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👁️neiromancer

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A member registered Dec 02, 2018 · View creator page →

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Just checked. I still have a problem with character not moving when I click sometimes, although less often. And character falling because of upward movement is fixed.

I’m just gonna say it - giving a player a shooting mechanic that does absolutely nothing until you get a first upgrade, and that sticking that upgrade so far, is such a dumb idea. I only stuck with the game because there are so many people praising it in the comments, but it really soured my enjoyment.

Why not give the ability to shoot with a first upgrade? Or add basic boxes that you can destroy without upgrades. Right now for the first couple minutes the game communicates that shooting just doesn’t work, and it feels like a bug.

After that initial hurdle, the game becomes quite fun. I like that shooting upgrades also modify your movement, and I like some of the level design when you need to shoot from different positions to destroy on obstacle. But I think it’s a little too shallow, I don’t feel like you ever need to think about a puzzle, you just try another path if you don’t fit.

I feel like direction shooting could add some complexity, especially since you don’t use W and S in a control scheme. Or maybe the bigger the weapon the more recoil it has, and you can use it in your movement.

Overall, it’s a great entry, that would benefit from a little work on it’s beginning to not alienate players!

Same thing on both Firefox and Chrome.

The game’s presentation is great, both visuals and audio. The mechanics are also easy to grasp.

Which is good, because the tutorial for [Q] is quite hard to see, so I just guessed that I could do that.

The jumping felt good, but there are a few issues with physics. For example, the closing gate can push you out of bounds. I also wish you could eat more than one slime at a time, because an elevator with a lot of them is rather annoying to jump back and forth.

All in all, this is a great entry!

Thanks for feedback! I’m planning to improve dash in a post-jam update.

This is a pretty fun game! It’s very satisfying to see how everything breaks around you.

I do wish the controls were a little tighter. Right now turns feel like they overshoot a little, which is annoying when you bump into a big obstacle because of that and lose all the speed.

I also wish you didn’t lose all the speed. Maybe the collision could turn you sideways but maintain momentum, or something like that.

UI could be clearer. It’s not clear that the circle is your meter until size up, because this goop is not really associated with growing. And what’s the deal with fuel? At first I saw it going down and saw fuel pick-ups, but then it just stop mattering.

Overall, it’s a solid submission. Good job!

Thanks! That’s quite the score.

I’m aware that balancing needs some work, will see what I can do with it in a post-jam update.

It was probably already mentioned, but I head some issues:

  • Movement problems - when I click character would move in only like 1 in 10 times. I’m guessing it’s a quirk of a physics in a Web build, and player’s box collider gets stuck on block colliders (since they all are separate colliders I assume).
  • Character falls when scaling up - when you scale the block upwards while standing on it you get pushed to the side and fall. Do you not modify character’s position in that case? Because if not, physics just pushes player out of the collider in the closest direction, which is sideways.
  • Because of the perspective it’s not clear if blocks are on the same plane, or under one another. I think adding some gradient on block colors that depends on depth would help with that.

Other than that, the idea seems interesting, the visuals look cute, and I really liked the tutorial. Unfortunately didn’t manage to finish the game, but still, good job!

So, the game presentation is really cool, and it’s nice to see such a quality voice acting in a jam game!

The gameplay… well, I used my laptop’s touchpad to quickly tap with 2 fingers, and I still wasn’t fast enough to not get pauses between voicelines. Which means that if a person plays casually and with the mouse, they’ll spend a lot of time just sitting and clicking with nothing happening.

I would probably change the gameplay to something more engaging and less click-y. Maybe you need to time the clicks on some rhythm. Or maybe when you build a segment it creates a small zone at the top of it, and you need to click and hold on that zone to build a new segment. That way you would also need to scroll up as you build, instead of just clicking wherever.

As far as the experience goes, it was pretty fun. Good job!

I’m talking more about the game feel, i.e. how fast you can switch between “states” of light there. In your game it doesn’t really feel like I’m hiding the light when I let go of a button because it shrinks too slowly. So I’m better of just being careful with movement.

But also that the states serve quite different functions: normal states let’s you see in some radius around you, you can focus (enlarge) the light into a cone to see further but also interact with puzzle objects, and you can hide (shrink) the light so that enemies don’t see you but you also don’t see much.

Thanks! The robot is not sus I swear ඞ

It’s a fun game! There are some cool details that I like, like the fact that you can’t decline the TOS, of that elements have physics when you place them, which adds to the fun.

Mechanically, I think the game is a little lacking. There are only so many ways you can make a bridge, so I think it would be better to lean more into physics interactions.

Case and point, Level 6. I’m not sure what the intent was but it’s a bad level. There are too many small objects to move, and they reset if you fail. If however you could somehow scoop a bunch of objects at once by a plank or something, it would be a lot better. (I think you could look into the puzzles in Tears of the Kingdom for inspiration. One of then was very similar with the solution I’ve described.)

So yeah, I stopped at level 6, but I think this has a lot of potential. Good job!

