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sphyrth

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A member registered May 31, 2020 · View creator page →

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Yays! A more detailed critique. The leveling system was my biggest flaw, as it starts slow but ramps up too fast
when it should start fast but diminishes later on.

It's Korean Chess. The visual differences can be seen.
https://en.wikipedia.org/wiki/Janggi

I would've rated all games already if I could run them. You should help the Mac guy. I have my own 32-bit problems.

It's Ryuzaki's (Top 10) List. Not mine. I already got your game  as my top 1.

lol - this is too humble. I believe that your game will easily be in the Top 10 if not 5. The only thing that gives me doubt is "It's not my list".

Yes. Playtesting your own games raises your skill level. Therefore, you generally want to make it harder for yourself and tend to forget that you're releasing to people who haven't reached your level yet. I initially made that mistake before releasing my first game on itch.io.

I personally have no advice to give you here. Nothing's intrinsically wrong with your game anyway (especially with the Jam's constraints). The fact that you test it shows that it can be done. It's just a call for players to get better at it.

This is the kind of game where I want to intentionally lose first.

Based on the comments (and from experience), we didn't get to see why the game is frustrating. Rather it's the controls that are frustrating.

The general consensus is:
You have a higher skill-level than an average player.

People who've seen your first release know how far you've gone with the updates.

People who've seen your first release know how far you've gone with the updates.

This definitely has my top rating for one simple reason:
Puzzle Games take more thought than what you think... let alone develop a game first.

Haha. Yeah. I found it too slow when I was playtesting it with one-button increments.

https://itch.io/jam/one-button-game/rate/662218

That I don't know. You can tell others what engine/framework you're using and give them the source code.

You can. The others can inform you if your game doesn't work on their machines, anyway.

I have a heart for retro-looking games. This one is one of them.

If I were to make a suggestion, make the pellets a little bit more visible (animated or brighter color). They initially looked like part of the background.

Scratch what I said about Unity being fully cross-platform.

There are some entries that I can't play because of "API Issues", and that's putting a monkey wrench on the "Run without installing anything else" rule of the Jam.

I prefer Godot over Unity as well. It's all User Preference. All Godot needs is to catch up with the seamless cross-platform thing and it will hold just fine with jams like these.

As for me, I'm still sticking to the ol' fashioned Game Framework, even if I have to acknowledge that porting it across platforms is such a headache.

This must mean that Unity currently has the advantage of being fully cross-platform.

It's mainly my fault because I don't have a Mac, and therefore can't verify if the release works or not.

Since you have downloaded (and probably extracted) the zip file, you can just download the Linux Release of my game. Then, drag-and-drop it to "love.app".

The Cones and Shooter-style mechanic reminds me of Twin Bee.... another nostalgic entry.

I don't mind re-downloading. It's one of the lightest, anyway. If I were to make a suggestion, I prefer holding the mouse down rather than clicking over and over again.

I think even Zuma had that kind of mechanic.

Reminds me of the Shiny Games Era... which is just as nostalgic as the console pixel era.

Thanks! Love the Rock-Paper-Scissors Mechanic.

Got one for 32-bit?

I knew I should've put the trailer first.

I just posted the zip file. I don't have a Mac, so I can't verify if it works.
Please let me know, so I can make proper adjustments.

I feel stupid for dodging the balls at first. They looked like boulders crashing into me.
This is what happens when I play first before reading the title.

On our first entry, one commenter suggested that the developer should've added more content to his work before submitting.

But now that it's out there, is the developer allowed to update it during the Jam?

I can let the Visual Bug slide, but being able to place the ghost here is a game-breaking bug that needs to be patched.

That reminds me. Is it allowed to make updates during that time slot?

The way I see it, the mechanics can cover games as simple as Flappy Bird to games as complex as Real-Time Strategies. But the criteria "Gameplay Creativity" is the real limiter.

I could've also commit with the "No mouse position" games since they suddenly start popping in my head, but it's too late to turn back for me now.

In any case, this Jam is great for beginners to get their feet wet, and that's what I like about it.

I'm new to this as well. How do you submit?