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pdil

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A member registered Feb 11, 2017 · View creator page →

Creator of

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Ha, nice!  Those doors took longer than I anticipated to get right so I assumed I still fell short, glad I didn't (at least in this case).

Let's just say I was really inspired by Animal Well so decided to forgo any tutorial vs running out of time or not thinking about it.  But now I have some ideas, thanks for clarifying.

It's awesome that you inadvertently did a speed run, when I was doing a pass to prevent bypassing and accidentally jumping out of the level, I realized a few places were fine to cheat you would already have the right upgrade, and some places I could nudge to make it possible.

I hadn't thought of if it but you bring up some really valid points on the benefits of being mini, I'm going to try leaning into those in the future.  I really appreciate the feedback and perspective shift!

I loved this, seeing the different monsters made and battling it out was a real treat!  Gameplay-wise I felt that movement was so strong, I'm not really sure the traits had much of an impact, though maybe I just didn't get far enough.  I really hope you go farther with this post jam, clearing out some bugs and improving the usability (ex being able to cancel out earlier, but you still had it at all so it's not critical).  I really appreciated the space bar, but unfortunately it wasn't enough, when I took out a creature, its stats window remained which blocked another one of my character's action menu.  I used space to advance but then on my turn I couldn't do anything.  Again, not me complaining, just hoping you work on it some more!

Yeah, I really missed the mark on the ore, I was going for a "vein of gold" feel but since I didn't really texture the ground, I didn't have a sensible way to make the mound so just did the a crummy "decal".  I actually wanted to have blast off scene at the end but having submitted  with only 21 seconds to spare, it also got cut.

For the blue obstacles, I'm assuming it's these doors, you should be able able to hold shift to boost through them and if they close, you should be able to back up just enough till they open, make sure your boost has recharged to get through quickly.  I debated, and still might, make it a dash.  Thinking about it, I'm guess you were backing up but then when turning back around to face the right direction and would end up triggering it closed again?  For other reasons I was looking over the movement code and the robot facing direction doesn't matter so can boost in the opposite direction still at full speed.

Thanks again for playing and the feedback!

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Thanks for playing, I'm glad you enjoyed it!

Nice work!  This was super cute, loved the art, audio and the variety of games.  I like seeing the wario ware randomness but having a through-line to tie it all together is very satisfying.

I'm a sucker for "alchemy" mechanics, well done!  I don't know how you always manage to deliver such good games, maybe your super power is scoping well?  I didn't write down all the combinations I found but I enjoyed all of them except the gambler, with either the pyromancer or vampire being my favorite.  The only "issue" is sometimes the dice would overlap nearly completely but the popup made it not an issue.  I also have to admit I was a little confused by the "cantrip" dice but it quickly made sense and I understand the wording.

Awesome game!  Love the music and concept.  Would have liked to see a few more levels and some gameplay effect from morphing but I really enjoyed it!

Wow!  This was the first one I've played and it's so well done!  It took me a while to figure out how to ruin clothes but it was a lot of fun messing things up.  The only bummer was the option for hold/toggle for digging didn't work so I had to hold it, and I generally wanted to move faster.  It could have been cool if the stakes were a little higher, maybe they chase after you (but you can still just trip them)?  Hard to say it that would actually improve it, everything about this was so good!

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I think the placement helped a lot, I was able to do much better.   Having played a few rounds, I realized the initial frenetic pace prevented me from having deeper feedback.  It's great that you get the indicator that the note as good or bad, but I realized that I'm not certain when the perfect time to hit the note is.  I'd guess with some experimentation I could figure it out but having some indicator would be helpful.  One idea would be an outer circle so when it overlaps (but this obviously creates more clutter).  Another might be a glow effect on the perfect time.  After writing this out, I can imagine that they shake at the right time but it's hard to see that since they scale in.

I think also having some key indicators for the items that freeze, like a "P" by the item the is unfrozen with "P";  I basically just kept mashing  IOP to keep things unfrozen.  My gut is that penalizing for that would be un-fun, but giving a boost for hitting right when it changes state could be fun so people can mash if they need to keep up but as you get more adept and time it, it stays unfrozen longer.  Basically my thinking is when game have a quick-time reload mechanic, missing it isn't really bad, but can provide a bonus to keep expert players engaged. 

