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Neonage

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

Creator of

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Scaling handle UX needs improvement yeah. When needed to scale off the wall - I kept trying to hold it instead of short swiping (my friend suggested to do so) and it grew too fast and ruined the level, tho doesn't matter much as it's easy to restart. Maybe ability to just click on handle would be better? Not sure.

Will you release it on Steam too?

BEST ENTRY so far. Beautiful, challenging and intuitive puzzles with zero hand-holding, funny little details, very polished overall. 
I was in complete awe during entire game, can't believe that y'all managed to pull this off for a jam.

7/5, will instantly buy when it fully releases! <3

Very cool

Oh I hate this clockwork mechanic so much, please make it normal car controls😭

Beautiful, fun, chill. Played it for more than an hour!

Few issues: after scanning the boss and ending the run - I'm not getting any scans or any money :(
And sometimes boss runs in circles, trapping me inside itself, so I cannot do anything, only glitch out through collision in some cases. 
Would love to play a full game! <3

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bruh

meat never falls even close to me, hardmode looks extremely tedious

Art and idea is genius, but gameplay is.. meh. Hard to keep track of two dimensions, especially when there's SO MANY meteors.
Should've been in the oven for two more days

Good, but slow third person movement is bad - it doesn't bring anything to the table and makes it hard to see and keep track of what's happening. Would be nice to at least have the ability to hover in the air over the battlefield.
Also, RIGs give too much money, can just upgrade everything infinitely

Was very unclear until I saw that you need to eat what rises.
Hitboxes are very strange, random stuff keeps hitting and killing me with no way to dodge.
Sounds are disturbingly good, but can't fully appreciate it cause of gameplay

Hitboxes are unclear, gun rotates too slowly, no fun

Could be good, but feels overwhelming quickly - key binds suck and often saw kills me when I bounced it back

Interesting game, but sadly has too many critical issues, I keep getting stuck when going through portals, or sometimes cease out of existence, crates of same size don't push each other, can't shift-grab backwards to portal

Hi Cammin! Interesting concept, strange that it doesn't let switch to ogre without bringing ingredients.
Not sure where to find recipes, only found two, so I threw random stuff to complete.
Rats in the top cabinet are scary as hell D:

Toying around the idea of switching between big and small, and making them help each other + better platforming could make a good game out of it :)

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Clumsy. Very hard to get anywhere, big objects glitch out into walls, no control over how you place them, no idea how to get the bread at the top.

Probably would've worked better in third person with ragdoll player like in Human Fall Flat

Astonishingly good for a jam!!

Sad that leaderboard is fake. Very unsure about green cube - it breaks the pace of the game and last level takes too long to complete, it also hurts eyes a lot (too bright, too big particles).
Needs a lot more polish for a release game.
Nevertheless - 5/5. Btw, hi Yollie :)

WHY AM I FUCKING DYING ??????????????????????????????????

Nicely polished visuals and music, getting some Captain Toad Treasure Tracker vibes!
Levels can be skipped directly to finish with very little challenge, wouldn't it be better to require collecting these Dragon Eggs?
Controls need improvements, placing blocks is quite clumsy, especially on top of each other, no way to slightly adjust positions on sides as there no ability to rotate the camera, also switching two modes with mouse and pixel perfect clicking on thin sides to scale is meh.
Blocks falling into the water and not respawning is not a good idea

Sure, would love to play it! :)

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Self-taught, years of practice, made with few of my friends :)

The game supposed to be far more ambitious, with some levels at least, but oh well, couldn't figure out a working concept until the very end

What do you mean by that?

Thanks! I've spent entire first day on active ragdoll, so it was "put together" in like, 12~ hours 😓

They're made using Animation Matching technique (every joint follows animator bones of "ghost rig"), but the ragdoll and rig itself is very junky and poorly configured

Clever idea, nicely designed levels and smooth introduction to mechanics, 

Good visuals and overall feel. NICE!

Very clever, fun and addictive design! Execution is even better :D 

Could easily be a standalone game after refining of gameplay loop. Great work!!

Just my friend recorded the gameplay after we finished

This was HELL. Please do not enforce making games in just 2 days, especially on annual jam. 

It's an unnecessary crunch that leads to extremely poor and unpolished quality, while wasting health and tons of nerves.

H O L Y S H I T. I'm in love. Flabbergasted. I cannot believe this was made in 3 days. How much stuff have you guys reused? I can literally feel the bloody hell dedicated hard work you've put into this piece. 

You weren't shitting when said "complete EPICNESS". This is singlehandedly the GREATEST entry in the entire jam.

Everything is so polished and confident. Combat, design, AI and animations is literal GOD tier, so powerful and engaging. I've been flowing through this experience in a single breath, and it kept surprising me. It is absolutely my jam, and I'm striving myself to get to this level of mastery.

Thank you, with all my heart ❤. This motivates me so much. Most other entries only have disappointed me. This reminded me of good old flash days when people have been giving their all to put innovative stuff out. 

The only issue I've had is restart button stopped working on the boss, had to close, but I don't mind replaying it all again!

Right now it's a movement demo. I'll keep updating it during late submission, as I really loved the idea

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broken download link

That ending was so terrifying and hilarious. It broke my expectations and worked on so many layers. A++. 

The music also fits incredibly, for a second I thought that it was adapting while stretching the tongue 😳

Disappointing that I wasn't able to cut these obstacles in half with that saw, and stretch my tongue while carrying the lamppost. It would've been even more hilarious :D

I can see how it could become a whole game with this fun concept and that golden comedy! 

Noticed that tongue sometimes sticks to the other walls for a little. Could be a game feature ;)

The only issue I've got in this demo: pressed Space and character stuck to a ground forever. Quite ironic, as I almost escaped from being joined

That's smart! I'll try to implement that :D