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ncharlie

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A member registered Jan 09, 2014 · View creator page →

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What a banger -- this engages my brain in a similar way as Into the Breach. I love the board layouts and level names, it really adds a ton of character to what would otherwise be a rather abstract game. The new pieces are interesting too. My only issue was some of the UI was a little unclear sometimes (I didn't always know whether it was my turn or the opponents and I made a few mistakes because the special ability button wiggled when it wasn't enabled which I thought meant it was active -- graying it out would be clearer IMO). But man, this game was a ton of fun, nice work.

Dang the presentation for this is so charming -- the character designs are great, the environment art is very nice, and the sound effects are on point. A bit more clarity about when I'm starting to drown/need to catch my breath would be helpful (I noticed you were avoiding UI, so maybe a different facial expression or animation + color change for the character?). Also some levels that are a bit more about precise platforming could be a way of varying the gameplay a bit more. But this was fun, I really enjoyed it!

Reminded me of Papers Please and I liked the feeling of being in the base with the camera shake when an enemy missile hits. Some kind of difficulty progression would help keep it interesting for a longer session (could do a day-by-day thing with new requirements each day like papers please), but this was a cool idea to play with in a few minutes. Nice work :)

I came across your game when searching for mine (our submission names are nearly the same :P -- also the sound of the aberration (static) is the same for both lol). Really love the space station's vibe and the feeling of stress when trying to keep oxygen high and radiation low. The aberration kept making me to jump, even when I knew it was coming -- it would have been cool for it to cause some kind of negative effect though. Top notch presentation overall the graphics and sound design are spot on. Also I thought the fact that the station was running on a bunch of shell scripts was pretty funny too :P

I dunno why but my happiness kept plummeting. I did beat the crap out of some spirits though, so that felt pretty good :)

The combat felt much juicier than the management side, so I preferred that part of the game. Some things were kind of unclear to me (like the fact that I had to go to sleep before transitioning into combat mode, and the fact that the eyes represented health). I like the pixel art and variety of enemy combatants though.

I like the character art and tree sprites. The ending was a bit of a letdown to me, since my guy kept running back to the same spot as I tried to use some evasive maneuvers. Some more sound design work and buildup to a final chase scene (maybe one that the player can control but is unwinnable) could elevate the horror aspects of it more.

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The visuals look great on this! I really love the pixel-art textures.  The web version also worked well for me (I used Chrome and it took a little while to load but ran smoothly after that). I like games that add a twist to the gameplay part way through :)

I like how the leveling and introduction of each mechanic was given an in-world explanation. Would have been nice to have some sfx so the hits felt more juicy, but congrats on the submission :)

I really liked the idea of baiting the enemy king based on how much gold you had, but there were two things that took me a while to figure out:

  1. Initially I didn't understand why the level kept resetting when I bought all the upgrades and the enemy army didn't move. Once I realized it was because the timer ran out, I started paying attention to that, but a game over screen with "You didn't beat the enemy in time" would help fix this issue. Also I noticed a subtle bell that plays when you're running low on time, but a ticking clock and highlighting the time in read might draw that to the attention of the player more clearly.
  2. After I figured out the time thing, I stopped buying units to bait out the army, but my money didn't tick up even though the gold slider made it across. That's when I realized I had to actually buy the hay/mineral units to make money each tick. A little icon next to each of these money generating units ("+ 2 gold each turn") or something like that might help avoid that issue.

The voice acting made me laugh (it's so goofy) and the art was silly and felt right out of an early 2000s flash game. Some things about the presentation were oddly funny too, like how the windmill keeps oscillating back and forth and the bushes move like they're fish or algae. I really enjoyed this once I got going, nice job :) 

Great work on all the character lines and portraits, the dialog sections felt very polished. The gameplay could use some more clear transitions/game juice. I wasn't always clear on what was causing me to take damage and some of the transitions were very sudden (a little insert card, "Later that night", "Back at the manor", "You died! Try again.." could help clarify why the scenes changed). Also a hit sound effect is very important in an action game so you know that you're not missing.