Super cool that you improved things post jam, esp with the advent calendar.  Each jam I mean to, and often do some work, but then keep delaying uploading because of the "it will be so much better if I add in one more thing" trap.

In this page, the submission page, you put "source" as "N/A, but i plan to open source it." but on your game page provide the GitHub link.  I wanted you to know that you can actually edit your submission page to fill in that link.  Especially during the jam rating period, I think more people see the submission page and forget to look at the actual game page. Obviously this isn't critical info but now you know just in case.

Thanks for the feedback.  A good reminder that I need to add thumbstick sensitivity, which might help but not necessarily solve the creation issue.  As you noted, it's where the camera is aiming but I need to try it from the direction you are moving, which a friend thought of after the deadline.  I also want to put in some sparkly/highlight effect where it'll spawn from so it feels very predictable.

Yep, you made it to the end, next time I'm doing what you did, that was great.  I'm glad you liked it, I'm always trying to do weird stuff in jams, not-infrequently to the detriment of it being a game.

Thanks for playing!  There was supposed to be a lot more to the lost world but hit a point where I realized how much art it was gonna take and I didn't even have the factory arted.  Classic over-scoped solo project.

Yep, you made it to the end!  I'm kicking myself that I didn't but put some text as you ascend saying so.  I definitely need to tune the start, I wanted to set the expectation early about the platforming but  it was definitely too much.

Indeed there are some bugs with platforms in dumb places, I made tools to help place them and it needs bit more work.  I have a bunch more ideas on how to use the platforms so hopefully this turns into some realized potential in the near-ish future.  I'll have to look at the audio again, I wonder if I did something weird, there sfx are definitely a little quieter.

I haven't encountered the camera spinning, I'm assuming you were on controller?

Nice work!  The chill music helped calm me, I almost gave up several times but finally finished with 77 deaths at 1083.  Echoing some other comments, the end levels can be really rough with the "hope for the best" leaps of faith.  Still, it was satisfying getting better.  Tongue worked really well once I got into the groove.  I wonder if the teleport would work better with a targeting image on press, then activate on release.  I did get a feel for it but man, the alternating teleport fall was soooooo haaaaard, probably half my lives where on it.  There were some real cute animations too.

Stellar entry!  Definitely hoping you keep at this.  It took a me a few deaths to get the hang of the combat, I think I'm used to dodging canceling out but once I did, it was pretty good.  The enemy tells where so clear, and the damage zones obvious.  Music was fantastic, the story made me curious for more.

The only real issue/suggestion is the health and especially the crystals where a little hard for me to see.  I'm partially color blind so, depending on the background, they could easily get lost in the noise.  Other than that, I really just want more!

Nice work!  Really enjoyed the game.  Obviously jams don't leave a lot of time to develop a meta so once I got the corners piercing, it was smooth sailing.  Another comment was how the snowmen didn't feel like they attacked and I think it's because the projectiles moved fast enough so things just disappear.  Have the bulbs shatter and the stronger ones get snowball residue would have been cool.

I also couldn't tell if the snowmen blocked each other, I certainly collected a lot of icicles.  And giving the path a border would have been helpful, it had the edge and was colored slightly differently but it was still hard to see a lot of the time.

I "replayed" level 10 because I was enjoying the game until the fps dropped to a slide show after 7-ish (on an older laptop).

I like where this is going but I couldn't get very far, the aliens where stuck on my head preventing jumping and dashing didn't get them off.  I think the freeze screen effect looked cool but really quickly covered the whole screen, I bet keeping it to the border would have still had the same impact but been easier to see the game.

Each day the prices change randomly (I had some other ideas that didn't happen for price fluctuations) with an increasing bonus for each scoop beyond 4 (I think, not at the pc with the source), something like 5% but there absolutely could be some bugs there, plus each flavor counts as a scoop (because I ran out of time to correctly count scoop flavors).  I had intended to have a system where different flavors affected neighboring cones but none of that manifested.

