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Rowlof

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A member registered Jun 11, 2021 · View creator page →

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That's pretty impressive for the size!

Good, not much content though

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Lady luck seemed to be more important than good play. That's fine, in fact that's how a lot of games play out, but in this case, I couldn't get far enough to where the red dots start meaning something and besides those the game is just reaction time tester combined with luck. The looping mechanic makes sense when you are going for red orbs but otherwise the player has enough time to return to the centre after each wave, meaning they don't have to engage with the system.

Genuinely a really great job though, the player moves smoothly, the teleport mechanic doesn't feel jarring, it fits the theme perfectly in numerous ways and the art, story and music fit the game to the bone. The polish is amazing and the animations are impressive for a scratch game.

The music, art and story were nice, especially the feel of the intro was perfect.

There were some neat bits of game design in there but it's currently a bit of a textbook platformer. Besides, the length, slowness, punishingness and precision while staying mostly fair made it feel like a rage game, to which you didn't fully commit I think. This game could really use some extra movement options, but that would change the game completely The repetition of sections was also over the top. What you do well in the level design is that the world is wonderfully consistent. In a lot of jam games you see that one part was clearly made with a different mindset but everything felt like the same game but with variety.

One part you could improve in three seconds is the bit where you go real high and platform, where when you fall you fall down to a lower section, however you could access that safety net without going over which means that some players will walk there all the way to the right and back.

The art was mostly fine. The background looks nice but it's weird how it has a different tint than the foreground. The player also stands out too much, like he was green screened into existence.

The sounds are a bit weird and loud but do make it easier to move a consistent distance

Overall I think you were consistent enough where even though I kinda raged numerous times it warrants respect!

I like it.

I did however not realise at first you were meant to read the book each time a new error occured. In my first couple runs I was trying to memorize the difficult to memorize rules. But when I realised I was playing it wrong it got much more fun. The way I would force players to not memorize the book and to add replayability is by making the rules in the book slightly randomized.

I really liked how you didn't know how much time you had for an error and how you quickly close your book to check the lights, the gameplay loop is pretty fun.

The artstyle is also clean and consistent. Well done. I especially like those notes in the background

Fun game. For me the fun is in the strategizing on how to be as quick as possible, for which you did a great job making it so you can't run while holding a chicken. If you're going to add more animals I'd focus on that aspect by making the fastest strategy different for each, goats jump over fences for example.

Nice game. Interesting how adding a complex physics system can skyrocket the amount of complexity in a game. The puzzles were interesting and fun and outlined the different characteristics of the elements you could build well.

I like it. The progression was steady throughout. Putting the player in puzzle room to figure out a mechanic to then releasing them into a more open world flows quite smoothly in my opinion. However I do think that the open world portion felt better to play as it wasn't just a bland room. In the puzzle you also didn't turn the camera as much. I also think that putting bottomless pits in your world after you have just completed the quite tedious task of getting out of the box is pretty devious even if I didn't try to see what happens when you actually fall in. I think the assets you picked mostly fit well together apart from the really bland floor and the randomly t-poseing mage in the skies, which I believe was put there to show your true size but then still it's weird how he is just floating there.

It was cool, I wouldn't have added the up direction as it made it more precise to go forward or sideways while being utterly useless. The moving leaves were great which was extremely necessary as the rest of the game is pretty bland. I do like the art style and the creativity and bravery to try something new. 

Pretty cool. It feels like a mix between pac-man and feeding frenzy to me. However I don't think an upgrade system fits the game at all. Before I knew about the upgrades I tried to go as deep as possible and had a blast, but with the upgrades it was just mindlessly grinding for scales which I didn't really enjoy, especially since the way you damage fish feels really inconsistent. 

Pretty cool environments, but the gameplay was pretty random

An impressive amount of level you have. I couldn't play them all as I don't have a mouse and so level 2 - 3 was very impractical. I think the cat looks pretty cool but in an environment where everything is just one color it stands out a bit. When making art for a game the most important thing to focus on in my opinion is coherence. The levels were quite simple, but enjoyable and had some interesting stringing of different elements. Well done!