The premise is good and the art's very solid (everything reads well and the styles is very consistent -- this art is super impressive for your first time doing SVG stuff!), but I also feel like the design was a bit lacking. I think this could work well as a puzzle game with levels designed around manipulating the hero into taking certain actions. E.g. if the ghost always makes him turn around, you can control his path a bit more, or if when he gets armor he becomes overconfident about his abilities you can bait him into a fight with a high level enemy. I'm a huge fan of deckbuilders and I don't remember seeing one that mixes deck building with tower-defense, so this could be a really novel idea!

Fun experience that reminded me of the Stanley Parable. The length was perfect for a game jam submission, and I'm impressed with how many VO lines you included. The button falling off the wall was surprising but oddly satisfying in its own way (I'm so conditioned to buttons being perfect in games that it's really weird seeing something behind it :P)

Fun little puzzle game! I also struggled to figure out what was causing my deaths (was it because a rotation would put at least one of the new blocks in an already filled position?), but the rotation mechanic was really interesting. The first time I did it and realized it rotate the whole screen, I laughed out loud -- I *really* like how the UI rotates as well. Music and sfx were spot on too, very nice job :)

The ultimate "dad-type" game. Fun to see the lawn mower get bat wings as its upgraded :)

The two things I really felt like were missing were a lawn mower sound (maybe not a traditional one, because loud lawn mowers can sound loud and annoying, but maybe something more fantastic like a sports car engine) and leaving a trail behind the mower (that's one of the really satisfying things about mowing the lawn IRL -- the nice clean path you leave behind). 

Nice work on the pixel art too, it looks good!

Super creepy vibe, the main shader that breaks apart meshes is soooo freaky -- I kept seeing shapes in the shadows that I thought were monsters. (I've always wanted a way of giving that experience to players, and that shader definitely solves it :). Great job on the sound design (very important for horror). I would have preferred if you could take a few swipes from the wendigo before dying (so there was a chance of running away), since I got locked in place and died a few times. Other than that I don't really have anything critical to say, superbly polished and executed entry. Very nice work :)

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OK, I thought making the music for this would be really interesting, so I went ahead and wrote some demo tracks with my idea:

https://soundcloud.com/nch0/sets/post-haste-demo-tracks/s-UqpeenFNEyR?si=0df4eba...

The creepy version is exactly half the speed of the happy version so I have an excuse to pitch everything down and have a slower tempo, so when you switch back and forth you have to multiple the play position either by 2 or 1/2. E.g.:

def set_mode_creepy():
   happy_track.pause()
   SeekPosition(creepy_track, GetTrackPosition(happy_track) * 2)
   creepy_track.play()
def set_mode_happy():
   creepy_track.pause()
   SeekPosition(happy_track, GetTrackPosition(creepy_track) / 2)
   happy_track.play()

If you want to use these tracks in the updated version of your game feel free to ping me on Discord (I'm also "ncharlie" on there) and I can send you the loopable ogg files.

Super fun! The control scheme was quarky, but didn't feel out of control. It totally felt like my fault when I died (always a good point to reach with the controller for a precision platformer). The pixel art in this is very good. There were a few subtle things I really appreciated like the blade being properly animated rather than lazily rotated. And the little flag animation is soo satisfying. Also the music is great too. Really solid work, I had a lot of fun playing this.

I really like the visuals on this, the one-bit style looks great and I like the variety of background art you put in there. The shaders also look really good. I wasn't able to figure out the harddrive puzzles either, but with a bit of work on the gameplay this could be super cool. Nice job getting it done in under a day :)

Great work getting a custom engine written during the jam :) The micro gameplay loop of shooting feels pretty solid so some extension with more of a macro loop could make this great since it already feels really good. Awesome to see Rust too! I've been messing around with a custom engine in Odin, but fell back on Python + Raylib which is my go to for this jam :P -- excited to see where this one can go though, the visuals have a great vibe. Nice job!