The first idea was a rhythm game that you're beatboxing for breakdance competition and you need to be silent when a freeze is performed.  For better or worse I always push some technical aspect; I did a series of experiments to see if I could identify different drum mouth-noises that went well but when I got all the pieces together I just couldn't reliably do it.  I briefly thought about doing a typical rhythm component but decided against it because I knew I didn't have enough time to do make the breakdance portion cool so it would just be a kinda-normal rhythm game with bad visuals and I like to use jams for weird experiments (though am thankful that many people make so many different things with different goals).  I'm in PDT so started ice cream farmer around 8pm on Saturday with the submission time of 1pm the next day.  I probably got 5ish hours before bed, then another couple of hours before the deadline.  Initially I brainstorm several ideas and I'll often still have ideas for the things I didn't do.  Of the other ideas, ice cream farmer was the most fleshed out so that's what I went with.

Cool idea, though I think putting healing on a keyboard button instead of onscreen so you didn't accidentally click it would be helpful.  I really appreciate that you put the health with a background so it was easier to read.  Also, FWIW you can update your submission data with your github repo.  I see on the gamepage you have a link but I suspect more people, at least right now, will be seeing this page.  Near the top right of your submission page will have a button to edit it.

Cute game!  It took a few plays to get the hang of avoiding Santa, he moves so randomly and I frequently felt trapped in a corner.  I'd also suggest not restarting the music each time (make an auto load with the music), it was kinda jarring getting caught,  I also didn't see any counter of how many presents I collected.

Lastly, post jam you are free to update the page contents, the only thing you *can't* do is upload game files, everything else is allowed.  One jam I forgot to mark the html build as playable in browser but since I had already uploaded it before the deadline, I didn't need any permission to mark it correctly.  I literally never have an image or screenshots ready so always do that after the deadline, as well as update the page throughout the jam with instructions/bugs to avoid.

FWIW I didn't have any trouble with the timing it's more a suggestion on trying to get really immersive experience (which almost assuredly does help if someone is struggling with timing so I think I good idea), not that you need to be sold on that idea.

I think confetti is great solution, it's very clear and obvious but animations could do it too (or likely both).  Some other ideas (possibly in addition to) are giving the completion time, tracking those times and alerting for a new record; obviously more work but maybe you want to develop it/explore more ideas?  A less obvious but reinforcing could be that there is a "next level" and if you lose, it's greyed out but if you win it's active and green/has some sparkle/shine effect.  I think what you did of being able to select any level is 100% the right thing for a jam but in a bigger release having levels unlock could be the way to go.

This. Was. Great!  Personally as my reflexes are clearly not what they used be, I love this take on a bullet hell.  It's was so satisfying to take a few shots than dodge into cover.  I can easily see with some time to balance and expand the enemies, weapons, etc this still providing a solid challenge.  Also, knocking over the tables was a delight!

Excellent work!  Really enjoyed the game and love love love the dynamic music!  Obviously jam time constraints limit polish but I think having the music be persistent would have felt really good, literally just keeping the groove going, esp when just restarting a level (and probably doing a minimal version on the menu screen).

I did have the screen flash on but I'm partially colorblind so barely noticed it.  What I think the flash misses is that it only indicates the state and while audio is obviously the start of the show, having a visual indicated of the pending switch could have been really nice.  Some armchair design, maybe wheel spinning at tempo with a needle to really reinforce the timing.

Skimming the other comments, I also struggled with the controls.  Even with the sensitivity way down, it was super easy to fling myself across the map, and WASD was definitely too slow.  Click to move worked the best on my setup.  I think limiting the movement speed would have unified them; to me the modes almost could have been different games since they had such different characteristics.

The last suggestion would be to have the win state stand out from the loose state.  On one hand I like that failing doesn't rub it in your face, but it would be nice if winning had a bit more celebratory feeling to it.

It's probably taken me at least 15 min to write all this and I've been groovin' to it in the backround.