I liked the part before the random fruits, after that it was just guessing

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Hey, hi. Your music sounds awesome by the way, great job. What do you think about the music my brother made for this game?

Great! I'm assuming the content ended when I collected the fish, but I could go back through the pond. I think you could go a lot of directions with this but parts of the way you designed challanges is  really cool. The way you had one high gaps the snake could fit through and the way the goat bumped his head in the cave so actually the snake could jump farther for once. I think the assets looked really cool though sadly the characters weren't animated. The movement feels crisp and responsive even when the characters aren't animated, and I haven't found any bugs so the jankyness level is through the floor. Well done, especially with this amount of different animals, in numerous other jam entries where the player changes size there are considerably more moments where jank shines. 

The gorilla was a bit usefull in the beginning but quickly became irrelevant. You could put in enemies and make the gorilla stronger than the other animals, but there's a thousand other ways you could make the gorilla more useful. Sadly the fish didn't get too much playroom to really shine as it is the most unique animal as the others are mere stat changes. You could put in different paths where the fish goes below the rest of the level in an underwater passage, or you could make the passage go back in the level where you need the gorilla to knock down a tree so the goat can jump to the ceiling where the snake can just barely slither out of a crumbling mine. You could make way more animals too.

But I think in its current scope the game is absolutely fine for a gamejam. Well done!

It's interesting how much luck is a factor in this. Some parts are really tough while others are very quick.

I like it, it's just too luck based for me. Normally with card games you can count, but that doesn't really work here. Plus because I and my opponent knew exactly what cards the other had nobody ever got to play and it came down to whoever had the more damage dealing cards. I think what would be really cool is if you had more than twenty different scales to choose from and more than 10 cards so you could make the largest strings to deal more damage instead of hoping you don't get another D if you already have two D's. Obviously making music in 20 different scales sounds like quite a task, I'm pretty sure you can just write your music in 1 to 7 instead of in a particular scale and just create the music in engine. Now make a different track for music with a 1 to 8 scale and you've got tons of possibilities. You would play against that one guy who starts using the Italian enigmatic scale. Maybe even include the chromatic scale, as it would be really satisfying I think.

Definitely a cool game though. Approved.

I like the game a lot. I think it would be great if you got your custom notation closer to the scientific notation as that one is dingo in my opinion. I think maybe you should focus a bit more on making players understand what they're doing rather than telling them what to do. But for 48 this is more than I would have expected. Sadly my favourite atom Radon didn't make the cut.

I think for a full game I would expect to see some variation after a while. Clicking around like this is fun for a while is fun for a bit but after even only 24 of these I got a little bored. As a stretch you could probably oven turn it into a factory style game where you develop enzymes to make the molecules for you, but that would take it into a different direction than the game is currently headed.

Well done, even the starting menu. Did you have that one lying around or did you make it during the time frame? Keep up the great work ;)

I liked how the smallest version had a double jump and the largest couldn't jump. Also I think the levels were a bit short, it would be cool to parcour over twenty or more old shells I think

I think you might have accidentally hidden a UI layer before submitting, because at it's current state an objective could be beneficial to the enjoyment of anyone playing this title

I finished it. Besides the controls which are a bit on the clunky side on my opinion, I think the game is very well polished for it's immense size. 

I think the controls feel clunky to me because you have to click twice to move one square while when extending into the wall you will move more than ten without clicking once. Off course I do see that the reason for these controls is the situation when two scaling tabs overlap when two Glob's are adjacent to oneother. One way you could fix that issue without making you have to click twice is by making you drag from the center of a Glob in the direction you want, which just happens to be something I accidentally tried over and over again when trying to clear levels. Another thing that could help is a rewind last turn button, especially with how speratic you move when extending into a wall.

Some parts of the game that really stood out to me were the part where you introduce the black character in a safe corner of the map to make you understand the mechanic of extending your other side to land further away from the wall. The other part I really liked was the level where you start one side of the level on a flat floor and you have to get to other side somehow. The centre of mass manipulation in that level was pretty impressive.

Mouse make squeeky sound

I liked it, especially the tree! Well done.

