Yeah, tried to warn against playing that build in the description and I only put it up for non-Windows people if they were curious to check out the game at surface level. The Windows build is the definitive version - basically, when I fixed the audio synchronization right before the jam deadline, a strange web-only error popped up that made the game completely unplayable, so I put up an earlier web build along with the fully functional Windows build. Still, I'm glad you enjoyed the game even with that major problem. By the way, you don't have to test it again if you don't want to - I'm pretty sure the audio works fine on Windows. I just thought I might've missed some small hiccup in the code.
NotEuclid
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Thanks so much for playing!
Your feedback is valuable, and I definitely appreciate your criticisms. I was pretty experimental overall with this game, and one new thing I tried was creating a more condescending character who's central to the gameplay experience. I hoped that it would keep the game funny and entertaining, especially in the later (and much harder) phases. What I didn't really think about was the main demographic this game would reach - a more casual audience not too well-versed in these kinds of taxing memory games, and I can definitely see how his lines are really discouraging if you're just starting out. Same goes for the pitches as well - I have perfect pitch, so I hate to say I assume a little too much from non-musicians when it comes to pitch recognition. I considered this when making the tutorial and I thought that a little sandbox area with just the two pitches for the player to get familiarized would suffice. I guess I made it too "pure" by having as little practice with them as possible and relying on the player's own internalization of the mechanics. In general, I might've used (misused?) this principle for the whole game in terms of remembering the sequence based on raw memory alone, with no visual indications or reminders. This might have worked for a more difficult version and for a different audience, but a game that demands that kind of mental intensity isn't everyone's cup of tea, which I should have been more aware of when approaching the overall design and difficulty curve.
Sadly, this is probably my last game jam (at least serious one) since I'm heading off to college in a month and I'm not going into CS or game dev. But if I decide to continue with casual, long-term projects, accessibility will be one of my top priorities!
Really cool prototype! One thing that made this stand out from all the other "random weapon" games here is that the weapons don't just add bullet effects - they affect your movement, too, so I always on my feet. I didn't like how the game closes after one try, but that's because I was genuinely having some fun. Best wishes for your commercial release!
Very funny and the aesthetic was pretty unique for this jam. It's also an interesting take on the theme "just two," but it felt secondary compared to the more classic shooter gameplay. The upgrades part was nice because I often found myself completely cornered by enemies, to then get the opportunity to make a strategic decision. The transition felt a little unpolished, though. Great work!
The aesthetic of this game is really cool!
I liked the little descriptions on the cards - if you expand on this project, it could make for great worldbuilding. However, I think you took the randomness a little too far to the point where the player has absolutely no control over the outcome. It doesn't feel that much like a game, but then again, it's a proof of concept, so it's a solid start.
This has a lot of potential and you should keep on working on it!
Thanks so much for playing and reviewing my game! It means a lot.
Also a musician - I agree, and it used to be even harder - you had to play the melody perfectly each time. Imagine! As you noted, the melody standing out is definitely an issue and I should have had more sustain or something, even though I wanted part of the difficulty curve to involve the beat becoming more complex so you'd have to focus harder on the pitches. I tried to make it easy for the player to remember the rhythm by starting the playback on beat 1, but I forgot to implement it correctly for the harder two modes... oops.
I'll check out your game!
This was a very unique game with a puzzle concept I've never seen implemented before. It was annoying at first for me because I believed that Trudy's location was basically random and my success was based on luck, but once I figured out that Trudy tends to settle in certain locations and this was actually a deduction game, it was very satisfying when I successfully inferred her location and won a few games. The way this game teaches you is really elegant--I can only suggest being more generous to the player in the beginning, like changing the game over sound, which was pretty abrupt and added to my slight frustration.
I really enjoyed the science theme for this game and how it pertained to the jam theme. I was pleasantly surprised when I discovered I could force electrons to collide to get a bonus, and I thought it was really ambitious for you to try to make a leaderboard and give the game an arcade feel! My only complaint is that I found this game to be way too easy; my proton would be fine staying in one spot and adjusting its position when needed, and even with the nice attention to detail, it got a little boring after a while as I didn't have to do much work. I think making the other electrons faster and making my own feel more useful would add some flavor to the gameplay, along with the already nice graphics and effects.
Great interpretation of the theme and I really like how you aimed for simplicity with the controls. While it was easy to understand what to do, I found it difficult and somewhat frustrating to play at first because there was so much going on and I hadn't yet fully internalized which numbers killed what. Maybe an easy mode would've helped to ease new players in. Great idea, though!
Yeah I agree. It was hard to create a good learning curve for the game within the 3 hour time frame, and also create gameplay that was both simple and that gave the player enough control. I tried to explain the controls and the objective of the game in the description, but a tutorial would've worked better. So, that's definitely an element of game design I will consider in my future games. Thanks for playing anyway!
I enjoyed this concept a lot! It became really exciting when the light began to chase me, though I found it difficult to predict where the rays would land, so I ended up rushing through each level after getting far away enough from the light (to my surprise, I was successful). The only things I didn't like were the lives system and how brief the experience was. This is definitely a game you should continue working on.
Great game! I was confused as to what to do at first, but after playing around with the electrifying mechanic, I realized that the line between two stunned enemies killed other enemies. Sometimes, I got several enemies in a line and zapped them all at once. It felt very rewarding! I also like the title: it's direct, and tells you exactly what fast-paced action you're getting into.
This is an all-around great idea with exceptional level design. It's similar to the concept of my game, but implemented much better. Level 2 had me stuck, but after a lot of pondering, I figured out the correct permutation, which was very satisfying. The music is also calming and it helped me focus. Great work overall!
While there were only two, the puzzles in this game were constructed very well! The concepts were easy to grasp, even without a tutorial, yet it took me some time to figure out the second level. I also made a puzzle game, but my designs aren't as clever as yours. One thing that bothered me was that it was sometimes difficult to drag around the items between the siblings. But other than that, this is a solid submission.
Cool! The concept is cute and it makes for an addictive game loop. I will say that I died more often due to not being able to hit the enemies (the movement of the ball is rather awkward) than moving into the ball as was most likely intended. The presentation can be improved, of course, but this is not a bad start!