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Barney

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A member registered Mar 16, 2020 · View creator page →

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I love quake. Excellent game with a couple stuttering issues (Which didn't impact the broader experience), I'm a big fan of the puzzle design, by far some of the better puzzles I've played in a jam game.

I do think rescaling the blocks felt a bit clunky, but that's probably just a consequence of needing to physically move myself to scale them.

This one's probably my favourite of the jam.

Thanks for the assets! Just wanted to mention that I've used these in my most recent jam entry, and they worked a treat. The desaturated floor palettes work wonders for visibility.

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Thanks so much for these sprite bases, just wanted to say that they were a great help in my most recent game jam entry - Out of curiosity, would it be possible to split the hands and character body into 2 separate layers (Primarily on the walk/run animations)? It would help a ton with modifying the sprites on the fly under time constraints. Don't worry if that's not possible or not worth the effort, just thought it would be a great help for fellow game jam entrants. Thanks again for the sprites!

This is a visual and thematic treat, with a unique momentum-focused movement system that I really gel with. While this game's strength is the themes, I do think the scaling theme could tie in more with the gameplay as opposed to being thematic dressing, but the full experience here is enough to justify this game's use of the theme.

Haven't played bad piggies but this is probably what it's like. Great game visually and I love how you also play with space as a means to encourage experimenting with the build, but I'd love to still purchase tier 1 wheels. The tier 2s are very heavy.

Great little climbing game, reminds me a lot of DK Jungle climber/King of swing with a hint of the Getting Over It/Jump King school of level design. I love the amount of little control nuances you give the player in the face of such a tricky mechanic, and I love the openings you leave for different strategies (Spinning around a point for momentum, pulling yourself up with 2 arms at once, etc.). The secrets are also a great touch.

I do feel like the disappearing points leave pretty quickly, but I think that's due to the context of such a slow moving player. I'm only ever given room for 1 push/pull on a temporary point before it disappears, which does close up that aforementioned openness for different strategies a bit. I wonder if the level design could benefit more from focusing on how you use momentum to scale things, rather than the emphasis on quick decision making as the main obstacle.

That's just my thoughts though, what's here is great, and I can absolutely see this game becoming a speedrunner cult favourite. Consider an option for an onscreen timer in a "Post-jam" version?

This is a monstrously esoteric challenge of a game that I managed to pick up pretty quickly, with both a creative and fun gameplay loop. The presentation is super clear (Which is absent in a lot of jam games) and while I'm not sure how, I'd love to see this expanded on.

The score threshold is in a perfect spot right now - I definitely feel fully engaged with finding the perfect shape, but what I really wanna see is the ability to combine multiple shapes. The game seems to generate formations that I think(?) are impossible, with tight turns you can't seem to get from only rotation & skewing, and I feel like I should be able to throw multiple shapes at the hole to patch it up.

This is a great twist on the sokoban formula, I think plenty more puzzles could be made that flesh out how the green block and path extensions behave, both on their own and with each other

I think there could be some indication on how many tiles I'll be able to move from connectors I haven't touched yet (Perhaps just a number indicator on the floor), and I'm not entirely sure how the jam theme ties into the gameplay, but in terms of the game that's here, I'd enjoy seeing more levels with these mechanics.

The concept is inspired, but I'm absolutely not sure what I'm supposed to be doing, even after reading the game description. I found myself just mashing buttons to experiment with the meter at the top. After about 5 minutes of this, I won the game, still unsure what I've done correctly.

I think some more feedback on what exactly it is I'm doing is necessary, since I can see the vision for a game where I'm frantically reprogramming DNA sequences to micromanage my crop growth.

(I'm also not sure if this is an issue with my settings, or an issue with windows)

Rock solid platformer, I'm always a sucker for floaty ass jumps and they feel great with the player scaling - which is a rock solid mechanic, higher jumps on larger sizes make the puzzle goals clear

That said, I think I didn't find myself engaging with the scaling mechanic that much beyond finding secrets - When engaging with the main puzzles I found myself only worrying about which switches were toggled, the scale crystals felt like a means to get from point A to point B. I think more emphasis on the scaling would've been great to see, but beyond that, this is a fun game.

All related media should be free to use :)

If I've screwed something up with a lisence somewhere that makes a part of this project not free, please let me know

Yep! That's absolutely correct. Thanks for making sure!

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Hey Jacob! Thanks for documenting my stuff. The music is entirely original - it was made for this game by Hoodwink (A friend of mine, you can find his soundcloud here). As far as I'm aware, it doesn't have a title. (He mentioned that if it MUST have a title,  "Dimensions" is a fine name)

 There's 3 audio tracks total - the introduction music, and two variations of the same track used for the main game (Different tracks play depending on whether you're switched or not).