This was hayvenly to play!  I had one bug early on where I got stuck in the fall animation but stuck in midair, I think the dash probably put enough of the collision inside something I stopped falling but still needed to fall so I had to restart; and even though it was a frustrating experience, there was no choice but to immediately get back to where I was.  I only got 5 sheep on completion.  I think if there would have been a map that I could add markers, I can see going back for the others if I would have seen them along the way but I didn't want to wander kinda aimlessly; I already barely found the third key.

FYI: MILD SPOILERS

The combat was my least favorite part of the experience but it was still ok.  I think (but am not certain) that I expected my dash to cancel the attack.  More than once I just fell back to sheep spamming, generally if there were a few, the would generally bunch up which was annoying.  OTOH, they had good tells (though unclear how much life) so it all was fine overall with the bunching up being my only real complaint.

The other maybe real complaint is the arrows guarding the one sheep with the jump pit, they're dark so I initially didn't understand what was happening because I couldn't see them at all, and they just keep pummeling!  So maybe I missed how to stop them.

Vaulting was mostly great but the 3 part climb on the way to said arrows guarded sheep was sooooo hard.  I eventually made it prior to the teleport and then using the next jump pad was also crazy hard, easily a dozen tries initially.

I'm mixed on the city jump puzzle one the floating/falling platforms then you need to shoot to trigger the momentum block, also a dozen tries because I initially though I needed to vault to make it far enough so would frequently not get enough air but jumped forward.  Eventually I decided to just practice the timing and realized I could just fall where I needed.  So I was getting frustrated but it was also well done and I did improve quite a bit, and appreciated the next momentum was very straightforward.

Aiming the sheep was also trickier than I would have liked, I felt like I rarely got it to fire exactly where I wanted.  Ultimately not a huge problem but was annoying.  Related, I recently watched a YT video on how the N64 had the perfect thumbstick, it used a hall effect sensor so didn't have drift so didn't need a deadzone at all, which is how triggers are done so it's not our fault.  A few 3rd party controllers DO have these types of thumbsticks so maybe it's fine to just blame the controller on this one.

The other ultra minor issue was the controller not navigating the menus (though that could also be a weird input thing on my end).

I know I just dumped a bunch of issues, but I am so impressed by this entry.  Music was great, IIRC I heard some variations on a theme but each was different and didn't get old.  Art was great, animations read great.  I love the classic metroidvania abilities but it's also awesome to see different ones.  It's like Santa gave an awesome game for Christmas!

Thanks for giving it a try!  Comically only using 2 lights, the main directional and a spotlight from the character.  My guess is the heavy use of shaders and prototyping asset I used are the culprit.  I always make web builds for player convenience but need to figure out how to debug perf for web.

Definitely need adjust the jumps too, l quickly got used to them but should have pulled them all in for earlier section.  There actually is really forgiving coyote time so you can really push how late you actually jump.  I wanted it to feel like you're always getting away with something but didn't make enough game or design what I did make well enough to build up the confidence.  Hopefully I get some iteration for SMVM some time to remedy this.

After getting the ledge, you go to the right to make your way into this section where you get an upgrade to make your way back to the start but there is zero payoff because I really managed my time poorly.

Very brief but amusing.  I really wanted to burn all the trees.

I think the biased placement is a great idea.  And to be clear, I'm not anti the random placement, just that it makes it harder to get into but I can easily see as part of the challenge.  And I'm definitely a supporter of trying new thing, esp that's what jams are for!  On that... note... armchair design idea, the bells are always onscreen and hammers appear around them.  Just a thought, keep up the experiments!

Thanks for playing!  Yeah, I really struggled with how to incentivize things so had to settle.  I had intended to add a leader board but didn't get to it, as well as some other mechanics like the different flavors having different ice needs and affecting the ice needs of neighbors, which made it in partially.

I super lucked out on the music, it's from a guy how is also making a puzzle platformer https://oandco.itch.io/tethergeist (getting turned into a full game).  I have no affiliation, just really like his music and the game so recommend checking it out.