This is a pretty interesting and stylish puzzle. I don’t have much to say about presentation beyond that it’s great, so I’ll focus on mechanical stuff.

Control scheme felt a little frustrating. You would usually use [Space]/[W] to jump and [E] to interact.

The main point of frustration for me was that it is quite easy to softlock yourself. Sometimes keys get stuck in the unreachable place, sometimes you mess up and objects grow too big and get stuck, or gets janky because of physics. I think the level that introduces bumpers is the worst offender here because in addition to that one of the keys will not fit the door. And replaying a level after softlock takes quite a long time.

The more control over tossing objects would also be helpful. Although once you understand that object consistently rotates depending on your direction it becomes easier.

I’ll be honest, I didn’t finish a game although I got quite far. Since the only mechanic you use to progress is tossing objects between dimensions to make them bigger, it gets repetitive quite fast. The dimensional box adds some variety, but for me it wasn’t enough to offset the frustration.

Overall, it’s a fun and funny puzzle, and with a bit of polish will be a great game!

Thanks! Regarding the theme, I use building and scalability as a literal theme of the game and not as a mechanic.

It’s a fun spaceship builder, and the scrap collection mechanic definitely distinguishes it from the similar ship builders I’ve seen this jam.

I was quite lost for most of my time. It felt that once I can regain fuel faster than I consume it, there is nothing more to do. Progression should be communicated more clearer to the player, because for example me not being able to pick up hotdog stand felt like a bug.

Another side of this is that progression just suddenly switched to more expensive items and I didn’t see a way to get back. At that point I was messing around and list half of my ship, so I was basically softlocked from buying anything.

I also wish camera was more zoomed out, sometimes stuff flies at you too suddenly.

Overall, it is a pretty interesting game, good job!

Thanks for feedback! Dash was a late addition and didn’t really received much polish, so I agree with you.

The idea that you grow with the weapons you pick up is quite interesting. I agree with the commenter below that extending player hitbox with the weapon is too much of a punishment. I feel it’s enough that you are blocked from the certain passages and thus certain pickups.

I also think it’s a good idea to add some more benefit to consuming a weapon. Maybe you regain hp when you do so. Because right now this mechanic feels punishing because you lose your source of damage, instead of feeling rewarding.

I like that there’s a variety of weapons, but I feel like there are a couple of really good once and most of the others feel underwhelming. So it becomes a matter of luck whether you can get a weapon that can consistently kill enemies.

Overall, it’s a pretty fun game. Good job!

Thanks!

I really like the game style! Although if you are going for a horror feeling I would probably suggest adding more contrast to the picture by making the ground darker and adding highlights to the characters.

The gameplay idea is interesting, although I think the light shrinks a little to slow, so it’s not about hiding your light near enemies, but instead carefully moving to not get them in your light radius. Making it move faster, or adding ability to both grow the light for visibility and shrink it to hide would improve the fame feel. On that note I would suggest checking out how the light works in Outer Wilds DLC, I think it’s done incredible there and may give you some ideas for improvement.

Overall, it is a pretty enjoyable game, and you rarely see horror games in game jams. Good job!

Thanks! I don’t treat the theme as be-all end-all especially since it’s not rated this time and instead use building and scalability as, well, a theme of the game and not a mechanic.

Thanks for feedback! And yes, I try to rate all the games from my comments back and leave detailed feedback.

I thing it’s important to decide whether it is a clicker game, or an idle game. Because for idle game you want to move away from manual gathering pretty quickly and instead rely on automation. And clicker games, well, they are bad for my mouse so I don’t like them.

There is a lot of potential for an interesting idle game. But the balancing needs some more thought. Remember that this is a jam game and people are unlikely to spent more that 5 minutes on it. So given that, you can calculate how fast the progression should go to showcase all the interesting things in 5 minutes.

Other then that, I would probably suggest switching the font for a more readable one, because you have a lot of text. And show the amount of ants needed for more layers to give a feeling of progression.

All in all, a solid job, if a little overtuned for a jam game.

Thanks! Leaderboard doesn’t work in Web build unfortunately. And you are right, the intention is that player need to balance keeping enemies alive and scaling damage/health to eventually be able to deal with them.

This game is quite interesting once you understand what you are even doing. The idea of balancing population is interesting, and I especially like how you create a soundtrack by playing different notes depending on what’s happening in a simulation.

But game kinda lacks feedback. First couple runs you don’t even make any decisions, just run the simulation with no context. This hurts engagement quite a bit, and I think you maybe could make it so that you get upgrade cards mid simulation and can apply them on the fly.

It’s also should be communicated more clearly what happens with pops. I had runs that felt pretty balanced but that suddenly ended saying one species went extinct. And I had runs where I seemingly had only one species, but it didn’t end until it died out.

And some quick UI suggestions, it would be great if your chosen upgrades stayed there after run and didn’t reset, and if when you apply upgrades they would show in stats.

But all in all, great work!

Thanks! I didn’t really want to latch on to any “scale” interpretations, and just made a thematic node to building and scalability.