I'm not sure if it's available anywhere besides this game. If he chooses to distribute the soundtrack, then that is entirely up to him. I do plan on expanding this title a little bit in the future, so we may hold back on releasing the soundtrack publically until then.

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The sound design is really good, and the finnicky controls definitely worked really well to make me constantly think about my next move, plus the dopamine hit from seeing the meter bar physically expand in size was something I needed today :).

That being said, I think the game veered a bit from strategic to frustrating with the introduction of rival ships, they definitely make my deaths feel a lot more like annoyances beyond my control, rather than my own poor planning - especially when they're able to freely control their ship while I can't :(. I also tried to trick an enemy ship into running into a bomb - which they did end up doing - but it didn't result in them blowing up, which was a little disappointing.

But overall, this is a great little space game, definitely one of the more fun jam games I've played so far this time around.

(Also, thank you for making this game open source! It's great to see more people sharing the inner workings of their projects, especially for jam games)

This gives me the same feeling as finding my opponent's ship in battleship, I love how you managed to incorporate that into a singleplayer game.

I think it'd be a lot cooler if we had a way to search for things in the overworld itself, alternating between keyboard and mouse controls feels very clunky, almost like I'm alternating between two different games. I'm also not sure what's up with the custom cursor, it makes things a little harder to play, at least in my opinion.

I like this idea a lot! I hope you get the time to finish off the design for this, cause I could see this being a great puzzle game in the future. As it stands, it's still somewhat enjoyable without the finished gameplay loop, but I'd love to see the concept expanded further.

The visuals and core concept here are really polished (The concept of playing cards to towers works nicely), but I think this would definitely be a lot better with a core "Goal" in mind to try and achieve - as it is, the gameplay loop isn't closed

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Question; are the sprites technically my fault if kenney didn't make an asset that had the word "Space" on it

(This is, by the way, a joke. Thanks for the feedback!)

Thanks for the feedback! If you ever find a way to replicate the softlock, please flick me a screenshot and I'll fix it in a post-jam build - it's really tricky to design a level that stays intact when you can literally walk through walls, haha

Gold can be earned by placing your slime on the gold space, in the bottom left.

Thanks so much for the feedback! This is the first I have heard of turning the entire game red (would love some more details on that so we can catch that one), all other issues (such as balance and the main menu button crashing frequently on the web build) are things we're mostly aware of, so we plan on fixing known bugs in a "post-jam" build. Whether we'll continue development past that is up in the air.

Going off the pacing of the game, I highly doubt I encountered the bug. Personally I think I'm just bad, haha

I'll definitely be going back to try and complete every level flawlessly, now that I know each level is possible. Wish me luck!

This game's spritework is very nice, and the different music indicating my current enemy type is an inspired choice, I don't think I've played another game this jam that's done too many interesting things with the soundtrack so far, I love it!

I don't have too much to critique, but I think the controls of the characters feel a little bit sluggish. I found myself mashing keys to try and move my army around, rather than feeling like I was actually controlling them. The monsters attacking on a consistent rhythm also took a little while for me to figure out, as there's a lot of different mechanics to this game with plenty of moving parts, and it felt pretty overwhelming to try to learn everything all at once. My personal backseat design suggestion would be to maybe make the tutorial its own level, with just one enemy type? The ramp up from level 1 to 2 was also a huge spike in complexity that took a while for my brain to process all at once.

That all said, I think the core concept of the game is super inventive! The strategy of positioning all my units at once forced me to get really creative with my army's positioning, and you could definitely take advantage of this with even stricter level design. With a few more levels, alongside some tweaks to the level balance and overall feel, this could be fleshed out into a full title.

This game felt surprisingly intuitive for a jam title. Controls handled well, visuals looked nice (Despite the obvious "PLACEHOLDER" blocks, the game looks very clean), and the dragon at the end was cute. Would love to see this with more levels.

I won by deliberately getting checkmated on the turn the board swapped. I'm not sure if it counts. But I'll call that a win. Insane job getting a chess AI programmed in the jam's time frame, and great visuals as well!

I really enjoyed this one -the ease of placing room tiles (Having them snap into place, the controls being intuitive, and the really clean tutorial) was a great addition, especially for a jam game. The game loop is also pretty fun, you somehow managed to make the experience of fine tuning level balance enjoyable. The presentation is also really good, the game is super duper readable and the art style is nicely polished. The mechanic of keeping the game "fun" for the player also made immediate sense, the little meter on the top left really helped make that clear.