I'm really glad you enjoyed it, with the little time I had I tried to make satisfying vs deep mechanics or advancing my own technical skill on something the player doesn't even see.  I had a lot of ideas I want to try out to see what works best:

  • Right now the flavors are mainly for fun and to make it a more interesting with the varying prices but maybe they affect neighboring cones, ex strawberry reduces the ice needs of the stacks directly next to it
    • Along those lines, instead of prices changing randomly, in a run there actually are target flavors
    • Flavors can combine, i.e. neapolita
  • It's not just ice cream, but other frozen desserts with different freezing needs
  • Flavors can spread in "conway's game of life" sort of way

I didn't really nail down the feel, do I want it to be more sandbox-y/cozy with the "goals" just being fun measures or should the goals be the driving factor?  Who knows if I'll actually get around to any of this but it's fun to come up with ideas...

Nice work!  It, initially, is very overwhelming, there was lots of mashing, and then ambient mashing to keep things going.  It was also tough having things refreeze while it was being explained.  I also think having it start (or an optional difficulty) with the bells appearing in their spatial position, or as typical stream, would have been nice to wrap my head around fewer things.  I definitely got better after several tries though I can only handle so much christmas music (but that's a me-thing).

Thanks for playing.  As you can imagine, I didn't have a lot of time for tuning so it's good to hear that you enjoyed it and got past the break even point.

Thanks for playing!

Nice work!  There's practically nothing to complain about, love the art with all the fun poses, the tells are clear and I love love love the music!

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This was just what I needed!  Outstanding, well..., everything!  There were a few very very very minor points:

  • Prompts (sometimes) need an outline or a background, some early ones were hard for me to see (could be, in part, bad monitor calibration but it was still light-on-light)
  • In the factory, it was weird that the moving platforms would bounce off of each other
  • The music got a little old, not enough for me to do anything about it but some different sound fonts and maybe a bit more variation.
  • Getting damaged was too intense and occasionally threw me weird places. OTOH, it never made things bad so maybe ignore this one.
  • Attacks rebounded too much, esp when it was just a wall
  • Sometimes there was a stalactite and I initially thought they would damage me due to seeing the pit earlier.
  • Not a fan of the idle squashing, it makes the pixels look weird to me and being slow, it really stands out whereas the fast animations feel fine since it's so brief.
  • The ending was abrupt (but really, who am I to complain, you had one at all)

It was 1:46 for 100% and wanted to note some extra great bits without spoiling them.  I loved how to get the vengeful talisman, as well as how to get into the room with all the hanging cages for the talisman upgrade.  Also, I felt the lore was really easy to read, not too much text but enough to really tell a story.

Also the pacing was sooooo gooood!  I never felt lost, and having the markers meant I generally had an idea on what to do/go back to.

Again, stellar job!

An overambitious entry, no way!  Everything did work and I enjoyed it.  Not sure how long it takes for freezing to have an effect, I stopped after the 5-ish fight and got to 6 freezes, iirc.  Easily can see this shaping up into something more.

This has an insane level of polish for a jam!  Definitely an interesting way to get around, but I'm definitely give it a few more tries to hopefully get more festive.

Dang, what solid entry!  Super cohesive, everything works really well!  I had hitches on the web whenever I lit a fire, which is really weird because I would have expected to only have the hitch once for the shader compilation the first time.  Same when the monsters started attacking with the energy blasts.  Downloaded the exe so I can have a smoother experience later.  One thing I did struggle with is the identifying the icons.  I'm partially color blind so that could easily be part of it so I had to rely on the interact prompt to know to mine or harvest or whatever so I'm guessing I missed several assets and have trouble distinguishing some from each other.  There might also be some bugs with the upgrades?  I clicked to upgrade piercing knowing I had some of the material but unsure if I had the other and it definitely consumed the one material I did have but I suspect I didn't have any of the other.  Even so, I had a lot of fun and will make more attempts!

Great work! 247 for me, also, nice ladder!  Controlled pretty well, esp the wall jumping which surprised me; it's so easy for that to feel bad.  As noted, you had less time but even without music, having the audio you did get in still has a great overall feel.  The one things I'd definitely change is the freeze meter, it was definitely really hard to see for me a lot of the time probably in part due to my partial color blindness, but it didn't detract much, plus you had the character changing too.