I really like the look and sound of this game, definitely feels very cozy so nice work on that! I like how the aberrations add a twist to the standard city-builder gameplay. Maybe they could add more mayhem to the gameplay (destroying buildings/stealing resources), but this was a very complete game for a game jam. Nice work! :)

Great job on the look to this one! Both the 2D and 3D sections look great and feel polished. I didn't quite understand the ending so I don't think I fully grasp the narrative, but the vibe is very offputting. Maybe some happy chiptune-ish music that distorts over time (goes out of tune, distorts different instruments, etc) would fit the vibe and would make the 2D sections contrast more with the 3D (when the music could cut out to just creepy environment sounds). Great submission though, I really enjoyed this one :)

Superb art :) I just wanted to give my cat head pats, he looked so sad. Fun twist and clever reuse of assets for the main mechanic. I do think some of the sfx might be a bit too subtle (especially no death sfx or noises from some of the environment dangers, both of which are important to communicate to the player), but the overall soundscape definitely fit the vibe of the game. Great job though, this felt like a nice, complete little experience.

I like the chill vibe of the rowing section (the sound effects/background ambience is nice). The limited animation + sfx actually carried the presentation side of things pretty far. The main problem I had was with the decision making -- if a spirits intentions were unclear, was there any advantage/disadvantage to taking them or declining them? The optimal strategy seems to be:

  1. Search soul
    1. If bad exorcise
    2. If good accept
    3. Otherwise exorcise to avoid the risk of increasing dark energy? (this only seems to be a minor hit to balance which doesn't really feel problematic when you deliver a bunch of souls to their destinations)

So the majority of the gameplay doesn't really have much choice or engagement from the player other than the searching section. Also there didn't seem to be a clear goal that I was moving towards other than ticking up the distance (I made it over 100m btw). The vibes are definitely there, with some design decisions to encourage more push and pull in the gameplay this could be very interesting. Good job :)

The intro line that's narrated gave me a chuckle :P

The art looks pretty good! I like all the different animations you created for the main skeleton and the npcs. It took me a really long time to figure out N would make me move faster at the cost of mana, also the stone piles that restore mana weren't obvious until I saw them used in the gameplay video (a bit more tutorialization might help). Also it's good to have sound effects for player actions like the attack action, but the high pitch yelp is a bit much after repeating a bunch of times. Something like a subtler grunt or swoosh sound might work better for an action that's repeated as much as attack.  I liked how health and mana were tied together though, it forces speedier gameplay to be riskier which is good.

Fun to play through and it was cool having a boss fight at the end :) I liked how your monster transitioned from flying to running when on the ground, that was a nice touch. The sounds got a bit repetitive over time, and it would have been cool to have some music that cranked up in intensity as you progressed through waves. Solid work though, this felt like a nice polished little experience :) 

Man, that was a huge challenge -- the "buggy" behavior really broke my brain. I'm proud to say I solved all of the problems without any hints, but the last few levels really had me scratching my head. The dev comments throughout made me laugh. Some sound effects + ambient music (but perhaps glitchy like the Portal 2 soundtrack??) would be a nice addition, though. Out of curiosity, what engine did you use?  The instant load time (with no Unity/Godot/GameMaker splash) makes me suspect it's some sort of small Javascript engine? Is it custom? 

Oh man, this was pretty fun -- the Vampire Survivors recipe has really great progression loop and even though the gameplay was relatively simple it still feels really satisfying to level up and take out hordes of npcs. Like other folks said the socket system was pretty neat. There were so many slots I never ended up playing tetris to fit my abilities, but appreciate the extra control I had over when things triggered (maybe visualizing the spiral in an in-game HUD would give the player more intuition about what's firing when). And maybe the spiral could also affect the direction of the attack, based on the direction your facing? Also, I think the movement could have been a bit juicier (maybe tilt the character in the direction you're moving, and add some particle effects or something?). Nice work on your first Godot submission, though! :)

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The movement felt good (with normal WASD/arrow keys lol), and the visuals, though simple, are polished (the little squash and stretch with the cube feels very good). I found the levels to be a bit too frustrating with the weird control schemes (and it might feel a bit more forgiving if the hurtboxes on the blades were a bit smaller than the sprites), but that might just be personal taste because I suck at platformers :P

Great use of the theme for the gameplay! The dynamic game of Where's Waldo each level presented was fun. Some of the puzzles in day 3 where a little frustrating (especially 3-3, I needed a hint) , but I really enjoyed most of them. I like how the soundtrack gets progressively more amped up throughout the game too.