That said, there's a few things that stick out - like the player being able to pick up potions through walls (My first dungeon had him explore through the hordes to find extra potions, only to find out he could just pick them up on the way to the exit), and the inability to remove skeletons or potions I had already placed down (Not making rooms removable make sense, but not being able to remove objects meant that I ended up with a dungeon balanced by filling the room with skeletons and potions everywhere, which felt very cluttered). Also, sometimes the player would wander off to go fight random skeletons on the other end of the map, but that didn't feel as buggy as the other stuff.

This game is really good overall! Would love to see this expanded into a full, "non-jam" release somehow.

Caught the video for this one on my youtube feed, and thought I'd check it out - The artstyle is great, the sound design is really good for a jam game, and the overall gameplay is pretty fun! The game does a really good job of making you behave like a real ghost would - Waiting in the shadows with subtle hauntings here and there, before jumping out and scaring the group all at once. One point I struggled with, though, is that I think the way you actually score points is a bit unclear - sometimes my score would reset to 0 without me knowing why, or some light switches and doors would be occasionally uninteractive. I'm not entirely sure if these were bugs, or something I was doing wrong, so maybe a little more feedback on the things I'm doing would be great (The sounds on the doors, telephone, and clock are already fantastic)

Once I got the hang of the gameplay loop though, this was a fun game!

Insane amount of polish in this game, it managed to be too much for my dinky little laptop to handle, but thankfully I was still able to play the game in full.

That being said, I had a lot of issues with stuff becoming haunted directly in front of the ghost hunters, with no way of me being able to fix it in time.

Good game idea, but without any influence over either the player or enemy, it's incredibly hard to avoid the ghost.

Really unique concept, and great pixel art. Personally, I think this could be great if the game just went on for a little longer - the short timespan felt like barely enough time to have any real influence over the game, and I would've happily spent a few minutes playing this. Please continue to work on this, with more content, this could be a great game.

I love the concept of a spider playing the piano. A shame about the last minute bugs (I think there's one on the piano, I would start looking there), I would love to see what the finished product would've looked like.

Great concept, this actually happened to my friend last thursday, and it was really annoying.

I think the objective should be a lot clearer, I got stuck at the door and wasn't sure what to do, and there was also no way for me to get back up to explore the rest of the level.

Great concept, I think there could definitely be a lot more feedback on what block I'm currently selecting, and there's a really unfortunate bug that prevents me from placing any bricks after the first round, even with the money to afford them.

Very neat concept with charming art to match. I think something that could be improved here is the difficulty, I managed to beat the game by only sending in goblins when they were off cooldown. Some variation in the enemy types might help assist with that, so I hope you continue to flesh out this game once the jam is done, this would be great with more levels and challenges to it.

The pixel art is very well put together, but I think the game would be a lot better with a clearer goal. I'm not too sure what I'm supposed to be doing, or where I'm supposed to go. Maybe have a list of people you're meant to slay, or some indicator showing where the exit is.

Really well made game, I love the visuals and artstyle, the main mechanic is super engaging, and it really picks up once multiple party members get added to the mix, and I had to start thinking tactically about which UI elements were more integral to click than others.

This is definitely one of my favorite games of the jam so far.

This concept definitely works to keep me engaged, and the visuals and soundtrack top it off really well. The shoober was by far my favorite "class" of character to play here, but getting up close with every shot definitely made keeping my health low a lot trickier - the level of challenge here is just right.

Had a blast with this one for such a simple game concept. Was definitely a struggle with tons of birds flying onscreen at once near the end. The music and visuals are also adorable. Great game!

The presentation here is fantastic, and it's impressive that you've managed to make 20 levels for one small jam game, and they all seem to be good quality puzzles as well. The speedup button is also an incredibly nice touch that makes solving levels a lot less of a slog.

I only have 2 small bits of feedback - I'd make the movement display a lot more compact, as scrolling back and forth to view the upcoming moves can be incredibly tedious, I'd rather always know what my character is about to do - and I'd also add a tiny bit of feedback to the movable blocks when I hover them - the fact that I could grab them was a bit unclear on my first playthrough.

Overall great game, I hope you expand this into a full release soon!

This artstyle is really cute! I love how the menus are actually baked into the game's cutscenes (which had some good humor), and the physics were also really consistent for a jam game.

One little bit of criticism I have is that the puzzles feel a little too "open"? As in, I usually don't find myself thinking strategically about where I'm placing things, and found myself beating levels by just throwing a bunch of blocks into a level to generally push the player towards the goal. I think with some tighter level design, this could be a really good puzzler