It’s a pretty enjoyable fps experience.

Some issues were already pointed out:

  • It’s hard to see enemies color, especially when they rotate or are far away. Making all of their body be a certain color would be better.
  • I wish the gun would fire faster. Right now it’s really slow to cycle bullets when you want second or third, which takes away from the pacing.
  • I wish you there was an indicator of the bullet color on/near your reticle. And maybe somewhere on your gun model.
  • The physics are wonky. It’s mainly a problem because of bulled falloff being a little too big, and because if you miss you need to wait a lot of time to shoot again.

But with some polish and some more work, it can be a good game. Good job!

Thanks for feedback! Balancing will probably be addressed in a post-jam update.

Thanks. Balancing could use some work. The intention was to add a damage-spongy enemy for more optimized builds.

It’s a fun little puzzle with interesting-looking visuals!

I found it a little too simplistic. Especially since you are not limited in a number of objects and can just add them until you get a good ratio. Or worse yet, you can just brute force the numbers on the submit tab (that’s how I found the apple core weight). Going with fractions like 3/4 instead of decimals would eliminate that.

Some clear indicator for when the weights are in balance is definitely needed. The apple core is so close to 2 kg that it’s easy to assume the weights have balanced, but they aren’t.

All in all, it’s a solid puzzle game.

It’s a fun wave defense game with a rhythm based combat. The visuals are really good!

The gameplay gets repetitive quite quickly. There isn’t really any challenge once you get into the rhythm. Maybe some more abilities tied to keeping the rhythm would be good. Or some variation of the tempo.

I also with there was a more pronounced beat in the music you can use to gauge a rhythm. And some sort of audio feedback that tells when you pressed on/off beat.

But nevertheless, great job!

Thanks for the feedback. Yeah, the balancing could use more work. I was planning on limiting exp gain at the beginning and adding upgrades for it as a compensation, but scrapped it for time.

This game is simple but fun! The gameplay loop kinda reminds me of Outer Wilds of all things.

The car controls feel really smooth. Although it becomes quite hard to gain speed even if you keep to the roads. Some variation in goals could be good. Like, “collect X orbs” or “travel a total of X meters”.

Overall, great job!

Thanks for the feedback! No idea why the bug happened to be honest.

This is a fun little game! I like the animations of the character, and it looks like you watched the GMTK’s video on platformer controls and learned some lessons from it.

There’s a lot of potential for speedrunning. Although the controls are not as smooth as they could’ve been. I thing the problem is with the capsule collider, or maybe deceleration is too slow. Either way, it’s quite easy to fall from the block if you stand too close to the edge.

All in all, this has a lot of potential!

Thanks for feedback!

Constructing a ship out of the parts is a really interesting idea. And I also quite like the visuals.

It is a little hard to control though, I wish modules would stick to the ship more easily. I also wish the turrets would shoot automatically, I remembered about pressing space only by the end of the game.

I think the optimal strategy is to build a long thin ship and just sit somewhere where there are no shooting enemies and tank the asteroids. I don’t think you can have enough damage to destroy them with turrets. I managed to win with this strategy after losing all the modules half-way through.

Overall, this is a solid entry. Good job!

Thanks for feedback! Balancing was a bit tricky, so I decided to to start the player weak, scale up fast with upgrades, but then let the enemies catch up to the player.

This is a really creative idea. The visuals are well polished, and the gameplay is really fun.

I think difficulty ramps up pretty quickly, and you can easily find yourself in a situation where you can keep up and snowball into 0 hp.

I think the fact that you need to click on enemies, but also move your mouse to place blocks and turrets contributes to it. Maybe adding some hotkeys would be a good idea. Also later on it’s easy to lose a turret just after placing it, and end up without any scrap. And I feel that the 2nd turret is weaker than the 1st one.

The rules for block placement can sometimes be frustrating, if you try to place a block in a hurry. There at least needs to be a clearer indication if you can place a block. And tbh the original tetris rules would be a better idea - place blocks wherever, but they fall down.

But overall, this is an amazing entry!

The game is really fun and addictive! The visuals and sounds feel very polished. I also think that “stand to shoot” (although frustrating at first) is a good fit for the bullet hell gameplay.

I don’t really understand the upgrade system. You get a ton of different options, but only a limited number of slots which means that after some time you won’t be scaling as much. And the row of selected upgrades also keeps randomly changing sometimes. And when you die, I think you just restart at the same place with all your upgrades. Kinda confused about that as well.

Nevertheless, I think this game has a lot of potential. Great job!

I find this game quite hard to control. It’s not always clear when you can place something and when you can’t. Camera can move away and make you misplace an object. And I’m pretty sure canon guys can destroy a preview of an object you want to place, making you need to select it again.

I think it wasn’t such a big problem, if you wasn’t limited for time. If your guy could just stand and chill when they get to the highest point until you build more platforms, instead of jumping down to their doom, the game would be more enjoyable to control.

But with some polish, I think it has potential. Good job!