious here!

Pretty nice little platformer, I would kinda like an ability to melt faster on demand, sometimes the waiting gets a bit tedious.

Let's go, a shmup! I certainly like it, though I did get frustrated at the third pattern - there were just too many things for me to track at once, and my micrododging sucks (I am much better at macrododging patterns). I feel like getting rid of the base shot would work better, since it only deals meaningful damage in the first phase and it kinda prevents you from learning about how the aura works there. I would also love to see the boss indicator at the bottom of the screen, it is genuinely really helpful in touhou-style shmups.  Some weak homing on the reflected metal projectiles would be also nice, so that you wouldn't be forced to occupy the same 20% of horizontal space as Patchouli, which is certainly an issue for streaming patterns.

Don't be discouraged by my list of criticisms - I did very much like the concept, and these things I said are pretty much just some minor adjustments. Hell, you could even take it further and make a full-blown shmup out of this.

I haven't tested it extensively (after all, there is only so much one can do in 4 days), but I feel like at most mistakes on the previous floor can screw up your run to force you to spam undo. I tried to not go too ham with the difficulty and push it more into the optimization potential, especially in the second half of the tower which is far more open ended.

Thinking back, I should probably have thought about telling players ingame that the undo queue has no limit - you can even undo from the end back to the beginning, so any mistake can be fixed. Granted, it would be more cool to provide also a ton of saveslots, but good luck figuring out how to implement saves during a jam without compromising the extremely important for this type of game level design.

I understand, don't worry, I just like the game and I was a bit sad to see it end so fast. Didn't want to make it sound like a criticism, more like an encouragement for a post-jam version (but only if you enjoy working on this), but my brain was a bit burned after the 96h of the game jam.

Thanks! I've definitely put quite a bit effort into making this game an optimization hell (or heaven if you are into this). When testing I almost broke the 10 billion power mark - so I've put the highest grade at that point.

damn, I wish this was longer

Here, in this thread, you can post any ideas you want to be implemented in one way or another into the game, and any issues you will find with the rules, especially:

  • rules that can be interpreted in multiple ways
  • inconsistencies
  • major balance issues
(3 edits)
My submission game:
- Link: https://tic.computer/play?cart=211 
- Game code: 0
- Sprites: 0 (free sprites: #278, #279, #295, #308-#311)
- Map: Not Used
- Waveform: Not Used
- SFX: Not Used
- Music: Not Used