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I did not expect to start at $2 and finish with $5800000000 lol

Very nice work on the visuals and sfx with this. Hitting enemies and upgrading felt super juicy which is exactly what you want for this type of game. The UI reminded me of P5 -- I love a good UI :D

This definitely felt like an art/presentation prototype, but combined with a gameplay loop and some progression this could be super fun!


Nice little bit of choreographing when the guys in the bar surround you and the visuals were solid :)

Who knew tactical plant warfare would make for such a unique experience? :P

It's really cool to see your plants grow and expand over the territory and I really enjoyed the vibe of this game. The one thing I felt like was missing was some kind of box-select/batch control. I wanted to be able to select a bunch of plants in a region and have them all fire at the pheromone without having to select each one. Also a bit of a tutorial segment would help with getting started (once I read through the description I figured it out, but it was a lot to take in at first, the rest of the complexity ramps up in a manageable way though). Great job!

Ooh, that was so cool when the fishes that just have been floating around all swarm and attack. The underwater vibe is nice, very cool that you built it all out of GLSL shaders, it looks nice. I think this type of atmosphere could really benefit from sound SFX and soundscapes to make it feel like you're deep underwater. Also, the initial discovery of the probe could be a bit more of a challenge (if it was stuck in more of a maze system of underwater caves or something), since finding it is just a matter of holding the down arrow, but the core loop definitely has something to it -- another mechanic or system the player can interact with could really make this engaging. Nice work! :)

Some of the later levels were a bit frustrating (i only got up to the mario segment) but I was impressed with how much snarky dialog there was packed in for Pee Gee. Tightening up the character controller on moving platforms/momentum would make some of the platforming more pleasant if that's something your aiming for. Pretty solid rage game otherwise :P

Nice work with the vibe on this one! The graphics/soundscapes/soundtrack all fit together nicely. I think the gameplay could be more engaging with some more juice/punchy sound effects. I also wasn't clear on if I was making progress with all the scene switches.

Wow, it's cool to see so much variation in the puzzles considering this was done in 2 weeks. My favorite puzzle was breaking the ciphered message in the journal by extracting English structure from the text, very fun. I admit I had to use the guide to complete it, so maybe some extra hints in the game would help, especially numbering the lockers and hinting more about passwords, but I'm glad you wrote it up so I could experience the whole thing!

Yo, racing games are the best. The mechanical "toyishness" of driving a car always makes the game fun to interact with. The main issues I had when playing were the overly stiff camera on bumps (i.e. the camera would feel a bit better if it were more damped), the oversteering in the car controller (even when I switched from keyboard to controller I had a hard time driving in a straight line), and the high center of gravity for the car when going over bumps (I kept flipping and the car feels too light when the center of gravity is high). The VFX looked great, the sounds were full, and when I did get the car going in a straight line it gave me a feeling of speed so there's a lot of presentation stuff that's already very good. Some small tweaks to the controls could really take this to the next level, nice job :)

Very clever way of presenting things -- I really liked the use of the spotlight effect to convey scene changes. This felt super polished. The audio was a bit sparse (and I the volume was really low -- I think it might be worth sending the sound effects through a limiter so you can make sure the volume is evened out for everything), but other than that it was great. Nice work! :)

Fun little game "breaks" -- I like when the player gets to feel like they broke the game and the light puzzles were nice. The main music loop is fitting but a bit short -- some theme and variation might break it up over the course of the full experience. Also cool how all the levels were interconnected :)