Ai, that happened because I made the snowball bigger to test the shadow of the snowball. The game is 15 times as easy as it should have been!

I hope I didn't miss a whole bunch of content you guys put effort into as a lot of the houses looked like they were just barely loaded in and the that didn't had a whole world fun, funny and fantastic content in it. I liked the music for a bit but when that ended and inside the house the game had some real horror vibes.

I liked flying around with the sleigh, but the part inside the house is where the content really started rolling and this outside sequence kind of hid it for a bunch of players, which is a shame. 

I don't know man. What's the objective?

The best part about it is that it gets harder the better your score is, lol

It looks interesting but I think the gameplay is a little plain. There might be some ingenious bits of level design in the city part, but I never managed to reach it as the pit is too large. After replaying the beginning for the dozenth time it got boring. Maybe I shouldn't have retraced my steps till the point I had fallen last time.

I like locks and keys and so this game ain't that bad. There's a certain flow in this game, and I think the atmosphere is pretty well done. It's a bit simple though

I was going to add a 2 player mode where one player controls a wolf.

I'm glad you enjoyed it!

It's a little too simple. I think focussing on art with a more coherent style could benefit the feel.

The game does have a nice mix of enemies and allies

Great fun, a scale that introduces obstacles could be fun maybe. The golden scale is interesting but turns your highscore into a game of luck.

In a lot of rooms there were tiles that looked the same, but had different function. Furthermore there were a lot of buttons for which it was impossible to see what the function was untill you pressed it. This gave each room an order of: First mess around a bit doing random stuff to see what does what. After having done that for a while, try to figure out how to solve the puzzle and lastly solve the puzzle, which was quite tedious for a lot of the rooms. It worked for a bit, but after a bunch of rooms it got stale. It did help make it fit better with the theme of the jam though!

Just quick firing some answers here:

  1. The music doesn't change, that's just the rumble being added. 
  2. My teammate made the art and sound, then he made a ton of levels in like two to three days. I made some levels and my father made some levels then we made adjustments to the levels as we polished the game.
  3. We had the main mechanics worked out within the first day, the enemies took a bit longer. We only decided on the layout of the levels with the goblins inbetween and how gold would work untill five days before the deadline.

Thanks for asking!

Mostly in the last three levels where you kept having to do the really precise parts only to get to new territory and die because you didn't know what to do exactly. Compare it to Getting over it where you have to risk falling if you want to gain information on how you climb, but after falling it then takes a lot of precision to get back to where you were.

For example, in the third to last level you finally make it through the frustrating first bit where you keep jumping into the spikes, only to grab one wrong firefly, meaning you have to do the first bit again.

Another way it sometimes feels like a rage game is the way you have to hold full right in a lot of jumps. If you play a Mario game for example there are barely any jumps that you have to fully commit to to only barely make it. In fact, in Mario games almost all jumps are possible to make without running. In your game these jumps feel rather similar to rage games where after having commited to a move you have to watch in pain how you're just short. In some jumps the double jump helps though.

Thanks for reading!

I like the concept, I personally feel like the movement is too simple for this kind of difficulty. I think the last level had a clever idea, but figuring out what I needed to do the rest boiled down to cutting the corners as precisely as I can to not bump into the, in my opinion, oversized hitboxes of the spikes. It felt like a rage game at parts, which would probably have worked without the checkpoints.

Awesome game! I personally am all for slippery movement. I love the strategy of getting hit twice in the beginning and just rushing through the rest of the game by circling round the enemies and tapping the direction toward the enemies and mashing shoot like this:

Keep in mind that all the bullets are going up, so all enemies died in one swoop here. But obviously this strategy has the unintended consequence of dying in one hit if you lose.

Well done

I appreciate the effort that you've put in but feel like the repetitive nature of the game doesn't make it the best fit for a game jam. 

Really gave me an open world vibe for a bit, but that's not how you draw houses from the side. Well done

I feel like the only way to make consistent jumps is by charging it all the way. 

Awesome game man. The business man had so much charm, and I think it was the perfect length for a game jam.