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MattressD

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A member registered Jun 13, 2020 · View creator page →

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I like the innovation on Vampire Survivors and in many ways I prefer the smoother movement of both the players and enemies in this game. I'll definitely follow and keep an eye out for an updated version after voting ends!

In contrast to typical car racing games, where certain cars are obviously better than others, I thought it was really cool how you used scale/mass/spring power/etc. to determine the player's handling. There is no clear "best" option, and it seems to come down to player preference. I played around with being smaller or larger and both felt pretty balanced while still feeling unique.

I was also really impressed to see the implementation of the ghost rival. Great game!

It's most likely that you didn't have the required resources. The first two special scales that drop (from the water and air dragon) look very similar. We planned to re-arrange the order of the dragons, because we kept getting confused too, but ran out of time. 

But if you think you found a different issue, let me know and I will see if I can figure out what's going on!

I wasn't expecting to have so much fun eating people, but it reminded me of Super Mega Worm. It made me laugh to see all the little people run as I got stronger

Thanks for playing and providing such actionable feedback! You gave lots of great ideas that I'd love to get implemented once the voting period is over.

We did actually have sound effects for the combo system, where a minor scale (A minor, piano) was played based on the player's current combo. We were really excited because it supported the play on words in the name of the game AND added another layer to the theme, but it ended up being so annoying that we decided to remove it last minute. We're hoping to find a better way to add polish in the future.

Thanks again for the feedback. Really appreciate it (and sorry for your fingers) :)

This was a really innovative take on the theme and it was a lot of fun to play. But the shattering is so satisfying that I wanted to get hit!

I thought the mushroom farming mechanic in the hexagon area was really interesting and it was important to place mushrooms carefully to maximize growth potential. But I didn't realize that when I first started playing, so I filled the entire area with mushrooms that wouldn't grow and I couldn't find any way to delete of the unwanted mushrooms. 

Once I got to the next enlargement, it cleared and I could start planning properly, but I think those mistakes slowed my progression quite a bit. Would be nice to have a way to remove mushrooms, even if you lose the initial cost to plant them. 

It's fun, but I've discovered that I'm terrible at this game!

Great game and I was surprised by the amount of polish (even had settings for dark mode!)

I'm not a huge fan of the original minesweeper because of having to guess sometimes, but since you went with the hex shapes, you can take a look at Hexcells or Hexceed for examples of similar games that don't require any guessing.

Also, I didn't see a setting to invert the controls, which I think would be a nice accessibility feature. I often found myself clicking the opposite button I was supposed to, but maybe that's just a problem with me!

Very well polished and great art style that matches the gameplay perfectly

I've alway love boids. It's cool to be able to swim among them and watch their behaviour change when you get close. 

Unfortunately, there should be a pop up that congratulates you for defeating the omni dragon and lets you go into free play mode. I'll see if I can fix that today. Thanks!

Really innovative idea and I can imagine there are many ways to expand on this gameplay and create even more cool puzzles! I'd love to see an updated version with more levels

I really like the simplicity of the gameplay and the artwork is perfect :)

Thanks for playing! We also discovered that bug and have uploaded a fixed version. You should be able to play all the way through to the boss now (I'm replaying again right now to make sure). 

It sucks when you play for a long time and then it breaks, so I'm sorry that happened to you. 

This was also developed for a game jam, so we ran out of time to balance the robots and upgrades more. But I definitely agree that they need more work. Thanks for the feedback!

Good to know! I didn't notice that, but if that's the case then I think the only issue is a lack of explanations in the shop. 

I also forgot to mention in the original comment, I really enjoyed the game and played through it to unlock all upgrades twice. It's such a simple idea but still feels so fresh and exciting compared to existing incremental/idle games

Aside from the suggestions below, I don't think the money ball should have a damage upgrade. It should be speed or a damage reduction instead.

The purpose of the game is to break blocks and generally the faster you break blocks, the faster you can make money. That money helps you break more blocks faster and the progression continues...

But the purpose of the money ball is to make money and because money is only given when they hit blocks, they work best when there are many blocks they can bounce between. The ideal scenario is having a money ball start in the middle of a clump of blocks right at the start of a level. They can accumulate a significant amount of money this way because they bounce so many times in a very short period of time. 

Having higher damage reduces the effectiveness of this strategy because they'll break free faster. So as a player I have no incentive to purchase the damage upgrade because it nerfs how much money I'm making. 

I would even prefer to pay for an upgrade that causes them to ADD hits to a block rather than remove them.

This is really cool and fun! I had a similar idea for a jam that had the theme "Light and Dark", but I didn't end up finishing it, so it's really nice to be able to play someone else's version of this concept! Part of the reason I didn't finish was because I didn't find it very fun, but you found a way to make it interesting. And your idea is also much more complex, so this is a huge inspiration for me. I might go back and work on my old prototype to see what I can do with it :")

Thank you, that worked! 

Amazing game and exactly what I was hoping it would be from the cover art and music. No criticisms because this is a work of art :")

I really love the gameplay and how you can almost create your own strategies for navigating through the level.

I think this kind of game would also be great for speed running, where players can upload their fastest scores for each level and make it competitive, similar to Super Meat Boy. I ended up playing through some levels twice just to try out different strategies (like jumping, dashing in the air, and then swapping between dimensions really quick to maintain altitude and not die). 

I had a lot of fun playing around with the mechanics and I think this would be a great start to a bigger, more polished game. Great work!

Sorry to hear that! 

I'm not able to add anything until the game jam voting period is over (four more days), but I think afterward it should be easy enough to include options to toggle each visual effect.

Thank you! This was something I considered while making the game and the reason I decided against it was so the player needs to balance the amount of time spent in each dimension. I was hoping to make the gameplay go back and forth smoothly, and really show how what you build in one dimension affects the progress in the other one. 

But in hindsight, you're absolutely right. It just becomes frustrating that you have to sit in a dimension and wait.

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Am I missing an obvious roll-back or skip dialogue mechanic when I hit a bad ending? I just want to be a statute and I'm being punished for it :"(

Edit: I really enjoyed the game and it's an impressive amount of content, I just wish it were easier to explore all narrative branches by quickly skipping parts I've already seen so I can get to making stupid decisions faster.

Edit 2: Just discovered you can press and hold the continue button to skip dialogue, although it's still a little slow to get back to your previous choice so you can choose something new.

As someone who has terrible depth perception and often loses his marbles, I found this game a little too relatable. 

And I really enjoyed it, enough that I think it's worth the headache it gave me!

I really like how different gameplay elements were introduced one at a time through the levels and how intuitive the controls felt. 

And I would love to play more levels!

I really want to give this game a try because it looks like it's my style but when I load it up and press "Continue" I get stuck in the menu and can't do anything :"(

That's okay! For a short experience like this, the player choices don't need to impact the game in a major way. It was just really fun and interesting to read about how both characters described and thought of the different objects in their own dimensions.

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Thanks for playing! Unfortunately while trying to get the game working for WebGL, the tooltips on the shop got messed up. There's actually a third cost of 100 mysterious orbs before the last building unlocks. 

 

If you want to see what the last building is without playing again, you can check the screenshots in the comments on the game page. 

SPOILERS! (Just kidding)

That makes me really happy to hear. I was wondering what people would think about that part of the game, using dinks as resources. Because I was trying not to make it too dark, but I wanted it to be a subtle part of the world building, where dorks die and become entities in another dimension. Just another way to show how the two dimensions were connected. Hopefully it came across well :") 

Cool game! I like how the player's able to interact with the environment (buttons) using the mouse. It made me feel more like I was actually part of the game.

Thanks for playing! 

There's a known issue with the UI where some of the required resources for that building display off the right side of the tooltip. So you may have not met the requirements yet

Hello fellow "dork" game creator! I really like the way you designed the level. It took me a few attempts to figure out a good path, but it was an enjoyable problem solving process 

Thank you! Means a lot that you played for as long as you did. 

I'll have to look into why the last building didn't unlock for you. I know there's an issue with the resource cost not showing properly in the tooltip, but if you had all resources full it should have been available.. 

Thank you! All valuable criticisms. I actually did have animations on the shop buttons that popped them out as you hovered over them and they stayed popped out when you selected them, but it broke while I was adjusting to get the WebGL build working. And I ran out of time for SFX which would have helped.

I also planned on more complex interactions between the buildings in each dimension, but I wasted too much time procrastinating throughout the week.. My original idea was to have buildings in one dimension produce resources only in the other dimension. e.g. A tree grown in the light dimension, produces fruit in the dark dimension.  But it was getting too complex overall and I had to reduce the scope of the game.


But thank you for taking the time to play and provide great feedback! I really appreciate it and I'm glad you enjoyed the game. 

I have a strong feeling that this will be my favourite game of this jam. I saw it yesterday during the GameDev.tv stream when they were scrolling through submissions and I immediately wanted to play it. I just didn't find time until today.

It's a brilliant story and without spoiling anything, I absolutely LOVE the mechanics you used to progress the narrative. A masterpiece from start to finish. It was such an interesting experience and I played a few times to see how my choices affected the story.

Sorry, you can look up "Unite Austin 2017 - Game Architecture with Scriptable Objects" on YouTube!

Thank you! I'm honoured that you played it for so long, because to me that's the best compliment my game could get.

I'm not sure how well links work on Itch, but this Unite presentation helped me get to the next level in terms of writing more complex code. I didn't really understand the point of ScriptableObjects, but they make it really easy to develop quickly and keep different game systems separated while still allowing them to share information. 

This is an impressive amount of work done in such a short time. I think I might have encountered some bugs, but I enjoyed going through the quiz questions to "hack" robots. It's a really neat concept to be able to take controls of enemy units in the game, but once I was controlling the robot I wasn't able to move around or do anything. Would love to see how this game is improved in the future!

I really love the idea of this game and had fun playing it, but it's extremely difficult for me. I think the most frustrating part is having the controls be W, A, D, because it feels like a game where I need to use two hands. I would have liked to use one hand to rotate and one hand to shoot, that way I can press the buttons much faster. 

I played until I got a new top score of 13, my favourite number, but I'm sure someone will come along and beat it soon!

Unfortunately I couldn't get this running. It opens the splash screen and then I see a flash of red and the word "Start", but I'm not able to click it before it loads the splash screen again. Seems to be stuck in a loop